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// Copyright 2016-2018 Mateusz Sieczko and other GilRs Developers // // Licensed under the Apache License, Version 2.0, <LICENSE-APACHE or // http://apache.org/licenses/LICENSE-2.0> or the MIT license <LICENSE-MIT or // http://opensource.org/licenses/MIT>, at your option. This file may not be // copied, modified, or distributed except according to those terms. use AsInner; use ev::{Axis, AxisOrBtn, Button, Code, Event, EventType, RawEvent, RawEventType}; use ev::state::{AxisData, ButtonData, GamepadState}; use ff::Error as FfError; use ff::server::{self, Message}; use mapping::{Mapping, MappingData, MappingDb, MappingError}; use platform; use uuid::Uuid; use std::collections::VecDeque; use std::error; use std::fmt::{self, Display}; use std::ops::{Index, IndexMut}; use std::sync::mpsc::Sender; /// Main object responsible of managing gamepads. /// /// `Gilrs` owns all gamepads and you can use one of two methods to get reference to specific one. /// First, you can use `Index` operator. It will always return some gamepad, even if it was /// disconnected or never observed. All actions on such gamepads are no-op, and state of all /// elements should be 0. This makes it ideal when you don't care whether gamepad is connected. /// /// The second method is to use `get()` function. Because it return `Option`, it will return `None` /// if gamepad is not connected. /// /// # Event loop /// /// All interesting actions like button was pressed or new controller was connected are represented /// by struct [`Event`](struct.Event.html). Use `next_event()` function to retrieve event from /// queue. /// /// ``` /// use gilrs::{Gilrs, Event, EventType, Button}; /// /// let mut gilrs = Gilrs::new().unwrap(); /// /// // Event loop /// loop { /// while let Some(event) = gilrs.next_event() { /// match event { /// Event { id, event: EventType::ButtonPressed(Button::South, _), .. } => { /// println!("Player {}: jump!", id + 1) /// } /// Event { id, event: EventType::Disconnected, .. } => { /// println!("We lost player {}", id + 1) /// } /// _ => (), /// }; /// } /// # break; /// } /// ``` /// /// # Cached gamepad state /// /// `Gilrs` also menage cached gamepad state. Updating state is done automatically, unless it's /// disabled by `GilrsBuilder::set_update_state(false)`. However, if you are using custom filters, /// you still have to update state manually – to do this call `update()` method. /// /// To access state you can use `Gamepad::state()` function. Gamepad also implement some state /// related functions directly, see [`Gamepad`](struct.Gamepad.html) for more. /// /// ## Counter /// /// `Gilrs` has additional functionality, referred here as *counter*. The idea behind it is simple, /// each time you end iteration of update loop, you call `Gilrs::inc()` which will increase /// internal counter by one. When state of one if elements changes, value of counter is saved. When /// checking state of one of elements you can tell exactly when this event happened. Timestamps are /// not good solution here because they can tell you when *system* observed event, not when you /// processed it. On the other hand, they are good when you want to implement key repeat or software /// debouncing. /// /// ``` /// use gilrs::{Gilrs, Button}; /// /// let mut gilrs = Gilrs::new().unwrap(); /// /// loop { /// while let Some(ev) = gilrs.next_event() { /// gilrs.update(&ev); /// // Do other things with event /// } /// /// if gilrs[0].is_pressed(Button::DPadLeft) { /// // go left /// } /// /// match gilrs[0].button_data(Button::South) { /// Some(d) if d.is_pressed() && d.counter() == gilrs.counter() => { /// // jump /// } /// _ => () /// } /// /// gilrs.inc(); /// # break; /// } /// #[derive(Debug)] pub struct Gilrs { inner: platform::Gilrs, next_id: usize, tx: Sender<Message>, counter: u64, mappings: MappingDb, default_filters: bool, events: VecDeque<Event>, axis_to_btn_pressed: f32, axis_to_btn_released: f32, update_state: bool, } impl Gilrs { /// Creates