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//! Library providing information about connected gamepads.
//!
//! # Overview
//! To use `gamepads`, first create a [Gamepads] instance using [Gamepads::new()].
//!
//! Then, on each tick, run [Gamepads::poll()] to poll gamepad state, followed by
//! [Gamepads::all()] or [Gamepads::get()] to retrieve information about connected
//! gamepads. See [Gamepad] for how to access button and axis information on gamepads.
//!
//! # Usage
//! The `gamepads` crate is [on crates.io](https://crates.io/crates/gamepads) and can be
//! used by adding `gamepads` to your dependencies in your project's `Cargo.toml`.
//! Or more simply, just run `cargo add gamepads`.
//!
//! Here is a complete example that creates a new Rust project, adds a dependency
//! on `gamepads`, creates the source code printing gamepad information, and then
//! runs the program.
//!
//! First, create the project in a new directory:
//!
//! ```sh
//! $ mkdir gamepads-example
//! $ cd gamepads-example
//! $ cargo init
//! ```
//!
//! Second, add a dependency on `gamepads`:
//!
//! ```sh
//! $ cargo add gamepads
//! ```
//!
//! Third, edit `src/main.rs`. Delete what's there and replace it with this:
//!
//! ```
//! use gamepads::Gamepads;
//!
//! fn main() {
//! let mut gamepads = Gamepads::new();
//! loop {
//! # break;
//! gamepads.poll();
//!
//! for gamepad in gamepads.all() {
//! println!("Gamepad id: {:?}", gamepad.id());
//! for button in gamepad.all_currently_pressed() {
//! println!("Pressed button: {:?}", button);
//! }
//! println!("Left thumbstick: {:?}", gamepad.left_stick());
//! println!("Right thumbstick: {:?}", gamepad.right_stick());
//! }
//!
//! std::thread::sleep(std::time::Duration::from_millis(500));
//! }
//! }
//! ```
//!
//! Fourth, run it with `cargo run`:
//!
//! ```sh
//! $ cargo run
//! [...]
//! Gamepad id: GamepadId(0)
//! Pressed button: ActionRight
//! Pressed button: ActionTop
//! Left thumbstick: (0.3252289, -0.98961794)
//! Right thumbstick: (0.0, 0.0)
//! ```
//!
//! # Usage as a macroquad web plugin
//! See the [documentation in the README](https://github.com/fornwall/gamepads#how-to-use-as-a-macroquad-plugin)
//! for how to use `gamepads` with `macroquad`.
//!
//! # Example showing gamepad iteration
//!
//! ```
//! use gamepads::{Button, Gamepads};
//!
//! let mut gamepads = Gamepads::new();
//!
//! loop {
//! # break;
//! gamepads.poll();
//!
//! for gamepad in gamepads.all() {
//! // Use just_pressed_buttons() or currently_pressed_buttons().
//! for button in gamepad.all_just_pressed() {
//! println!("Button just pressed: {button:?}");
//! match button {
//! Button::DPadUp => println!("Going up!"),
//! Button::ActionDown => println!("Shooting!"),
//! _ => {}
//! }
//!
//! // Individual buttons can be checked using
//! // is_just_pressed() / is_currently_pressed():
//! if gamepad.is_currently_pressed(Button::FrontLeftLower) {
//! println!("Front left lower button is currently pressed");
//! }
//! }
//!
//! println!("Left stick: {:?}", gamepad.left_stick());
//! println!("Right stick: {:?}", gamepad.right_stick());
//! }
//! }
//! ```
//!
//! # Example showing gamepad lookup by id and haptic feedback
//!
//! ```
//! use std::collections::HashMap;
//! use gamepads::{Button, Gamepads, GamepadId};
//!
//! struct Player {
//! position: (f32, f32),
//! }
//!
//! let mut gamepads = Gamepads::new();
//! let mut players: HashMap<GamepadId, Player> = HashMap::new();
//! loop {
//! # break;
//! gamepads.poll();
//!
