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gamepad.rs
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gamepad.rs
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use crate::{Axis, Input};
use bevy_ecs::event::{EventReader, EventWriter};
use bevy_ecs::system::{Res, ResMut, Resource};
use bevy_reflect::{std_traits::ReflectDefault, FromReflect, Reflect};
use bevy_utils::{tracing::info, HashMap};
use thiserror::Error;
/// Errors that occur when setting axis settings for gamepad input.
#[derive(Error, Debug, PartialEq)]
pub enum AxisSettingsError {
/// The given parameter `livezone_lowerbound` was not in range -1.0..=0.0.
#[error("invalid livezone_lowerbound {0}, expected value [-1.0..=0.0]")]
LiveZoneLowerBoundOutOfRange(f32),
/// The given parameter `deadzone_lowerbound` was not in range -1.0..=0.0.
#[error("invalid deadzone_lowerbound {0}, expected value [-1.0..=0.0]")]
DeadZoneLowerBoundOutOfRange(f32),
/// The given parameter `deadzone_lowerbound` was not in range -1.0..=0.0.
#[error("invalid deadzone_upperbound {0}, expected value [0.0..=1.0]")]
DeadZoneUpperBoundOutOfRange(f32),
/// The given parameter `deadzone_lowerbound` was not in range -1.0..=0.0.
#[error("invalid livezone_upperbound {0}, expected value [0.0..=1.0]")]
LiveZoneUpperBoundOutOfRange(f32),
/// Parameter `livezone_lowerbound` was not less than or equal to parameter `deadzone_lowerbound`.
#[error("invalid parameter values livezone_lowerbound {} deadzone_lowerbound {}, expected livezone_lowerbound <= deadzone_lowerbound", .livezone_lowerbound, .deadzone_lowerbound)]
LiveZoneLowerBoundGreaterThanDeadZoneLowerBound {
livezone_lowerbound: f32,
deadzone_lowerbound: f32,
},
/// Parameter `deadzone_upperbound` was not less than or equal to parameter `livezone_upperbound`.
#[error("invalid parameter values livezone_upperbound {} deadzone_upperbound {}, expected deadzone_upperbound <= livezone_upperbound", .livezone_upperbound, .deadzone_upperbound)]
DeadZoneUpperBoundGreaterThanLiveZoneUpperBound {
livezone_upperbound: f32,
deadzone_upperbound: f32,
},
/// The given parameter was not in range 0.0..=2.0.
#[error("invalid threshold {0}, expected 0.0 <= threshold <= 2.0")]
Threshold(f32),
}
/// Errors that occur when setting button settings for gamepad input.
#[derive(Error, Debug, PartialEq)]
pub enum ButtonSettingsError {
/// The given parameter was not in range 0.0..=2.0.
#[error("invalid release_threshold {0}, expected value [0.0..=1.0]")]
ReleaseThresholdOutOfRange(f32),
/// The given parameter was not in range 0.0..=2.0.
#[error("invalid press_threshold {0}, expected [0.0..=1.0]")]
PressThresholdOutOfRange(f32),
/// Parameter `release_threshold` was not less than or equal to `press_threshold`.
#[error("invalid parameter values release_threshold {} press_threshold {}, expected release_threshold <= press_threshold", .release_threshold, .press_threshold)]
ReleaseThresholdGreaterThanPressThreshold {
press_threshold: f32,
release_threshold: f32,
},
}
#[cfg(feature = "serialize")]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
/// A gamepad with an associated `ID`.
///
/// ## Usage
///
/// The primary way to access the individual connected gamepads is done through the [`Gamepads`]
/// `bevy` resource. It is also used inside of [`GamepadEvent`]s and [`GamepadEventRaw`]s to distinguish
/// which gamepad an event corresponds to.
///
/// ## Note
///
/// The `ID` of a gamepad is fixed until the gamepad disconnects or the app is restarted.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash, Reflect, FromReflect)]
#[reflect(Debug, Hash, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct Gamepad {
/// The `ID` of the gamepad.
pub id: usize,
}
impl Gamepad {
/// Creates a new [`Gamepad`].
pub fn new(id: usize) -> Self {
Self { id }
}
}
/// Metadata associated with a `Gamepad`.
#[derive(Debug, Clone, PartialEq, Eq, Reflect, FromReflect)]
#[reflect(Debug, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct GamepadInfo {
pub name: String,
}
/// A collection of connected [`Gamepad`]s.
///
/// ## Usage
///
/// It is stored in a `bevy` resource which tracks all of the currently connected [`Gamepad`]s.