new `Gilrs` with default settings. See [`GilrsBuilder`](struct.GilrsBuilder.html) /// for more details. pub fn new() -> Result<Self, Error> { GilrsBuilder::new().build() } /// Returns next pending event. pub fn next_event(&mut self) -> Option<Event> { use ev::filter::{axis_dpad_to_button, deadzone, Filter, Jitter}; let ev = if self.default_filters { let jitter_filter = Jitter::new(); loop { let ev = self.next_event_priv() .filter_ev(&axis_dpad_to_button, self) .filter_ev(&jitter_filter, self) .filter_ev(&deadzone, self); // Skip all dropped events, there is no reason to return them match ev { Some(ev) if ev.is_dropped() => (), _ => break ev, } } } else { self.next_event_priv() }; if self.update_state { if let Some(ref ev) = ev { self.update(ev); } } ev } /// Returns next pending event. fn next_event_priv(&mut self) -> Option<Event> { if let Some(ev) = self.events.pop_front() { Some(ev) } else { match self.inner.next_event() { Some(RawEvent { id, event, time }) => { trace!("Original event: {:?}", RawEvent { id, event, time }); let gamepad = self.inner.gamepad_mut(id); let event = match event { RawEventType::ButtonPressed(nec) => { let nec = Code(nec); match gamepad.axis_or_btn_name(nec) { Some(AxisOrBtn::Btn(b)) => { self.events.push_back(Event { id, time, event: EventType::ButtonChanged(b, 1.0, nec), }); EventType::ButtonPressed(b, nec) } Some(AxisOrBtn::Axis(a)) => EventType::AxisChanged(a, 1.0, nec), None => { self.events.push_back(Event { id, time, event: EventType::ButtonChanged(Button::Unknown, 1.0, nec), }); EventType::ButtonPressed(Button::Unknown, nec) } } } RawEventType::ButtonReleased(nec) => { let nec = Code(nec); match gamepad.axis_or_btn_name(nec) { Some(AxisOrBtn::Btn(b)) => { self.events.push_back(Event { id, time, event: EventType::ButtonChanged(b, 0.0, nec), }); EventType::ButtonReleased(b, nec) } Some(AxisOrBtn::Axis(a)) => EventType::AxisChanged(a, 0.0, nec), None => { self.events.push_back(Event { id, time, event: EventType::ButtonChanged(Button::Unknown, 0.0, nec), }); EventType::ButtonReleased(Button::Unknown, nec) } } } RawEventType::AxisValueChanged(val, nec) => { // Let's trust at least our backend code let axis_info = gamepad.inner.axis_info(nec).unwrap(); let nec = Code(nec); match gamepad.axis_or_btn_name(nec) { Some(AxisOrBtn::Btn(b)) => { let val = axis_info.btn_value(val); if val >= self.axis_to_btn_pressed && !gamepad.state().is_pressed(nec) { self.events.push_back(Event { id, time, event: EventType::ButtonChanged(b, val, nec), }); EventType::ButtonPressed(b, nec) } else if val <= self.axis_to_btn_released && gamepad.state().is_pressed(nec) { self.events.push_back(Event { id, time, event: EventType::ButtonChanged(b, val, nec), }); EventType::ButtonReleased(b, nec) } else { EventType::ButtonChanged(b, val, nec) } } Some(AxisOrBtn::Axis(a)) => { EventType::AxisChanged(a, axis_info.axis_value(val, a), nec) } None => EventType::AxisChanged( Axis::Unknown, axis_info.axis_value(val, Axis::Unknown), nec, ), } } RawEventType::Connected => { gamepad.status = Status::Connected; let mapping = self.mappings .get(gamepad.uuid()) .and_then(|s| { Mapping::parse_sdl_mapping( s, gamepad.inner.buttons(), gamepad.inner.axes(), ).ok() }) .unwrap_or_default(); gamepad.mapping = mapping; if gamepad.id == usize::max_value() { gamepad.id = id; gamepad.tx = self.tx.clone(); if let Some(device) = gamepad.inner.ff_device() { let _ = self.tx.send(Message::Open { id, device }); } } EventType::Connected } RawEventType::Disconnected => { gamepad.status = Status::Disconnected; let _ = self.tx.send(Message::Close { id }); EventType::Disconnected } }; Some(Event { id, event, time }) } None => None, } } } /// Updates internal state according to `event`. pub fn update(&mut self, event: &Event) { use EventType::*; let counter = self.counter; let gamepad = match self.get_mut(event.id) { Some(g) => g, None => return, }; match event.event { ButtonPressed(_, nec) => { gamepad .state .set_btn_pressed(nec, true, counter, event.time); } ButtonReleased(_, nec) => { gamepad .state .set_btn_pressed(nec, false, counter, event.time); } ButtonRepeated(_, nec) => { gamepad.state.set_btn_repeating(nec, counter, event.time); } ButtonChanged(_, value, nec) => { gamepad.state.set_btn_value(nec, value, counter, event.time); } AxisChanged(_, value, nec) => { gamepad .state .update_axis(nec, AxisData::new(value, counter, event.time)); } Disconnected | Connected | Dropped => (), } } /// Increases internal counter by one. Counter data is stored with state and can be used to /// determine when last event happened. You probably want to use this function in your update /// loop after processing events. pub fn inc(&mut self) { // Counter is 62bit. See `ButtonData`. if self.counter == 0x3FFF_FFFF_FFFF_FFFF { self.counter = 0; } else { self.counter += 1; } } /// Returns counter. Counter data is stored with state and can be used to determine when last /// event happened. pub fn counter(&self) -> u64 { self.counter } /// Sets counter to 0. pub fn reset_counter(&mut self) { self.counter = 0; } fn create_ff_devices(&self) { for (id, gp) in self.gamepads() .filter(|&(_, g)| g.is_ff_supported()) .map(|(id, g)| (id, g.inner.ff_device())) { if let Some(device) = gp { let _ = self.tx.send(Message::Open { id, device }); } } } fn finish_gamepads_creation(&mut self) { let tx = self.tx.clone(); for (id, gp) in self.gamepads_mut() { gp.id = id; gp.tx = tx.clone(); } } /// Borrow gamepad with given id. This method always return reference to some gamepad, even if /// it was disconnected or never observed. If gamepad's status is not equal to /// `Status::Connected` all actions preformed on it are no-op and all values in cached gamepad /// state are 0 (false for buttons and 0.0 for axes). fn gamepad(&self, id: usize) -> &Gamepad { self.inner.gamepad(id) } /// See `gamepad()` fn gamepad_mut(&mut self, id: usize) -> &mut Gamepad { self.inner.gamepad_mut(id) } /// Returns iterator over all connected gamepads and their ids. /// /// ``` /// # let gilrs = gilrs::Gilrs::new().unwrap(); /// for (id, gamepad) in gilrs.gamepads() { /// assert!(gamepad.is_connected()); /// println!("Gamepad with id {} and name {} is connected", /// id, gamepad.name()); /// } /// ``` pub fn gamepads(&self) -> ConnectedGamepadsIterator { ConnectedGamepadsIterator(self, 0) } /// Returns iterator over all connected gamepads and their ids. /// /// ``` /// # let mut gilrs = gilrs::Gilrs::new().unwrap(); /// for (id, gamepad) in gilrs.gamepads_mut() { /// assert!(gamepad.is_connected()); /// println!("Gamepad with id {} and name {} is connected", /// id, gamepad.name()); /// } /// ``` pub fn gamepads_mut(&mut self) -> ConnectedGamepadsMutIterator { ConnectedGamepadsMutIterator(self, 0) } /// Returns a reference to connected gamepad or `None`. pub fn get(&self, id: usize) -> Option<&Gamepad> { let gp = self.inner.gamepad(id); if gp.is_connected() { Some(gp) } else { None } } /// Returns a mutable reference to connected gamepad or `None`. pub fn get_mut(&mut self, id: usize) -> Option<&mut Gamepad> { let gp = self.inner.gamepad_mut(id); if gp.is_connected() { Some(gp) } else { None } } /// Adds `ev` at the end of internal event queue. It can later be retrieved with `next_event()`. pub fn insert_event(&mut self, ev: Event) { self.events.push_back(ev); } pub(crate) fn ff_sender(&self) -> &Sender<Message> { &self.tx } pub(crate) fn next_ff_id(&mut self) -> usize { // TODO: reuse free ids let id = self.next_id; self.next_id = match self.next_id.checked_add(1) { Some(x) => x, None => panic!