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mod button; mod axis; mod state; mod device; mod power; use state::GamepadState; pub use button::GamepadButton; pub use axis::GamepadAxis; pub use device::{GamepadId, GamepadDevice}; pub use power::PowerInfo; use crate::error::{GameError, GameResult}; use crate::event::KeyAction; use gilrs::{Gilrs, GilrsBuilder, Event}; use std::rc::Rc; use std::cell::RefCell; use std::collections::HashMap; pub struct Gamepad { gilrs: Rc<RefCell<Gilrs>>, connected_states: HashMap<GamepadId, Rc<RefCell<GamepadState>>>, disconnected_states: HashMap<GamepadId, Rc<RefCell<GamepadState>>>, } impl Gamepad { pub(crate) fn new(gamepad_config: GamepadConfig) -> GameResult<Self> { let gilrs = GilrsBuilder::new() .set_axis_to_btn(gamepad_config.axis_to_button_down_value, gamepad_config.axis_to_button_up_value) .build() .map_err(|error| GameError::InitError(Box::new(error)))?; Ok(Self { gilrs: Rc::new(RefCell::new(gilrs)), connected_states: HashMap::new(), disconnected_states: HashMap::new(), }) } pub(crate) fn pump_events(&self) -> Vec<Event> { let mut events = Vec::new(); while let Some(event) = self.gilrs.borrow_mut().next_event() { events.push(event); } events } pub(crate) fn handle_connect_event(&mut self, id: GamepadId) { let state = self.disconnected_states.remove(&id).unwrap_or_else(|| Rc::new(RefCell::new(GamepadState::new()))); state.borrow_mut().reset(true); self.connected_states.insert(id, state); } pub(crate) fn handle_disconnect_event(&mut self, id: GamepadId) { let state = self.connected_states.remove(&id).unwrap_or_else(|| Rc::new(RefCell::new(GamepadState::new()))); state.borrow_mut().reset(false); self.disconnected_states.insert(id, state); } pub(crate) fn handle_button_input_event(&mut self, id: GamepadId, button: GamepadButton, action: KeyAction) { if let Some(state) = self.connected_states.get(&id) { state.borrow_mut().handle_button_input_event(button, action); } } pub(crate) fn handle_button_change_event(&mut self, id: GamepadId, button: GamepadButton, value: f32) { if let Some(state) = self.connected_states.get(&id) { state.borrow_mut().handle_button_change_event(button, value); } } pub(crate) fn handle_axis_change_event(&mut self, id: GamepadId, axis: GamepadAxis, value: f32) { if let Some(state) = self.connected_states.get(&id) { state.borrow_mut().handle_axis_change_event(axis, value); } } pub(crate) fn clear_states(&mut self) { for (_, state) in &self.connected_states { state.borrow_mut().clear_states(); } } pub fn device(&self, id: GamepadId) -> GamepadDevice { let mut state = self.connected_states.get(&id); if state.is_none() { state = self.disconnected_states.get(&id); } let state = state.expect("can not find gamepad state"); GamepadDevice::new(self.gilrs.clone(), id, state.clone()) } pub fn connected_device(&self, id: GamepadId) -> Option<GamepadDevice> { self.connected_states.get(&id).map(|state| { GamepadDevice::new(self.gilrs.clone(), id, state.clone()) }) } pub fn connected_devices(&self) -> Vec<GamepadDevice> { let mut devices = Vec::with_capacity(self.connected_states.len()); for (id, state) in &self.connected_states { devices.push(GamepadDevice::new(self.gilrs.clone(), *id, state.clone())) } devices } pub fn is_connected(&self, id: GamepadId) -> bool { self.connected_states.contains_key(&id) } pub fn is_button_down(&self, id: GamepadId, button: GamepadButton) -> bool { self.connected_states.get(&id) .map(|state| state.borrow().is_button_down(button)) .unwrap_or(false) } pub fn is_button_hold(&self, id: GamepadId, button: GamepadButton) -> bool { self.connected_states.get(&id) .map(|state| state.borrow().is_button_hold(button)) .unwrap_or(false) } pub fn is_button_up(&self, id: GamepadId, button: GamepadButton) -> bool { self.connected_states.get(&id) .map(|state| state.borrow().is_button_up(button)) .unwrap_or(false) } pub fn button_value(&self, id: GamepadId, button: GamepadButton) -> f32 { self.connected_states.get(&id) .map(|state| state.borrow().button_value(button)) .unwrap_or(0.0) } pub fn axis_value(&self, id: GamepadId, axis: GamepadAxis) -> f32 { self.connected_states.get(&id) .map(|state| state.borrow().axis_value(axis)) .unwrap_or(0.0) } } #[derive(Debug, Clone)] pub struct GamepadConfig { axis_to_button_down_value: f32, axis_to_button_up_value: f32, } impl GamepadConfig { pub fn new() -> Self { Self { axis_to_button_down_value: 0.75, axis_to_button_up_value: 0.65, } } pub fn axis_to_button_down_value(mut self, value: f32) -> Self { self.axis_to_button_down_value = value; self } pub fn axis_to_button_up_value(mut self, value: f32) -> Self { self.axis_to_button_up_value = value; self } }