///
/// ## Updating
///
/// The [`Gamepad`]s are registered and deregistered in the [`gamepad_connection_system`]
/// whenever a [`GamepadEventType::Connected`] or [`GamepadEventType::Disconnected`]
/// event is received.
#[derive(Resource, Default, Debug)]
pub struct Gamepads {
/// The collection of the connected [`Gamepad`]s.
gamepads: HashMap<Gamepad, GamepadInfo>,
}
impl Gamepads {
/// Returns `true` if the `gamepad` is connected.
pub fn contains(&self, gamepad: Gamepad) -> bool {
self.gamepads.contains_key(&gamepad)
}
/// Returns an iterator over registered [`Gamepad`]s in an arbitrary order.
pub fn iter(&self) -> impl Iterator<Item = Gamepad> + '_ {
self.gamepads.keys().copied()
}
pub fn name(&self, gamepad: Gamepad) -> Option<&str> {
self.gamepads.get(&gamepad).map(|g| g.name.as_str())
}
/// Registers the `gamepad`, marking it as connected.
fn register(&mut self, gamepad: Gamepad, info: GamepadInfo) {
self.gamepads.insert(gamepad, info);
}
/// Deregisters the `gamepad`, marking it as disconnected.
fn deregister(&mut self, gamepad: Gamepad) {
self.gamepads.remove(&gamepad);
}
}
/// The data contained in a [`GamepadEvent`] or [`GamepadEventRaw`].
#[derive(Debug, Clone, PartialEq, Reflect, FromReflect)]
#[reflect(Debug, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub enum GamepadEventType {
/// A [`Gamepad`] has been connected.
Connected(GamepadInfo),
/// A [`Gamepad`] has been disconnected.
Disconnected,
/// The value of a [`Gamepad`] button has changed.
ButtonChanged(GamepadButtonType, f32),
/// The value of a [`Gamepad`] axis has changed.
AxisChanged(GamepadAxisType, f32),
}
/// An event of a [`Gamepad`].
///
/// This event is the translated version of the [`GamepadEventRaw`]. It is available to
/// the end user and can be used for game logic.
///
/// ## Differences
///
/// The difference between the [`GamepadEventRaw`] and the [`GamepadEvent`] is that the
/// former respects user defined [`GamepadSettings`] for the gamepad inputs when translating it
/// to the latter. The former also updates the [`Input<GamepadButton>`], [`Axis<GamepadAxis>`],
/// and [`Axis<GamepadButton>`] resources accordingly.
///
/// ## Gamepad input mocking
///
/// When mocking gamepad input, use [`GamepadEventRaw`]s instead of [`GamepadEvent`]s.
/// Otherwise [`GamepadSettings`] won't be respected and the [`Input<GamepadButton>`],
/// [`Axis<GamepadAxis>`], and [`Axis<GamepadButton>`] resources won't be updated correctly.
///
/// An example for gamepad input mocking can be seen in the documentation of the [`GamepadEventRaw`].
#[derive(Debug, Clone, PartialEq, Reflect, FromReflect)]
#[reflect(Debug, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct GamepadEvent {
/// The gamepad this event corresponds to.
pub gamepad: Gamepad,
/// The type of the event.
pub event_type: GamepadEventType,
}
impl GamepadEvent {
/// Creates a new [`GamepadEvent`].
pub fn new(gamepad: Gamepad, event_type: GamepadEventType) -> Self {
Self {
gamepad,
event_type,
}
}
}
/// A raw event of a [`Gamepad`].
///
/// This event is the translated version of the `EventType` from the `GilRs` crate.
/// It is available to the end user and can be used for game logic.
///
/// ## Differences
///
/// The difference between the `EventType` from the `GilRs` crate and the [`GamepadEventRaw`]
/// is that the latter has less events, because the button pressing logic is handled through the generic
/// [`Input<T>`] instead of through events.
///
/// The difference between the [`GamepadEventRaw`] and the [`GamepadEvent`] can be seen in the documentation
/// of the [`GamepadEvent`].
///
/// ## Gamepad input mocking
///
/// The following example showcases how to mock gamepad input by manually sending [`GamepadEventRaw`]s.
///
/// ```
/// # use bevy_input::prelude::*;
/// # use bevy_input::InputPlugin;
/// # use bevy_input::gamepad::{GamepadEventRaw, GamepadInfo};
/// # use bevy_app::prelude::*;
/// # use bevy_ecs::prelude::*;
/// #[derive(Resource)]
/// struct MyResource(bool);
///
/// // This system sets the bool inside `MyResource` to `true` if the `South` button of the first gamepad is pressed.