("Failed to assign ID to new effect"), }; id } } impl Index<usize> for Gilrs { type Output = Gamepad; fn index(&self, idx: usize) -> &Gamepad { self.gamepad(idx) } } impl IndexMut<usize> for Gilrs { fn index_mut(&mut self, idx: usize) -> &mut Gamepad { self.gamepad_mut(idx) } } /// Allow to create `Gilrs ` with customized behaviour. pub struct GilrsBuilder { mappings: MappingDb, default_filters: bool, axis_to_btn_pressed: f32, axis_to_btn_released: f32, update_state: bool, env_mappings: bool, included_mappings: bool, } impl GilrsBuilder { /// Create builder with default settings. Use `build()` to create `Gilrs`. pub fn new() -> Self { GilrsBuilder { mappings: MappingDb::new(), default_filters: true, axis_to_btn_pressed: 0.75, axis_to_btn_released: 0.65, update_state: true, env_mappings: true, included_mappings: true, } } /// If `true`, use [`axis_dpad_to_button`](ev/filter/fn.axis_dpad_to_button.html), /// [`Jitter`](ev/filter/struct.Jitter.html) and [`deadzone`](ev/filter/fn.deadzone.html) /// filters with default parameters. Defaults to `true`. pub fn with_default_filters(mut self, default_filters: bool) -> Self { self.default_filters = default_filters; self } /// Adds SDL mappings. pub fn add_mappings(mut self, mappings: &str) -> Self { self.mappings.insert(mappings); self } /// If true, will add SDL mappings from `SDL_GAMECONTROLLERCONFIG` environment variable. /// Defaults to true. pub fn add_env_mappings(mut self, env_mappings: bool) -> Self { self.env_mappings = env_mappings; self } /// If true, will add SDL mappings included from /// https://github.com/gabomdq/SDL_GameControllerDB. Defaults to true. pub fn add_included_mappings(mut self, included_mappings: bool) -> Self { self.included_mappings = included_mappings; self } /// Sets values on which `ButtonPressed` and `ButtonReleased` events will be emitted. `build()` /// will return error if `pressed ≤ released` or if one of values is outside [0.0, 1.0]. /// /// Defaults to 0.75 for `pressed` and 0.65 for `released`. pub fn set_axis_to_btn(mut self, pressed: f32, released: f32) -> Self { self.axis_to_btn_pressed = pressed; self.axis_to_btn_released = released; self } /// Disable or enable automatic state updates. You should use this if you use custom filters; /// in this case you have to update state manually anyway. pub fn set_update_state(mut self, enabled: bool) -> Self { self.update_state = enabled; self } /// Creates `Gilrs`. pub fn build(mut self) -> Result<Gilrs, Error> { if self.included_mappings { self.mappings.add_included_mappings(); } if self.env_mappings { self.mappings.add_env_mappings(); } if self.axis_to_btn_pressed <= self.axis_to_btn_released || self.axis_to_btn_pressed < 0.0 || self.axis_to_btn_pressed > 1.0 || self.axis_to_btn_released < 0.0 || self.axis_to_btn_released > 1.0 { return Err(Error::InvalidAxisToBtn); } let mut is_dummy = false; let inner = match platform::Gilrs::new() { Ok(g) => g, Err(PlatformError::NotImplemented(g)) => { is_dummy = true; g } Err(PlatformError::Other(e)) => return Err(Error::Other(e)), }; let mut gilrs = Gilrs { inner, next_id: 0, tx: server::init(), counter: 0, mappings: self.mappings, default_filters: self.default_filters, events: VecDeque::new(), axis_to_btn_pressed: self.axis_to_btn_pressed, axis_to_btn_released: self.axis_to_btn_released, update_state: self.update_state, }; gilrs.finish_gamepads_creation(); gilrs.create_ff_devices(); if is_dummy { Err(Error::NotImplemented(gilrs)) } else { Ok(gilrs) } } } /// Iterator over all connected gamepads. pub struct ConnectedGamepadsIterator<'a>(&'a Gilrs, usize); impl<'a> Iterator for ConnectedGamepadsIterator<'a> { type Item = (usize, &'a Gamepad); fn next(&mut self) -> Option<(usize, &'a Gamepad)> { loop { if self.1 == self.0.inner.last_gamepad_hint() { return None; } if let Some(gp) = self.0.get(self.1) { let idx = self.1; self.1 += 1; return Some((idx, gp)); } self.1 += 1; } } } /// Iterator over all connected gamepads. pub struct ConnectedGamepadsMutIterator<'a>(&'a mut Gilrs, usize); impl<'a> Iterator for ConnectedGamepadsMutIterator<'a> { type Item = (usize, &'a mut Gamepad); fn next(&mut self) -> Option<(usize, &'a mut Gamepad)> { loop { if self.1 == self.0.inner.last_gamepad_hint() { return None; } if let Some(gp) = self.0.get_mut(self.1) { let idx = self.1; self.1 += 1; let gp = unsafe { &mut *(gp as *mut _) }; return Some((idx, gp)); } self.1 += 1; } } } /// Represents game controller. /// /// Using this struct you can access cached gamepad state, information about gamepad such as name /// or