//! for gamepad in gamepads.all() {
//! if let Some(player) = players.get_mut(&gamepad.id()) {
//! player.position.0 += gamepad.left_stick_x();
//! player.position.1 += gamepad.left_stick_y();
//! if player.position.0.abs() > 10. {
//! // Player has fallen out of map - give haptic feedback.
//! gamepads.rumble(gamepad.id(), 500, 0, 0.4, 0.6);
//! player.position.0 = 0.;
//! }
//! } else if gamepad.is_currently_pressed(Button::ActionDown) {
//! println!("New player joining with gamepad {:?}", gamepad.id());
//! players.insert(gamepad.id(), Player { position: (0., 0.) });
//! }
//! }
//! }
//! ```
#[cfg(feature = "wasm-bindgen")]
mod wasm_bindgen;
const MAX_GAMEPADS: usize = 8;
/// An individual gamepad allowing access to information about button presses,
/// thumbstick positions and its gamepad id.
///
/// A gamepad can be obtained using either [Gamepads::all()] to loop through all connected gamepads,
/// or [Gamepads::get(gamepad_id)](Gamepads::get) to get it by an id.
#[derive(Debug, Clone, Copy)]
#[repr(C)]
pub struct Gamepad {
id: GamepadId,
connected: bool,
pressed_bits: u32,
axes: [f32; 4],
#[cfg(target_family = "wasm")]
last_pressed_bits: u32,
#[cfg(not(target_family = "wasm"))]
just_pressed_bits: u32,
}
// Assert size of struct Gamepad, which is used by javascript.
//
// See https://users.rust-lang.org/t/ensure-that-struct-t-has-size-n-at-compile-time/61108/3
#[cfg(target_family = "wasm")]
const _: () = [(); 1][(core::mem::size_of::<Gamepad>() == 28) as usize ^ 1];
impl Gamepad {
/// An id unique for each gamepad currently connected to the system.
///
/// This can be used to distinguish multiple controllers; a gamepad that is disconnected
/// and reconnected will retain the same id.
pub const fn id(&self) -> GamepadId {
self.id
}
/// The `(x, y)` position of the left thumbstick.
///
/// Each component is in the range `[-1.0, 1.0]`, with
/// negative values representing down or to the left.
pub const fn left_stick(&self) -> (f32, f32) {
(self.axes[0], self.axes[1])
}
/// The `x` position of the left thumbstick.
///
/// Values are in the range `[-1.0, 1.0]`, with
/// negative values representing left.
pub const fn left_stick_x(&self) -> f32 {
self.axes[0]
}
/// The `y` position of the left thumbstick.
///
/// Values are in the range `[-1.0, 1.0]`, with
/// negative values representing down.
pub const fn left_stick_y(&self) -> f32 {
self.axes[1]
}
/// The `(x, y)` position of the right thumbstick.
///
/// Each component is in the range `[-1.0, 1.0]`, with
/// negative values representing down or to the left.
pub const fn right_stick(&self) -> (f32, f32) {
(self.axes[2], self.axes[3])
}
/// The `y` position of the right thumbstick.
///
/// Values are in the range `[-1.0, 1.0]`, with
/// negative values representing left.
pub const fn right_stick_x(&self) -> f32 {
self.axes[2]
}
/// The `y` position of the right thumbstick.