/// fn change_resource_on_gamepad_button_press(
/// mut my_resource: ResMut<MyResource>,
/// gamepads: Res<Gamepads>,
/// button_inputs: ResMut<Input<GamepadButton>>,
/// ) {
/// let gamepad = gamepads.iter().next().unwrap();
/// let gamepad_button = GamepadButton::new(gamepad, GamepadButtonType::South);
///
/// my_resource.0 = button_inputs.pressed(gamepad_button);
/// }
///
/// // Create our app.
/// let mut app = App::new();
///
/// // Add the input plugin and the system/resource we want to test.
/// app.add_plugin(InputPlugin)
/// .insert_resource(MyResource(false))
/// .add_system(change_resource_on_gamepad_button_press);
///
/// // Define our dummy gamepad input data.
/// let gamepad = Gamepad::new(0);
/// let button_type = GamepadButtonType::South;
///
/// // Send the gamepad connected event to mark our gamepad as connected.
/// // This updates the `Gamepads` resource accordingly.
/// let info = GamepadInfo { name: "Mock Gamepad".into() };
/// app.world.send_event(GamepadEventRaw::new(gamepad, GamepadEventType::Connected(info)));
///
/// // Send the gamepad input event to mark the `South` gamepad button as pressed.
/// // This updates the `Input<GamepadButton>` resource accordingly.
/// app.world.send_event(GamepadEventRaw::new(
/// gamepad,
/// GamepadEventType::ButtonChanged(button_type, 1.0)
/// ));
///
/// // Advance the execution of the schedule by a single cycle.
/// app.update();
///
/// // At this point you can check if your game logic corresponded correctly to the gamepad input.
/// // In this example we are checking if the bool in `MyResource` was updated from `false` to `true`.
/// assert!(app.world.resource::<MyResource>().0);
///
/// // Send the gamepad input event to mark the `South` gamepad button as released.
/// // This updates the `Input<GamepadButton>` resource accordingly.
/// app.world.send_event(GamepadEventRaw::new(
/// gamepad,
/// GamepadEventType::ButtonChanged(button_type, 0.0)
/// ));
///
/// // Advance the execution of the schedule by another cycle.
/// app.update();
///
/// // Check if the bool in `MyResource` was updated from `true` to `false`.
/// assert!(!app.world.resource::<MyResource>().0);
/// #
/// # bevy_ecs::system::assert_is_system(change_resource_on_gamepad_button_press);
/// ```
#[derive(Debug, Clone, PartialEq, Reflect, FromReflect)]
#[reflect(Debug, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct GamepadEventRaw {
/// The gamepad this event corresponds to.
pub gamepad: Gamepad,
/// The type of the event.
pub event_type: GamepadEventType,
}
impl GamepadEventRaw {
/// Creates a new [`GamepadEventRaw`].
pub fn new(gamepad: Gamepad, event_type: GamepadEventType) -> Self {
Self {
gamepad,
event_type,
}
}
}
/// A type of a [`GamepadButton`].
///
/// ## Usage
///
/// This is used to determine which button has changed its value when receiving a
/// [`GamepadEventType::ButtonChanged`]. It is also used in the [`GamepadButton`]
/// which in turn is used to create the [`Input<GamepadButton>`] or
/// [`Axis<GamepadButton>`] `bevy` resources.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash, Reflect, FromReflect)]
#[reflect(Debug, Hash, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub enum GamepadButtonType {
/// The bottom action button of the action pad (i.e. PS: Cross, Xbox: A).
South,
/// The right action button of the action pad (i.e. PS: Circle, Xbox: B).
East,
/// The upper action button of the action pad (i.e. PS: Triangle, Xbox: Y).
North,
/// The left action button of the action pad (i.e. PS: Square, Xbox: X).
West,
/// The C button.
C,
/// The Z button.
Z,
/// The first left trigger.
LeftTrigger,
/// The second left trigger.
LeftTrigger2,
/// The first right trigger.
RightTrigger,
/// The second right trigger.
RightTrigger2,
/// The select button.
Select,
/// The start button.
Start,
/// The mode button.
Mode,
/// The left thumb stick button.
LeftThumb,
/// The right thumb stick button.
RightThumb,
/// The up button of the D-Pad.
DPadUp,
/// The down button of the D-Pad.
DPadDown,
/// The left button of the D-Pad.