UUID and manage force feedback effects. #[derive(Debug)] pub struct Gamepad { inner: platform::Gamepad, state: GamepadState, status: Status, mapping: Mapping, tx: Sender<Message>, id: usize, } impl Gamepad { fn new(gamepad: platform::Gamepad, status: Status) -> Self { Gamepad { inner: gamepad, state: GamepadState::new(), status, mapping: Mapping::new(), tx: ::std::sync::mpsc::channel().0, id: usize::max_value(), } } /// Returns the mapping name if it exists otherwise returns the os provided name. /// Warning: May change from os provided name to mapping name after the first call of event_next. pub fn name(&self) -> &str { if let Some(map_name) = self.map_name() { map_name } else { self.os_name() } } /// if `mapping_source()` is `SdlMappings` returns the name of the mapping used by the gamepad. /// Otherwise returns `None`. /// /// Warning: Mappings are set after event `Connected` is processed therefore this function will /// always return `None` before first calls to `Gilrs::next_event()`. pub fn map_name(&self) -> Option<&str> { if self.mapping_source() == MappingSource::SdlMappings { Some(&self.mapping.name()) } else { None } } /// Returns the name of the gamepad supplied by the OS. pub fn os_name(&self) -> &str { self.inner.name() } /// Returns gamepad's UUID. pub fn uuid(&self) -> Uuid { self.inner.uuid() } /// Returns cached gamepad state. pub fn state(&self) -> &GamepadState { &self.state } /// Returns current gamepad's status, which can be `Connected`, `Disconnected` or `NotObserved`. /// Only connected gamepads generate events. Disconnected gamepads retain their name and UUID. /// Cached state of disconnected and not observed gamepads is 0 (false for buttons and 0.0 for /// axis) and all actions preformed on such gamepad are no-op. pub fn status(&self) -> Status { self.status } /// Returns true if gamepad is connected. pub fn is_connected(&self) -> bool { self.status == Status::Connected } /// Examines cached gamepad state to check if given button is pressed. Panics if `btn` is /// `Unknown`. /// /// If you know `Code` of the element that you want to examine, it's recommended to use methods /// directly on `State`, because this version have to check which `Code` is mapped to element of /// gamepad. pub fn is_pressed(&self, btn: Button) -> bool { assert_ne!(btn, Button::Unknown); self.button_code(btn) .or_else(|| btn.to_nec()) .map(|nec| self.state.is_pressed(nec)) .unwrap_or(false) } /// Examines cached gamepad state to check axis's value. Panics if `axis` is `Unknown`. /// /// If you know `Code` of the element that you want to examine, it's recommended to use methods /// directly on `State`, because this version have to check which `Code` is mapped to element of /// gamepad. pub fn value(&self, axis: Axis) -> f32 { assert_ne!(axis, Axis::Unknown); self.axis_code(axis) .map(|nec| self.state.value(nec)) .unwrap_or(0.0) } /// Returns button state and when it changed. /// /// If you know `Code` of the element that you want to examine, it's recommended to use methods /// directly on `State`, because this version have to check which `Code` is mapped to element of /// gamepad. pub fn button_data(&self, btn: Button) -> Option<&ButtonData> { self.button_code(btn) .and_then(|nec| self.state.button_data(nec)) } /// Returns axis state and when it changed. /// /// If you know `Code` of the element that you want to examine, it's recommended to use methods /// directly on `State`, because this version have to check which `Code` is mapped to element of /// gamepad. pub fn axis_data(&self, axis: Axis) -> Option<&AxisData> { self.axis_code(axis) .and_then(|nec| self.state.axis_data(nec)) } /// Returns device's power supply state. See [`PowerInfo`](enum.PowerInfo.html) for details. pub fn power_info(&self) -> PowerInfo { self.inner.power_info() } /// Returns source of gamepad mapping. Can be used to filter gamepads which do not provide /// unified controller layout. /// /// ``` /// use gilrs::MappingSource; /// # let mut gilrs = gilrs::Gilrs::new().unwrap(); /// /// for (_, gamepad) in gilrs.gamepads().filter( /// |gp| gp.1.mapping_source() != MappingSource::None) /// { /// println!