Add gamecube adapter support

This commit is contained in:
2026-08-27 14:53:42 +02:00
parent e7e744f15e
commit 00d47e9c9b
14 changed files with 719 additions and 68 deletions
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//! Turns [`GcAdapterSnapshot`] port states into real Bevy `Gamepad`
//! entities, the same way `bevy_gilrs` turns OS gamepad events into them.
use bevy::input::gamepad::{
GamepadAxis, GamepadButton, GamepadConnection, GamepadConnectionEvent, GamepadSettings,
RawGamepadAxisChangedEvent, RawGamepadButtonChangedEvent, RawGamepadEvent,
};
use bevy::prelude::*;
use super::poll::{GcAdapterSnapshot, GcPortState};
/// GameCube adapters report 4 ports.
pub const GC_PORT_COUNT: usize = 4;
/// USB vendor/product ID of the official adapter, reported on the `Gamepad`
/// component so it shows up the same way a real USB gamepad would.
const GC_ADAPTER_VID: u16 = 0x057e;
const GC_ADAPTER_PID: u16 = 0x0337;
/// Marks a `Gamepad` entity as backed by a specific GameCube adapter port
/// (0-3), and is the join key [`crate::input::gamepad::sample_gamepad`]
/// uses to map GGRS handles to ports.
#[derive(Component, Debug, Clone, Copy)]
pub struct GcPort(pub u8);
/// Tracks which entity (if any) represents each of the 4 adapter ports,
/// and the last snapshot seen, so both systems below can diff instead of
/// re-deriving state every frame.
#[derive(Resource, Default)]
pub struct GcPorts {
pub entities: [Option<Entity>; GC_PORT_COUNT],
last: [GcPortState; GC_PORT_COUNT],
}
fn passthrough_gamepad_settings() -> GamepadSettings {
let mut settings = GamepadSettings::default();
for axis in GamepadAxis::all() {
let axis_settings = settings.axis_settings.entry(axis).or_default();
// Order matters: each setter rejects a value that would cross the
// *other* bound it's paired with, so widen the live zones before
// shrinking the dead zones down to zero.
axis_settings.set_livezone_lowerbound(-1.0);
axis_settings.set_livezone_upperbound(1.0);
axis_settings.set_deadzone_lowerbound(0.0);
axis_settings.set_deadzone_upperbound(0.0);
axis_settings.set_threshold(0.0);
}
for button in GamepadButton::all() {
let button_axis_settings = settings.button_axis_settings.entry(button).or_default();
button_axis_settings.low = 0.0;
button_axis_settings.high = 1.0;
button_axis_settings.threshold = 0.0;
}
settings
}
/// Spawns/despawns `Gamepad` entities to match which adapter ports are
/// connected. Must run before `gamepad_connection_system` so the entity it
/// spawns already exists by the time Bevy inserts the `Gamepad` component
/// on it (mirrors what `bevy_gilrs::gilrs_event_system` does).
pub fn gc_connection_system(
mut commands: Commands,
snapshot: Res<GcAdapterSnapshot>,
mut ports: ResMut<GcPorts>,
mut connection_events: MessageWriter<GamepadConnectionEvent>,
) {
let current = snapshot.read();
let ports = &mut *ports;
for i in 0..GC_PORT_COUNT {
let was_connected = ports.last[i].connected;
let is_connected = current[i].connected;
if is_connected && !was_connected {
let entity = ports.entities[i].unwrap_or_else(|| {
let entity = commands
.spawn((GcPort(i as u8), passthrough_gamepad_settings()))
.id();
ports.entities[i] = Some(entity);
entity
});
connection_events.write(GamepadConnectionEvent::new(
entity,
GamepadConnection::Connected {
name: format!("GameCube Controller (Port {})", i + 1),
vendor_id: Some(GC_ADAPTER_VID),
product_id: Some(GC_ADAPTER_PID),
},
));
} else if !is_connected && was_connected {
if let Some(entity) = ports.entities[i] {
connection_events.write(GamepadConnectionEvent::new(
entity,
GamepadConnection::Disconnected,
));
}
}
}
}
/// Converts a GC unsigned trigger byte to the 0.0..=1.0 range
/// `GamepadButton` analog values use.