DPadLeft,
/// The right button of the D-Pad.
DPadRight,
/// Miscellaneous buttons, considered non-standard (i.e. Extra buttons on a flight stick that do not have a gamepad equivalent).
Other(u8),
}
/// A button of a [`Gamepad`].
///
/// ## Usage
///
/// It is used as the generic `T` value of an [`Input`] and [`Axis`] to create `bevy` resources. These
/// resources store the data of the buttons and axes of a gamepad and can be accessed inside of a system.
///
/// ## Updating
///
/// The resources are updated inside of the [`gamepad_event_system`].
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash, Reflect, FromReflect)]
#[reflect(Debug, Hash, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct GamepadButton {
/// The gamepad on which the button is located on.
pub gamepad: Gamepad,
/// The type of the button.
pub button_type: GamepadButtonType,
}
impl GamepadButton {
/// Creates a new [`GamepadButton`].
///
/// # Examples
///
/// ```
/// # use bevy_input::gamepad::{GamepadButton, GamepadButtonType, Gamepad};
/// #
/// let gamepad_button = GamepadButton::new(
/// Gamepad::new(1),
/// GamepadButtonType::South,
/// );
/// ```
pub fn new(gamepad: Gamepad, button_type: GamepadButtonType) -> Self {
Self {
gamepad,
button_type,
}
}
}
/// A type of a [`GamepadAxis`].
///
/// ## Usage
///
/// This is used to determine which axis has changed its value when receiving a
/// [`GamepadEventType::AxisChanged`]. It is also used in the [`GamepadAxis`]
/// which in turn is used to create the [`Axis<GamepadAxis>`] `bevy` resource.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash, Reflect, FromReflect)]
#[reflect(Debug, Hash, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub enum GamepadAxisType {
/// The horizontal value of the left stick.
LeftStickX,
/// The vertical value of the left stick.
LeftStickY,
/// The value of the left `Z` button.
LeftZ,
/// The horizontal value of the right stick.
RightStickX,
/// The vertical value of the right stick.
RightStickY,
/// The value of the right `Z` button.
RightZ,
/// Non-standard support for other axis types (i.e. HOTAS sliders, potentiometers, etc).
Other(u8),
}
/// An axis of a [`Gamepad`].
///
/// ## Usage
///
/// It is used as the generic `T` value of an [`Axis`] to create a `bevy` resource. This resource
/// stores the data of the axes of a gamepad and can be accessed inside of a system.
///
/// ## Updating
///
/// The resource is updated inside of the [`gamepad_event_system`].
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash, Reflect, FromReflect)]
#[reflect(Debug, Hash, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct GamepadAxis {
/// The gamepad on which the axis is located on.
pub gamepad: Gamepad,
/// The type of the axis.
pub axis_type: GamepadAxisType,
}
impl GamepadAxis {
/// Creates a new [`GamepadAxis`].
///
/// # Examples
///
/// ```
/// # use bevy_input::gamepad::{GamepadAxis, GamepadAxisType, Gamepad};
/// #
/// let gamepad_axis = GamepadAxis::new(
/// Gamepad::new(1),
/// GamepadAxisType::LeftStickX,
/// );
/// ```
pub fn new(gamepad: Gamepad, axis_type: GamepadAxisType) -> Self {
Self { gamepad, axis_type }
}
}
/// Settings for all [`Gamepad`]s.
///
/// ## Usage
///
/// It is used to create a `bevy` resource that stores the settings of every [`GamepadButton`] and
/// [`GamepadAxis`]. If no user defined [`ButtonSettings`], [`AxisSettings`], or [`ButtonAxisSettings`]
/// are defined, the default settings of each are used as a fallback accordingly.
///
/// ## Note
///
/// The [`GamepadSettings`] are used inside of the [`gamepad_event_system`], but are never written to
/// inside of `bevy`. To modify these settings, mutate the corresponding resource.
#[derive(Resource, Default, Debug, Reflect, FromReflect)]
#[reflect(Debug, Default)]
pub struct GamepadSettings {
/// The default button settings.
pub default_button_settings: ButtonSettings,
/// The default axis settings.
pub default_axis_settings: AxisSettings,
/// The default button axis settings.
pub default_button_axis_settings: ButtonAxisSettings,
/// The user defined button settings.
pub button_settings: HashMap<GamepadButton, ButtonSettings>,
/// The user defined axis settings.
pub axis_settings: HashMap<GamepadAxis, AxisSettings>,
/// The user defined button axis settings.
pub button_axis_settings: HashMap<GamepadButton, ButtonAxisSettings>,
}
impl GamepadSettings {
/// Returns the [`ButtonSettings`] of the `button`.