("{} is ready to use!", gamepad.name()); /// } /// ``` pub fn mapping_source(&self) -> MappingSource { if self.mapping.is_default() { // TODO: check if it's Driver or None MappingSource::Driver } else { MappingSource::SdlMappings } } /// Sets gamepad's mapping and returns SDL2 representation of them. Returned mappings may not be /// compatible with SDL2 - if it is important, use /// [`set_mapping_strict()`](#method.set_mapping_strict). /// /// The `name` argument can be a string slice with custom gamepad name or `None`. If `None`, /// gamepad name reported by driver will be used. /// /// # Errors /// /// This function return error if `name` contains comma, `mapping` have axis and button entry /// for same element (for example `Axis::LetfTrigger` and `Button::LeftTrigger`) or gamepad does /// not have any element with `EvCode` used in mapping. `Button::Unknown` and /// `Axis::Unknown` are not allowd as keys to `mapping` – in this case, /// `MappingError::UnknownElement` is returned. /// /// Error is also returned if this function is not implemented or gamepad is not connected. /// /// # Example /// /// ``` /// use gilrs::{Mapping, Button}; /// /// # let mut gilrs = gilrs::Gilrs::new().unwrap(); /// let mut data = Mapping::new(); /// // … /// /// // or `match gilrs[0].set_mapping(&data, None) {` /// match gilrs[0].set_mapping(&data, "Custom name") { /// Ok(sdl) => println!("SDL2 mapping: {}", sdl), /// Err(e) => println!("Failed to set mapping: {}", e), /// }; /// ``` /// /// See also `examples/mapping.rs`. pub fn set_mapping<'a, O: Into<Option<&'a str>>>( &mut self, mapping: &MappingData, name: O, ) -> Result<String, MappingError> { if !self.is_connected() { return Err(MappingError::NotConnected); } let name = match name.into() { Some(s) => s, None => self.inner.name(), }; let (mapping, s) = Mapping::from_data( mapping, self.inner.buttons(), self.inner.axes(), name, self.uuid(), )?; self.mapping = mapping; Ok(s) } /// Similar to [`set_mapping()`](#method.set_mapping) but returned string should be compatible /// with SDL2. /// /// # Errors /// /// Returns `MappingError::NotSdl2Compatible` if `mapping` have an entry for `Button::{C, Z}` /// or `Axis::{LeftZ, RightZ}`. pub fn set_mapping_strict<'a, O: Into<Option<&'a str>>>( &mut self, mapping: &MappingData, name: O, ) -> Result<String, MappingError> { if mapping.button(Button::C).is_some() || mapping.button(Button::Z).is_some() || mapping.axis(Axis::LeftZ).is_some() || mapping.axis(Axis::RightZ).is_some() { Err(MappingError::NotSdl2Compatible) } else { self.set_mapping(mapping, name) } } /// Returns true if force feedback is supported by device. pub fn is_ff_supported(&self) -> bool { self.inner.is_ff_supported() } /// Change gamepad position used by force feedback effects. pub fn set_listener_position<Vec3: Into<[f32; 3]>>( &self, position: Vec3, ) -> Result<(), FfError> { if !self.is_connected() { Err(FfError::Disconnected(self.id)) } else if !self.is_ff_supported() { Err(FfError::FfNotSupported(self.id)) } else { self.tx.send(Message::SetListenerPosition { id: self.id, position: position.into(), })?; Ok(()) } } /// Returns `AxisOrBtn` mapped to `Code`. pub fn axis_or_btn_name(&self, ec: Code) -> Option<AxisOrBtn> { self.mapping.map(&ec.0) } /// Returns `Code` associated with `btn`. pub fn button_code(&self, btn: Button) -> Option<Code> { self.mapping .map_rev(&AxisOrBtn::Btn(btn)) .map(|nec| Code(nec)) } /// Returns `Code` associated with `axis`. pub fn axis_code(&self, axis: Axis) -> Option<Code> { self.mapping .map_rev(&AxisOrBtn::Axis(axis)) .map(|nec| Code(nec)) } /// Returns area in which axis events should be ignored. pub fn deadzone(&self, axis: Code) -> Option<f32> { self.inner.axis_info(axis.0).map(|i| i.deadzone()) } /// Returns ID of gamepad. pub fn id(&self) -> usize { self.id } pub(crate) fn mapping(&self) -> &Mapping { &self.mapping } } // TODO: use pub(crate) impl