///
/// Values are in the range `[-1.0, 1.0]`, with
/// negative values representing down.
pub const fn right_stick_y(&self) -> f32 {
self.axes[3]
}
/// An iterator over all currently pressed buttons.
pub fn all_currently_pressed(&self) -> impl Iterator<Item = Button> + '_ {
Button::all().filter(|&t| self.is_currently_pressed(t))
}
/// An iterator over all just pressed buttons.
pub fn all_just_pressed(&self) -> impl Iterator<Item = Button> + '_ {
Button::all().filter(|&t| self.is_just_pressed(t))
}
/// Check if a button has just been pressed.
pub const fn is_just_pressed(&self, button: Button) -> bool {
let queried_bit = 1 << (button as u32);
#[cfg(target_family = "wasm")]
{
(self.pressed_bits & queried_bit) != 0 && (self.last_pressed_bits & queried_bit) == 0
}
#[cfg(not(target_family = "wasm"))]
{
(self.just_pressed_bits & queried_bit) != 0
}
}
/// Check if a button is currently pressed.
pub const fn is_currently_pressed(&self, button: Button) -> bool {
let queried_bit = 1 << (button as u32);
(self.pressed_bits & queried_bit) != 0
}
}
extern "C" {
// Host javascript function.
#[cfg(target_family = "wasm")]
#[cfg(not(feature = "wasm-bindgen"))]
fn getGamepads(data_ptr: *const Gamepad);
// Host javascript function.
#[cfg(target_family = "wasm")]
#[cfg(not(feature = "wasm-bindgen"))]
fn playEffect(
gamepad_id: u8,
duration_ms: u32,
start_delay_ms: u32,
strong_magnitude: f32,
weak_magnitude: f32,
);
}
/// Expose crate version information as expected by
/// https://github.com/not-fl3/miniquad/blob/master/js/gl.js.
#[cfg(target_family = "wasm")]
#[no_mangle]
pub extern "C" fn gamepads_crate_version() -> u32 {
let major: u32 = env!("CARGO_PKG_VERSION_MAJOR").parse().unwrap();
let minor: u32 = env!("CARGO_PKG_VERSION_MINOR").parse().unwrap();
let patch: u32 = env!("CARGO_PKG_VERSION_PATCH").parse().unwrap();
(major << 24) + (minor << 16) + patch
}
/// An opaque gamepad identifier.
///
/// Obtained using the [Gamepad::id()] method on a gamepad.
///
/// Given a gamepad id, it's possible to get its gamepad state using [Gamepads::get(gamepad_id)](Gamepads::get).
///
/// This is a small handle consisting of a single byte.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[repr(transparent)]
pub struct GamepadId(u8);
impl GamepadId {
/// The byte value that represents this gamepad id.
pub const fn value(self) -> u8 {
self.0
}
}
/// Context for obtaining gamepad information.
///
/// Construct an instance using [Gamepads::new].
///
/// On each tick, update gamepads state using [Gamepads::poll()].
///
/// Then use [Gamepads::all()] to list all connected gamepads, or [Gamepads::get(gamepad_id)](Gamepads::get)
/// to get a gamepad by id.
pub struct Gamepads {
gamepads: [Gamepad; MAX_GAMEPADS],
#[cfg(not(target_family = "wasm"))]
gilrs_gamepad_ids: [usize; MAX_GAMEPADS],
#[cfg(not(target_family = "wasm"))]
gilrs_instance: gilrs::Gilrs,
#[cfg(not(target_family = "wasm"))]
num_connected_pads: u8,
#[cfg(not(target_family = "wasm"))]
deadzones: [[f32; 4]; MAX_GAMEPADS],
#[cfg(not(target_family = "wasm"))]
playing_ff_effects: Vec<(gilrs::ff::Effect, u128)>,
}
impl Gamepads {
/// Construct a new gamepads instance.