///
/// If no user defined [`ButtonSettings`] are specified the default [`ButtonSettings`] get returned.
///
/// # Examples
///
/// ```
/// # use bevy_input::gamepad::{GamepadSettings, GamepadButton, Gamepad, GamepadButtonType};
/// #
/// # let settings = GamepadSettings::default();
/// let button = GamepadButton::new(Gamepad::new(1), GamepadButtonType::South);
/// let button_settings = settings.get_button_settings(button);
/// ```
pub fn get_button_settings(&self, button: GamepadButton) -> &ButtonSettings {
self.button_settings
.get(&button)
.unwrap_or(&self.default_button_settings)
}
/// Returns the [`AxisSettings`] of the `axis`.
///
/// If no user defined [`AxisSettings`] are specified the default [`AxisSettings`] get returned.
///
/// # Examples
///
/// ```
/// # use bevy_input::gamepad::{GamepadSettings, GamepadAxis, Gamepad, GamepadAxisType};
/// #
/// # let settings = GamepadSettings::default();
/// let axis = GamepadAxis::new(Gamepad::new(1), GamepadAxisType::LeftStickX);
/// let axis_settings = settings.get_axis_settings(axis);
/// ```
pub fn get_axis_settings(&self, axis: GamepadAxis) -> &AxisSettings {
self.axis_settings
.get(&axis)
.unwrap_or(&self.default_axis_settings)
}
/// Returns the [`ButtonAxisSettings`] of the `button`.
///
/// If no user defined [`ButtonAxisSettings`] are specified the default [`ButtonAxisSettings`] get returned.
///
/// # Examples
///
/// ```
/// # use bevy_input::gamepad::{GamepadSettings, GamepadButton, Gamepad, GamepadButtonType};
/// #
/// # let settings = GamepadSettings::default();
/// let button = GamepadButton::new(Gamepad::new(1), GamepadButtonType::South);
/// let button_axis_settings = settings.get_button_axis_settings(button);
/// ```
pub fn get_button_axis_settings(&self, button: GamepadButton) -> &ButtonAxisSettings {
self.button_axis_settings
.get(&button)
.unwrap_or(&self.default_button_axis_settings)
}
}
/// Manages settings for gamepad buttons.
///
/// It is used inside of [`GamepadSettings`] to define the threshold for a gamepad button
/// to be considered pressed or released. A button is considered pressed if the `press_threshold`
/// value is surpassed and released if the `release_threshold` value is undercut.
///
/// Allowed values: `0.0 <= ``release_threshold`` <= ``press_threshold`` <= 1.0`
#[derive(Debug, Clone, Reflect, FromReflect)]
#[reflect(Debug, Default)]
pub struct ButtonSettings {
press_threshold: f32,
release_threshold: f32,
}
impl Default for ButtonSettings {
fn default() -> Self {
ButtonSettings {
press_threshold: 0.75,
release_threshold: 0.65,
}
}
}
impl ButtonSettings {
/// Creates a new [`ButtonSettings`] instance.
///
/// # Parameters
///
/// + `press_threshold` is the button input value above which the button is considered pressed.
/// + `release_threshold` is the button input value below which the button is considered released.
///
/// Restrictions:
/// + `0.0 <= ``release_threshold`` <= ``press_threshold`` <= 1.0`
///
/// # Errors
///
/// If the restrictions are not met, returns one of
/// `GamepadSettingsError::ButtonReleaseThresholdOutOfRange`,
/// `GamepadSettingsError::ButtonPressThresholdOutOfRange`, or
/// `GamepadSettingsError::ButtonReleaseThresholdGreaterThanPressThreshold`.
pub fn new(
press_threshold: f32,
release_threshold: f32,
) -> Result<ButtonSettings, ButtonSettingsError> {
if !(0.0..=1.0).contains(&release_threshold) {
Err(ButtonSettingsError::ReleaseThresholdOutOfRange(
release_threshold,
))
} else if !(0.0..=1.0).contains(&press_threshold) {
Err(ButtonSettingsError::PressThresholdOutOfRange(
press_threshold,
))
} else if release_threshold > press_threshold {
Err(
ButtonSettingsError::ReleaseThresholdGreaterThanPressThreshold {
press_threshold,
release_threshold,
},
)
} else {
Ok(ButtonSettings {
press_threshold,
release_threshold,
})
}
}
/// Returns `true` if the button is pressed.