fn unsigned_axis_float(raw: u8) -> f32 {
(raw as f32) / 255.0
}
/// Diffs the current snapshot against last frame's and writes
/// `RawGamepadEvent`s for anything that changed, which
/// `gamepad_event_processing_system` turns into live `Gamepad` component
/// state. Must run after `gc_connection_system` (so newly-connected ports
/// have an entity/`GamepadSettings`) and before
/// `gamepad_event_processing_system`.
pub fn gc_event_system(
snapshot: Res<GcAdapterSnapshot>,
mut ports: ResMut<GcPorts>,
mut raw_events: MessageWriter<RawGamepadEvent>,
mut axis_events: MessageWriter<RawGamepadAxisChangedEvent>,
mut button_events: MessageWriter<RawGamepadButtonChangedEvent>,
) {
let current = snapshot.read();
for i in 0..GC_PORT_COUNT {
let Some(entity) = ports.entities[i] else {
continue;
};
let prev = &ports.last[i];
let now = &current[i];
if !now.connected {
continue;
}
macro_rules! send_axis {
($axis:expr, $value:expr) => {{
let event = RawGamepadAxisChangedEvent::new(entity, $axis, $value);
axis_events.write(event);
raw_events.write(RawGamepadEvent::Axis(event));
}};
}
macro_rules! send_button {
($button:expr, $value:expr) => {{
let event = RawGamepadButtonChangedEvent::new(entity, $button, $value);
button_events.write(event);
raw_events.write(RawGamepadEvent::Button(event));
}};
}
if prev.left_stick != now.left_stick {
send_axis!(GamepadAxis::LeftStickX, now.left_stick.0);
send_axis!(GamepadAxis::LeftStickY, now.left_stick.1);
}
if prev.right_stick != now.right_stick {
send_axis!(
GamepadAxis::RightStickX,
now.right_stick.0
);
send_axis!(
GamepadAxis::RightStickY,
now.right_stick.1
);
}
if prev.triggers != now.triggers {
// The analog triggers are represented as button-axis values, as we have no GamepadAxis to use.
send_button!(GamepadButton::LeftTrigger2, unsigned_axis_float(now.triggers.0));
send_button!(GamepadButton::RightTrigger2, unsigned_axis_float(now.triggers.1));
}
macro_rules! digital {
($field:ident, $button:expr) => {
if prev.$field != now.$field {
send_button!($button, if now.$field { 1.0 } else { 0.0 });
}
};
}
digital!(a, GamepadButton::South);
digital!(b, GamepadButton::West);
digital!(x, GamepadButton::East);
digital!(y, GamepadButton::North);
digital!(z, GamepadButton::Z);
digital!(start, GamepadButton::Start);
digital!(dpad_up, GamepadButton::DPadUp);
digital!(dpad_down, GamepadButton::DPadDown);
digital!(dpad_left, GamepadButton::DPadLeft);
digital!(dpad_right, GamepadButton::DPadRight);
digital!(left_trigger_digital, GamepadButton::LeftTrigger);
digital!(right_trigger_digital, GamepadButton::RightTrigger);
}
ports.last = current;
}
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pub mod bridge;
pub mod poll;
pub use bridge::{GcPort, GcPorts, GC_PORT_COUNT};
pub use poll::{GcAdapterSnapshot, GcPortState};
use bevy::input::gamepad::{gamepad_connection_system, gamepad_event_processing_system};
use bevy::input::InputSystems;
use bevy::prelude::*;
#[derive(Default)]
pub struct GamecubeAdapterPlugin;
impl Plugin for GamecubeAdapterPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<GcPorts>();
let Ok(snapshot) = poll::spawn_poll_thread() else {
// No adapter connected; leave GcPorts empty and skip wiring the
// polling systems.
return;
};
app.insert_resource(snapshot).add_systems(
PreUpdate,
(
bridge::gc_connection_system.before(gamepad_connection_system),
bridge::gc_event_system
.after(gamepad_connection_system)
.before(gamepad_event_processing_system),
)
.in_set(InputSystems),
);
}
}
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use std::panic::{self, AssertUnwindSafe};
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Arc, Mutex};
use bevy::prelude::*;
use gc_adapter_neo::{Controller, GcAdapter};
#[derive(Clone, Copy, PartialEq, Default)]
pub struct GcPortState {
pub connected: bool,
pub a: bool,
pub b: bool,
pub x: bool,
pub y: bool,
pub z: bool,
pub start: bool,
pub dpad_up: bool,
pub dpad_down: bool,
pub dpad_left: bool,
pub dpad_right: bool,
pub left_trigger_digital: bool,
pub right_trigger_digital: bool,
pub left_stick: (f32, f32),
pub right_stick: (f32, f32),
/// Raw trigger bytes, 0 is released, 255 is fully pressed.