#[allow(clippy::new_without_default)]
pub fn new() -> Self {
let result = Self {
gamepads: std::array::from_fn(|idx| Gamepad {
id: GamepadId(idx as u8),
connected: false,
pressed_bits: 0,
axes: [0.; 4],
#[cfg(target_family = "wasm")]
last_pressed_bits: 0,
#[cfg(not(target_family = "wasm"))]
just_pressed_bits: 0,
}),
#[cfg(not(target_family = "wasm"))]
gilrs_gamepad_ids: [usize::MAX; MAX_GAMEPADS],
#[cfg(not(target_family = "wasm"))]
gilrs_instance: gilrs::Gilrs::new().unwrap(),
#[cfg(not(target_family = "wasm"))]
num_connected_pads: 0,
#[cfg(not(target_family = "wasm"))]
deadzones: [[0.; 4]; MAX_GAMEPADS],
#[cfg(not(target_family = "wasm"))]
playing_ff_effects: Vec::new(),
};
let mut result = result;
result.poll();
#[cfg(not(target_family = "wasm"))]
{
let gamepad_ids = result
.gilrs_instance
.gamepads()
.map(|(id, g)| (id, g.is_connected()))
.collect::<Vec<_>>();
for (id, connected) in gamepad_ids {
if let Some(p) = result.find_or_insert(id) {
result.gamepads[p].connected = connected;
}
}
}
result
}
#[cfg(not(target_family = "wasm"))]
fn find_or_insert(&mut self, gilrs_gamepad_id: gilrs::GamepadId) -> Option<usize> {
for i in 0..MAX_GAMEPADS {
if self.gilrs_gamepad_ids[i] == gilrs_gamepad_id.into() {
return Some(i);
}
}
if self.num_connected_pads == MAX_GAMEPADS as u8 {
None
} else {
let index = self.num_connected_pads;
self.num_connected_pads += 1;
self.gilrs_gamepad_ids[index as usize] = gilrs_gamepad_id.into();
Some(index as usize)
}
}
/// Get a gamepad by id, returning `None` if it is no longer connected.
///
/// The gamepad state obtained here will reflect the state the last time [Gamepads::poll()]
/// was called.
pub fn get(&self, gamepad_id: GamepadId) -> Option<Gamepad> {
let pad = self.gamepads[gamepad_id.0 as usize];
pad.connected.then_some(pad)
}
/// Retrieve information about all connected gamepads.
///
/// The gamepad state obtained here will reflect the state the last time [Gamepads::poll()]
/// was called.
pub fn all(&self) -> impl Iterator<Item = Gamepad> {
self.gamepads.into_iter().filter(|p| p.connected)
}
/// Provide haptic feedback by rumbling the gamepad (if supported).
///
/// This is a "dual rumble", where an eccentric rotating mass (ERM) vibration motor in each handle
/// of the gamepad. Either motor is capable of vibrating the whole gamepad. The vibration effects
/// created by each motor are unequal so that the effects of each can be combined to create more
/// complex haptic effects.
///
/// # Arguments
///
/// * `gamepad_id` - ID of the gamepad to rumble
/// * `duration_ms` - Duration of the rumble in milliseconds
/// * `start_delay_ms` - Delay of the rumble in milliseconds
/// * `strong_magnitude` - The vibration magnitude for the low frequency rumble in the range `[0.0, 1.0]`
/// * `weak_magnitude` - The vibration magnitude for the high frequency rumble in the range `[0.0, 1.0]`
pub fn rumble(
&mut self,
gamepad_id: GamepadId,
duration_ms: u32,
start_delay_ms: u32,
strong_magnitude: f32,
weak_magnitude: f32,
) {
#[cfg(target_family = "wasm")]
{
#[cfg(not(feature = "wasm-bindgen"))]
unsafe {
playEffect(
gamepad_id.0,
duration_ms,
start_delay_ms,
strong_magnitude,
weak_magnitude,
);
}
#[cfg(feature = "wasm-bindgen")]
wasm_bindgen::play_effect(
gamepad_id.0,
duration_ms,
start_delay_ms,
strong_magnitude,
weak_magnitude,
);
}
#[cfg(not(target_family = "wasm"))]
{
let now_ms = std::time::SystemTime::now()
.duration_since(std::time::UNIX_EPOCH)
.unwrap()
.as_millis();
// Purge old effects.