///
/// A button is considered pressed if the `value` passed is greater than or equal to the press threshold.
fn is_pressed(&self, value: f32) -> bool {
value >= self.press_threshold
}
/// Returns `true` if the button is released.
///
/// A button is considered released if the `value` passed is lower than or equal to the release threshold.
fn is_released(&self, value: f32) -> bool {
value <= self.release_threshold
}
/// Get the button input threshold above which the button is considered pressed.
pub fn press_threshold(&self) -> f32 {
self.press_threshold
}
/// Try to set the button input threshold above which the button is considered pressed.
///
/// # Errors
///
/// If the value passed is outside the range [release threshold..=1.0], returns either
/// `GamepadSettingsError::ButtonPressThresholdOutOfRange` or
/// `GamepadSettingsError::ButtonReleaseThresholdGreaterThanPressThreshold`.
pub fn try_set_press_threshold(&mut self, value: f32) -> Result<(), ButtonSettingsError> {
if (self.release_threshold..=1.0).contains(&value) {
self.press_threshold = value;
Ok(())
} else if !(0.0..1.0).contains(&value) {
Err(ButtonSettingsError::PressThresholdOutOfRange(value))
} else {
Err(
ButtonSettingsError::ReleaseThresholdGreaterThanPressThreshold {
press_threshold: value,
release_threshold: self.release_threshold,
},
)
}
}
/// Try to set the button input threshold above which the button is considered pressed.
/// If the value passed is outside the range [release threshold..=1.0], the value will not be changed.
///
/// Returns the new value of the press threshold.
pub fn set_press_threshold(&mut self, value: f32) -> f32 {
self.try_set_press_threshold(value).ok();
self.press_threshold
}
/// Get the button input threshold below which the button is considered released.
pub fn release_threshold(&self) -> f32 {
self.release_threshold
}
/// Try to set the button input threshold below which the button is considered released.
///
/// # Errors
///
/// If the value passed is outside the range [0.0..=press threshold], returns
/// `ButtonSettingsError::ReleaseThresholdOutOfRange` or
/// `ButtonSettingsError::ReleaseThresholdGreaterThanPressThreshold`.
pub fn try_set_release_threshold(&mut self, value: f32) -> Result<(), ButtonSettingsError> {
if (0.0..=self.press_threshold).contains(&value) {
self.release_threshold = value;
Ok(())
} else if !(0.0..1.0).contains(&value) {
Err(ButtonSettingsError::ReleaseThresholdOutOfRange(value))
} else {
Err(
ButtonSettingsError::ReleaseThresholdGreaterThanPressThreshold {
press_threshold: self.press_threshold,
release_threshold: value,
},
)
}
}
/// Try to set the button input threshold below which the button is considered released. If the
/// value passed is outside the range [0.0..=press threshold], the value will not be changed.
///
/// Returns the new value of the release threshold.
pub fn set_release_threshold(&mut self, value: f32) -> f32 {
self.try_set_release_threshold(value).ok();
self.release_threshold
}
}
/// Settings for a [`GamepadAxis`].
///
/// It is used inside of the [`GamepadSettings`] to define the sensitivity range and
/// threshold for an axis.
/// Values that are higher than `livezone_upperbound` will be rounded up to 1.0.
/// Values that are lower than `livezone_lowerbound` will be rounded down to -1.0.
/// Values that are in-between `deadzone_lowerbound` and `deadzone_upperbound` will be rounded
/// to 0.0.
/// Otherwise, values will not be rounded.
///
/// The valid range is `[-1.0, 1.0]`.
#[derive(Debug, Clone, Reflect, FromReflect)]
#[reflect(Debug, Default)]
pub struct AxisSettings {
/// Values that are higher than `livezone_upperbound` will be rounded up to -1.0.
livezone_upperbound: f32,
/// Positive values that are less than `deadzone_upperbound` will be rounded down to 0.0.
deadzone_upperbound: f32,
/// Negative values that are greater than `deadzone_lowerbound` will be rounded up to 0.0.
deadzone_lowerbound: f32,
/// Values that are lower than `livezone_lowerbound` will be rounded down to -1.0.
livezone_lowerbound: f32,
/// `threshold` defines the minimum difference between old and new values to apply the changes.
threshold: f32,
}
impl Default for AxisSettings {
fn default() -> Self {
AxisSettings {
livezone_upperbound: 0.95,
deadzone_upperbound: 0.05,
deadzone_lowerbound: -0.05,
livezone_lowerbound: -0.95,
threshold: 0.01,
}
}
}
impl AxisSettings {
/// Creates a new `AxisSettings` instance.
