Crate gilrs [−] [src]
GilRs - Game Input Library for Rust
GilRs abstract platform specific APIs to provide unified interfaces for working with gamepads.
Main features:
- Unified gamepad layout—buttons and axes are represented by familiar names
- Support for SDL2 mappings including
SDL_GAMECONTROLLERCONFIG
environment variable which Steam uses - Hotplugging—GilRs will try to assign new IDs for new gamepads and reuse same ID for gamepads which reconnected
- Force feedback (rumble)
- Power information (is gamepad wired, current battery status)
Example
use gilrs::{Gilrs, Button, Event}; let mut gilrs = Gilrs::new(); // Iterate over all connected gamepads for (_id, gamepad) in gilrs.gamepads() { println!("{} is {:?}", gamepad.name(), gamepad.power_info()); } loop { // Examine new events while let Some(Event { id, event, time }) = gilrs.next_event() { println!("{:?} New event from {}: {:?}", time, id, event); } // You can also use cached gamepad state if gilrs[0].is_pressed(Button::South) { println!("Button South is pressed (XBox - A, PS - X)"); } }
Supported features
Input | Hotplugging | Force feedback | |
---|---|---|---|
Linux | ✓ | ✓ | ✓ |
Windows (XInput) | ✓ | ✓ | ✓ |
OS X | ✕ | ✕ | ✕ |
Emscripten | ✕ | ✕ | n/a |
Android | ✕ | ✕ | ✕ |
Controller layout
Mappings
GilRs use SDL-compatible controller mappings to fix on Linux legacy drivers that doesn't follow
Linux Gamepad API and to provide
unified button layout for platforms that doesn't make any guarantees about it. The main source
is SDL_GameControllerDB, but library also
support loading mappings from environment variable SDL_GAMECONTROLLERCONFIG
(which Steam
use).
Platform specific notes
Linux
On Linux, GilRs read (and write, in case of force feedback) directly from appropriate
/dev/input/event*
file. This mean that user have to have read and write access to this file.
On most distros it shouldn't be a problem, but if it is, you will have to create udev rule.
To build GilRs, you will need pkg-config and libudev .pc file. On some
distributions this file is packaged in separate archive (for example libudev-dev
in Debian).
Reexports
pub use ev::filter::Filter; |
Modules
ev |
Gamepad state and other event related functionality. |
ff |
Force feedback module. |
Structs
ConnectedGamepadsIterator |
Iterator over all connected gamepads. |
ConnectedGamepadsMutIterator |
Iterator over all connected gamepads. |
Event |
Holds information about gamepad event. |
Gamepad |
Represents game controller. |
Gilrs |
Main object responsible of managing gamepads. |
GilrsBuilder |
Allow to create |
Mapping |
Stores data used to map gamepad buttons and axes. |
Enums
Axis |
Gamepad's elements which state can be represented by |
Button |
Gamepad's elements which state can be represented by |
EventType |
Gamepad event. |
MappingError |
The error type for functions related to gamepad mapping. |
MappingSource |
Source of gamepad mappings. |
PowerInfo |
State of device's power supply. |
Status |
Status of gamepad's connection. |
Type Definitions
NativeEvCode |
Platform specific event code. |