for i in (0..self.playing_ff_effects.len()).rev() {
if self.playing_ff_effects[i].1 < now_ms {
self.playing_ff_effects.swap_remove(i);
}
}
let gilrs_gamepad_id = self.gilrs_gamepad_ids[gamepad_id.0 as usize];
let gilrs_gamepad_id: gilrs::GamepadId =
unsafe { std::mem::transmute(gilrs_gamepad_id) };
let play_for = gilrs::ff::Ticks::from_ms(duration_ms);
let after = gilrs::ff::Ticks::from_ms(start_delay_ms);
let scheduling = gilrs::ff::Replay {
play_for,
after,
..Default::default()
};
let strong_magnitude = (f32::from(u16::MAX) * strong_magnitude).round() as u16;
let weak_magnitude = (f32::from(u16::MAX) * weak_magnitude).round() as u16;
if let Ok(effect) = gilrs::ff::EffectBuilder::new()
.add_effect(gilrs::ff::BaseEffect {
kind: gilrs::ff::BaseEffectType::Strong {
magnitude: strong_magnitude,
},
scheduling,
..Default::default()
})
.add_effect(gilrs::ff::BaseEffect {
kind: gilrs::ff::BaseEffectType::Weak {
magnitude: weak_magnitude,
},
scheduling,
..Default::default()
})
.repeat(gilrs::ff::Repeat::For(play_for + after))
.gamepads(&[gilrs_gamepad_id])
.finish(&mut self.gilrs_instance)
{
if effect.play().is_ok() {
// Effects stop playing in drop(), so keep a reference.
let throw_away_at =
now_ms + u128::from(duration_ms) + u128::from(start_delay_ms);
self.playing_ff_effects.push((effect, throw_away_at));
}
}
}
}
/// Update gamepad state.
///
/// Should be called on each tick before reading gamepad state.
pub fn poll(&mut self) {
#[cfg(not(target_family = "wasm"))]
{
for gamepad in self.gamepads.iter_mut() {
gamepad.just_pressed_bits = 0;
}
while let Some(gilrs::Event { id, event, .. }) = self.gilrs_instance.next_event() {
match event {
gilrs::EventType::Connected => {
if let Some(gamepad_idx) = self.find_or_insert(id) {
self.gamepads[gamepad_idx].connected = true;
for (zone, axis) in [
(0, gilrs::Axis::LeftStickX),
(1, gilrs::Axis::LeftStickY),
(2, gilrs::Axis::RightStickY),
(3, gilrs::Axis::RightStickY),
] {
if let Some(code) = self.gilrs_instance.gamepad(id).axis_code(axis)
{
self.deadzones[gamepad_idx][zone] = self
.gilrs_instance
.gamepad(id)
.deadzone(code)
.unwrap_or_default();
}
}
}
}
gilrs::EventType::Disconnected => {
if let Some(gamepad_idx) = self.find_or_insert(id) {
self.gamepads[gamepad_idx].connected = false;
}
}
gilrs::EventType::ButtonPressed(button, _code) => {
if let Some(gamepad_idx) = self.find_or_insert(id) {
if let Some(b) = Button::from_gilrs(button) {
let bit = 1 << (b as u32);
self.gamepads[gamepad_idx].pressed_bits |= bit;
self.gamepads[gamepad_idx].just_pressed_bits |= bit;
}
}
}
gilrs::EventType::ButtonReleased(button, _code) => {
if let Some(gamepad_idx) = self.find_or_insert(id) {
if let Some(b) = Button::from_gilrs(button) {
let bit = 1 << (b as u32);
self.gamepads[gamepad_idx].pressed_bits &= !bit;
}
}
}
gilrs::EventType::AxisChanged(axis, value, _code) => {
if let Some(gamepad_idx) = self.find_or_insert(id) {
if let Some(axis_idx) = match axis {
gilrs::Axis::LeftStickX => Some(0),
gilrs::Axis::LeftStickY => Some(1),
gilrs::Axis::RightStickX => Some(2),
gilrs::Axis::RightStickY => Some(3),
_ => None,
} {
let deadzone = self.deadzones[gamepad_idx][axis_idx];
self.gamepads[gamepad_idx].axes[axis_idx] =
if value.abs() < deadzone {
// Axis values within deadzone are 0:
0.