///
/// # Arguments
///
/// + `livezone_lowerbound` - the value below which inputs will be rounded down to -1.0.
/// + `deadzone_lowerbound` - the value above which negative inputs will be rounded up to 0.0.
/// + `deadzone_upperbound` - the value below which positive inputs will be rounded down to 0.0.
/// + `livezone_upperbound` - the value above which inputs will be rounded up to 1.0.
/// + `threshold` - the minimum value by which input must change before the change is registered.
///
/// Restrictions:
/// + `-1.0 <= ``livezone_lowerbound`` <= ``deadzone_lowerbound`` <= 0.0 <= ``deadzone_upperbound`` <=
/// ``livezone_upperbound`` <= 1.0`
/// + `0.0 <= ``threshold`` <= 2.0`
///
/// # Errors
///
/// Returns an `AxisSettingsError` if any restrictions on the zone values are not met.
/// If the zone restrictions are met, but the ``threshold`` value restrictions are not met,
/// returns `AxisSettingsError::Threshold`.
pub fn new(
livezone_lowerbound: f32,
deadzone_lowerbound: f32,
deadzone_upperbound: f32,
livezone_upperbound: f32,
threshold: f32,
) -> Result<AxisSettings, AxisSettingsError> {
if !(-1.0..=0.0).contains(&livezone_lowerbound) {
Err(AxisSettingsError::LiveZoneLowerBoundOutOfRange(
livezone_lowerbound,
))
} else if !(-1.0..=0.0).contains(&deadzone_lowerbound) {
Err(AxisSettingsError::DeadZoneLowerBoundOutOfRange(
deadzone_lowerbound,
))
} else if !(-1.0..=0.0).contains(&deadzone_upperbound) {
Err(AxisSettingsError::DeadZoneUpperBoundOutOfRange(
deadzone_upperbound,
))
} else if !(-1.0..=0.0).contains(&livezone_upperbound) {
Err(AxisSettingsError::LiveZoneUpperBoundOutOfRange(
livezone_upperbound,
))
} else if livezone_lowerbound > deadzone_lowerbound {
Err(
AxisSettingsError::LiveZoneLowerBoundGreaterThanDeadZoneLowerBound {
livezone_lowerbound,
deadzone_lowerbound,
},
)
} else if deadzone_upperbound > livezone_upperbound {
Err(
AxisSettingsError::DeadZoneUpperBoundGreaterThanLiveZoneUpperBound {
livezone_upperbound,
deadzone_upperbound,
},
)
} else if !(0.0..=2.0).contains(&threshold) {
Err(AxisSettingsError::Threshold(threshold))
} else {
Ok(Self {
livezone_lowerbound,
deadzone_lowerbound,
deadzone_upperbound,
livezone_upperbound,
threshold,
})
}
}
/// Get the value above which inputs will be rounded up to 1.0.
pub fn livezone_upperbound(&self) -> f32 {
self.livezone_upperbound
}
/// Try to set the value above which inputs will be rounded up to 1.0.
///
/// # Errors
///
/// If the value passed is less than the dead zone upper bound,
/// returns `AxisSettingsError::DeadZoneUpperBoundGreaterThanLiveZoneUpperBound`.
/// If the value passsed is not in range [0.0..=1.0], returns `AxisSettingsError::LiveZoneUpperBoundOutOfRange`.
pub fn try_set_livezone_upperbound(&mut self, value: f32) -> Result<(), AxisSettingsError> {
if !(0.0..=1.0).contains(&value) {
Err(AxisSettingsError::LiveZoneUpperBoundOutOfRange(value))
} else if value < self.deadzone_upperbound {
Err(
AxisSettingsError::DeadZoneUpperBoundGreaterThanLiveZoneUpperBound {
livezone_upperbound: value,
deadzone_upperbound: self.deadzone_upperbound,
},
)
} else {
self.livezone_upperbound = value;
Ok(())
}
}
/// Try to set the value above which inputs will be rounded up to 1.0.
/// If the value is less than `deadzone_upperbound` or greater than 1.0,
/// the value will not be changed.
/// Returns the new value of `livezone_upperbound`.
pub fn set_livezone_upperbound(&mut self, value: f32) -> f32 {
self.try_set_livezone_upperbound(value).ok();
self.livezone_upperbound
}
/// Get the value below which positive inputs will be rounded down to 0.0.
pub fn deadzone_upperbound(&self) -> f32 {
self.deadzone_upperbound
}
/// Try to set the value below which positive inputs will be rounded down to 0.0.