AsInner<platform::Gamepad> for Gamepad { fn as_inner(&self) -> &platform::Gamepad { &self.inner } fn as_inner_mut(&mut self) -> &mut platform::Gamepad { &mut self.inner } } // TODO: use pub(crate) pub trait GamepadImplExt { fn from_inner_status(inner: platform::Gamepad, status: Status) -> Self; } // TODO: use pub(crate) impl GamepadImplExt for Gamepad { fn from_inner_status(inner: platform::Gamepad, status: Status) -> Self { Self::new(inner, status) } } #[derive(Copy, Clone, Debug, PartialEq)] /// Status of gamepad's connection. /// /// Only connected gamepads generate events. Disconnected gamepads retain their name and UUID. /// Cached state of disconnected and not observed gamepads is 0 (false for buttons and 0.0 for /// axis) and all actions preformed on such gamepad are no-op. pub enum Status { Connected, Disconnected, NotObserved, } /// State of device's power supply. /// /// Battery level is reported as integer between 0 and 100. /// /// ## Example /// /// ``` /// use gilrs::PowerInfo; /// # let gilrs = gilrs::Gilrs::new().unwrap(); /// /// match gilrs[0].power_info() { /// PowerInfo::Discharging(lvl) if lvl <= 10 => println!("Low battery level, you should \ /// plug your gamepad"), /// _ => (), /// }; /// ``` #[derive(Debug, Copy, Clone, PartialEq)] pub enum PowerInfo { /// Failed to determine power status. Unknown, /// Device doesn't have battery. Wired, /// Device is running on the battery. Discharging(u8), /// Battery is charging. Charging(u8), /// Battery is charged. Charged, } /// Source of gamepad mappings. #[derive(Copy, Clone, Debug, PartialEq)] pub enum MappingSource { /// Gamepad uses SDL mappings. SdlMappings, /// Gamepad does not use any mappings but driver should provide unified controller layout. Driver, /// Gamepad does not use any mappings and most gamepad events will probably be `Button::Unknown` /// or `Axis::Unknown` None, } /// Error type which can be returned when creating `Gilrs`. #[derive(Debug)] pub enum Error { /// Gilrs does not support current platform, but you can use dummy context from this error if /// gamepad input is not essential. NotImplemented(Gilrs), /// Either `pressed ≤ released` or one of values is outside [0.0, 1.0] range. InvalidAxisToBtn, /// Platform specific error. Other(Box<error::Error + Send + Sync>), } impl Display for Error { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { match self { &Error::NotImplemented(_) => f.write_str("Gilrs does not support current platform."), &Error::InvalidAxisToBtn => f.write_str( "Either `pressed ≤ released` or one of values is outside [0.0, 1.0] range.", ), &Error::Other(ref e) => e.fmt(f), } } } impl error::Error for Error { fn description(&self) -> &str { match self { &Error::NotImplemented(_) => "platform not supported", &Error::InvalidAxisToBtn => "values passed to set_axis_to_btn() are invalid", &Error::Other(_) => "platform specific error", } } fn cause(&self) -> Option<&error::Error> { match self { &Error::NotImplemented(_) => None, &Error::InvalidAxisToBtn => None, &Error::Other(ref e) => Some(&**e), } } } /// Error type which can be returned when creating `Gilrs`. #[derive(Debug)] pub(crate) enum PlatformError { /// Gilrs does not support current platform, but you can use dummy context from this error if /// gamepad input is not essential. #[allow(dead_code)] NotImplemented(platform::Gilrs), /// Platform specific error. #[allow(dead_code)] Other(Box<error::Error + Send + Sync>), } impl Display for PlatformError { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { match self { &PlatformError::NotImplemented(_) => { f.write_str("Gilrs does not support current platform.") } &PlatformError::Other(ref e) => e.fmt(f), } } } impl error::Error for PlatformError { fn description(&self) -> &str { match self { &PlatformError::NotImplemented(_) => "platform not supported", &PlatformError::Other(_) => "platform specific error", } } fn cause(&self) -> Option<&error::Error> { match self { &PlatformError::NotImplemented(_) => None, &PlatformError::Other(ref e) => Some(&**e), } } }