} else {
// Adjust so that interval of magnitude is [0.0, 1.0]:
value.signum().mul_add(-deadzone, value) / (1. - deadzone)
};
}
}
}
_ => {}
}
}
}
#[cfg(target_family = "wasm")]
{
for gamepad in self.gamepads.iter_mut() {
gamepad.last_pressed_bits = gamepad.pressed_bits;
}
#[cfg(not(feature = "wasm-bindgen"))]
{
let pointer = self.gamepads.as_ptr();
unsafe { getGamepads(pointer) }
}
#[cfg(feature = "wasm-bindgen")]
{
#![allow(clippy::expect_used)]
for gamepad in web_sys::window()
.expect("Unable to get window")
.navigator()
.get_gamepads()
.expect("Unable to get gamepads")
.iter()
.filter(|v| !v.is_null())
{
let gamepad = web_sys::Gamepad::from(gamepad);
let mut pressed_bits: u32 = 0;
for (button_idx, button) in gamepad.buttons().iter().enumerate() {
let button = web_sys::GamepadButton::from(button);
if button.pressed() {
pressed_bits |= 1 << (button_idx as u32);
}
}
self.gamepads[gamepad.index() as usize].pressed_bits = pressed_bits;
self.gamepads[gamepad.index() as usize].connected = gamepad.connected();
for (axes_idx, axes_value) in gamepad
.axes()
.iter()
.map(|a| a.as_f64().expect("axes should be numbers"))
.enumerate()
{
self.gamepads[gamepad.index() as usize].axes[axes_idx] =
axes_value as f32 * if axes_idx % 2 == 1 { -1. } else { 1. };
}
}
}
}
}
}
/// A button on a gamepad.
///
/// Check for the current state of button presses on a gamepad using one of:
///
/// - [Gamepad::all_currently_pressed()]
/// - [Gamepad::all_just_pressed()]
/// - [Gamepad::is_currently_pressed()]
/// - [Gamepad::is_just_pressed()]
///
/// Different platforms call the buttons different things, see the below pictures for an overview, as
/// well as the individual button documentations for a comparison.
///
/// # Playstation
/// ![Playstation gamepad layout](https://www.gran-turismo.com/images/c/i17AZsIsc9rpTb.jpg)
///
/// # Switch
/// ![Switch gamepad layout](https://oyster.ignimgs.com/mediawiki/apis.ign.com/nintendo-nx/b/bb/Joycon.jpg?width=960)
///
/// # Xbox
/// ![Xbox gamepad layout](https://upload.wikimedia.org/wikipedia/commons/thumb/2/2c/360_controller.svg/2880px-360_controller.svg.png)
///
/// # W3C Gamepad API standard gamepad layout:
/// ![Visual representation of a Standard Gamepad layout](https://w3c.github.io/gamepad/standard_gamepad.svg)
#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub enum Button {
/// Lowermost button in right cluster
///
/// - Playstation: `X`/`Cross` button
/// - Switch: `B` button
/// - Xbox: `A` button
/// - Gamepad API: `buttons[0]` / `Bottom button in right cluster`
ActionDown,
/// Rightmost button in right cluster
///
/// - Gamepad API: `buttons[1]` / `Right button in right cluster`
/// - Playstation: `O`/`Circle` button
/// - Switch: `A`
/// - Xbox: `B`
ActionRight,
/// Leftmost button in right cluster
///
/// - Gamepad API: `buttons[2]` / `Left button in right cluster`
/// - Playstation: `□`/`Square`
/// - Switch: `Y`
/// - Xbox: `X`
ActionLeft,
/// Topmost button in right cluster