///
/// # Errors
///
/// If the value passed is greater than the live zone upper bound,
/// returns `AxisSettingsError::DeadZoneUpperBoundGreaterThanLiveZoneUpperBound`.
/// If the value passsed is not in range [0.0..=1.0], returns `AxisSettingsError::DeadZoneUpperBoundOutOfRange`.
pub fn try_set_deadzone_upperbound(&mut self, value: f32) -> Result<(), AxisSettingsError> {
if !(0.0..=1.0).contains(&value) {
Err(AxisSettingsError::DeadZoneUpperBoundOutOfRange(value))
} else if self.livezone_upperbound < value {
Err(
AxisSettingsError::DeadZoneUpperBoundGreaterThanLiveZoneUpperBound {
livezone_upperbound: self.livezone_upperbound,
deadzone_upperbound: value,
},
)
} else {
self.deadzone_upperbound = value;
Ok(())
}
}
/// Try to set the value below which positive inputs will be rounded down to 0.0.
/// If the value passed is negative or greater than `livezone_upperbound`,
/// the value will not be changed.
///
/// Returns the new value of `deadzone_upperbound`.
pub fn set_deadzone_upperbound(&mut self, value: f32) -> f32 {
self.try_set_deadzone_upperbound(value).ok();
self.deadzone_upperbound
}
/// Get the value above which negative inputs will be rounded up to 0.0.
pub fn livezone_lowerbound(&self) -> f32 {
self.livezone_lowerbound
}
/// Try to set the value above which negative inputs will be rounded up to 0.0.
///
/// # Errors
///
/// If the value passed is less than the dead zone lower bound,
/// returns `AxisSettingsError::LiveZoneLowerBoundGreaterThanDeadZoneLowerBound`.
/// If the value passsed is not in range [-1.0..=0.0], returns `AxisSettingsError::LiveZoneLowerBoundOutOfRange`.
pub fn try_set_livezone_lowerbound(&mut self, value: f32) -> Result<(), AxisSettingsError> {
if !(-1.0..=0.0).contains(&value) {
Err(AxisSettingsError::LiveZoneLowerBoundOutOfRange(value))
} else if value > self.deadzone_lowerbound {
Err(
AxisSettingsError::LiveZoneLowerBoundGreaterThanDeadZoneLowerBound {
livezone_lowerbound: value,
deadzone_lowerbound: self.deadzone_lowerbound,
},
)
} else {
self.livezone_lowerbound = value;
Ok(())
}
}
/// Try to set the value above which negative inputs will be rounded up to 0.0.
/// If the value passed is positive or less than `deadzone_lowerbound`,
/// the value will not be changed.
///
/// Returns the new value of `livezone_lowerbound`.
pub fn set_livezone_lowerbound(&mut self, value: f32) -> f32 {
self.try_set_livezone_lowerbound(value).ok();
self.livezone_lowerbound
}
/// Get the value below which inputs will be rounded down to -1.0.
pub fn deadzone_lowerbound(&self) -> f32 {
self.deadzone_lowerbound
}
/// Try to set the value below which inputs will be rounded down to -1.0.
///
/// # Errors
///
/// If the value passed is less than the live zone lower bound,
/// returns `AxisSettingsError::LiveZoneLowerBoundGreaterThanDeadZoneLowerBound`.
/// If the value passsed is not in range [-1.0..=0.0], returns `AxisSettingsError::DeadZoneLowerBoundOutOfRange`.
pub fn try_set_deadzone_lowerbound(&mut self, value: f32) -> Result<(), AxisSettingsError> {
if !(-1.0..=0.0).contains(&value) {
Err(AxisSettingsError::DeadZoneLowerBoundOutOfRange(value))
} else if self.livezone_lowerbound > value {
Err(
AxisSettingsError::LiveZoneLowerBoundGreaterThanDeadZoneLowerBound {
livezone_lowerbound: self.livezone_lowerbound,
deadzone_lowerbound: value,
},
)
} else {
self.deadzone_lowerbound = value;
Ok(())
}
}
/// Try to set the value below which inputs will be rounded down to -1.0.
/// If the value passed is less than -1.0 or greater than `livezone_lowerbound`,
/// the value will not be changed.
///
/// Returns the new value of `deadzone_lowerbound`.
pub fn set_deadzone_lowerbound(&mut self, value: f32) -> f32 {
self.try_set_deadzone_lowerbound(value).ok();