///
/// - Gamepad API: `buttons[3]` / `Top button in right cluster`
/// - Playstation: `△`/`Triangle`
/// - Switch: `X`
/// - Xbox: `Y`
ActionUp,
/// Top left front button
///
/// - Gamepad API: `buttons[4]` / `Top left front button`
/// - Playstation: `L1`
/// - Switch: `L`
/// - Xbox: `LB` (`Left Bumper`)
FrontLeftUpper,
/// Top right front button
///
/// - Gamepad API: `buttons[5]` / `Top right front button`
/// - Playstation: `R1`
/// - Switch: `R`
/// - Xbox: `RB` (`Right Bumper`)
FrontRightUpper,
/// Bottom left front button
///
/// - Gamepad API: `buttons[6]` / `Bottom left front button`
/// - Playstation: `L2`
/// - Switch: `ZL`
/// - Xbox: `LT` (`Left Trigger`)
FrontLeftLower,
/// Bottom right front button
///
/// - Gamepad API: `buttons[7]` / `Bottom right front button`
/// - Playstation: `R2`
/// - Switch: `ZR`
/// - Xbox: `RT` (`Right Trigger`)
FrontRightLower,
/// Left button in center cluster - select/back
///
/// - Gamepad API: `buttons[8]` / `Left button in center cluster`
/// - Playstation: `SELECT`
/// - Switch: `Capture`
/// - Xbox: `RT` (`Right Trigger`)
LeftCenterCluster,
/// Right button in center cluster - start/forward.
///
/// - Gamepad API: `buttons[9]` / `Right button in center cluster`
/// - Playstation: `Start`
/// - Switch: `Home`
/// - Xbox: `Start`
RightCenterCluster,
/// Left stick pressed button.
LeftStick,
/// Right stick pressed button.
RightStick,
/// D-pad up button.
DPadUp,
/// D-pad down button.
DPadDown,
/// D-pad left button.
DPadLeft,
/// D-pad right button.
DPadRight,
/// Mode button.
///
/// - Gamepad API: `buttons[16]` / `Center button in center cluster`
Mode,
}
impl Button {
pub fn all() -> impl Iterator<Item = Self> {
[
Self::ActionDown,
Self::ActionRight,
Self::ActionLeft,
Self::ActionUp,
Self::FrontLeftUpper,
Self::FrontRightUpper,
Self::FrontLeftLower,
Self::FrontRightLower,
Self::LeftCenterCluster,
Self::RightCenterCluster,
Self::LeftStick,
Self::RightStick,
Self::DPadUp,
Self::DPadDown,
Self::DPadLeft,
Self::DPadRight,
Self::Mode,
]
.into_iter()
}
#[cfg(not(target_family = "wasm"))]
const fn from_gilrs(button: gilrs::Button) -> Option<Self> {
Some(match button {
gilrs::Button::South => Self::ActionDown,
gilrs::Button::East => Self::ActionRight,
gilrs::Button::West => Self::ActionLeft,
gilrs::Button::North => Self::ActionUp,
gilrs::Button::LeftTrigger => Self::FrontLeftUpper,
gilrs::Button::RightTrigger => Self::FrontRightUpper,
gilrs::Button::LeftTrigger2 => Self::FrontLeftLower,
gilrs::Button::RightTrigger2 => Self::FrontRightLower,
gilrs::Button::Select => Self::LeftCenterCluster,
gilrs::Button::Start => Self::RightCenterCluster,
gilrs::Button::LeftThumb => Self::LeftStick,
gilrs::Button::RightThumb => Self::RightStick,
gilrs::Button::DPadUp => Self::DPadUp,
gilrs::Button::DPadDown => Self::DPadDown,
gilrs::Button::DPadLeft => Self::DPadLeft,
gilrs::Button::DPadRight => Self::DPadRight,
gilrs::Button::Mode => Self::Mode,
// Other:
_ => {
return None;
}
})
}
}