pub triggers: (u8, u8),
}
impl GcPortState {
fn make_port_state(c: &Controller, cal: &gc_adapter_neo::PortCalibration) -> Self {
if !c.connected() {
return Self::default();
}
let b = &c.buttons;
Self {
connected: true,
a: b.a(),
b: b.b(),
x: b.x(),
y: b.y(),
z: b.z(),
start: b.start(),
dpad_up: b.dpad_up(),
dpad_down: b.dpad_down(),
dpad_left: b.dpad_left(),
dpad_right: b.dpad_right(),
left_trigger_digital: b.left_trigger(),
right_trigger_digital: b.right_trigger(),
left_stick: cal.left_stick(&c),
right_stick: cal.right_stick(&c),
triggers: (c.triggers.left.raw(), c.triggers.right.raw()),
}
}
}
/// Shared, `Send + Sync` handle to the latest snapshot from the poll
/// thread. Safe to store as an ordinary [`Resource`] (no `NonSend` needed)
/// because the `GcAdapter` itself never leaves its thread.
#[derive(Resource, Clone)]
pub struct GcAdapterSnapshot {
ports: Arc<Mutex<[GcPortState; 4]>>,
shutdown: Arc<AtomicBool>,
}
impl GcAdapterSnapshot {
pub fn read(&self) -> [GcPortState; 4] {
*self.ports.lock().unwrap_or_else(|e| e.into_inner())
}
}
impl Drop for GcAdapterSnapshot {
fn drop(&mut self) {
// Only actually signals shutdown once the last clone (this resource
// is never cloned in practice, but be defensive) is dropped.
if Arc::strong_count(&self.shutdown) <= 1 {
self.shutdown.store(true, Ordering::Relaxed);
}
}
}
/// Connects to the first GameCube adapter found on the USB bus and starts
/// polling it on a dedicated thread. Returns `None` (after logging a
/// warning) if no adapter is plugged in
pub fn spawn_poll_thread() -> Result<GcAdapterSnapshot, gc_adapter_neo::UsbError> {
let mut adapter = match GcAdapter::from_usb()? {
Some(adapter) => adapter,
None => {
warn!("No GameCube Controller Adapter found on USB; gamepad input disabled.");
return Err(gc_adapter_neo::UsbError::Disconnected);
}
};
let ports = Arc::new(Mutex::new([GcPortState::default(); 4]));
let shutdown = Arc::new(AtomicBool::new(false));
let thread_ports = ports.clone();
let thread_shutdown = shutdown.clone();
std::thread::Builder::new()
.name("gc-adapter-poll".into())
.spawn(move || {
// Flush whatever the adapter had buffered before we started
if let Err(payload) =
panic::catch_unwind(AssertUnwindSafe(|| adapter.refresh_inputs()))
{
error!(
"GameCube Controller Adapter USB refresh panicked on startup: {payload:?}"
);
}
#[cfg(debug_assertions)]
let mut rate_window_start = std::time::Instant::now();
#[cfg(debug_assertions)]
let mut rate_window_count: u32 = 0;
while !thread_shutdown.load(Ordering::Relaxed) {
let result =
panic::catch_unwind(AssertUnwindSafe(|| adapter.read_controllers()));
let controllers = match result {
Ok(Ok(controllers)) => controllers,
// Ignore this, for some reason we get a bunch of these when we start reading
Ok(Err(
gc_adapter_neo::AdapterError::Parse(_)
| gc_adapter_neo::AdapterError::ShortRead(_),
)) => continue,
Ok(Err(gc_adapter_neo::AdapterError::Usb(err))) => {
error!(
"GameCube Controller Adapter USB read failed ({err:?}); stopping \
polling. Gamepad input will stop updating until the game is \
restarted."
);
break;
}
Err(payload) => {
error!(
"GameCube Controller Adapter USB read panicked: {payload:?}; \
stopping polling. Gamepad input will stop updating until the \
game is restarted."
);
break;
}
};
let mut states = [GcPortState::default(); 4];
for i in 0..4 {
states[i] = GcPortState::make_port_state(&controllers[i], adapter.calibration(i));
}
*thread_ports.lock().unwrap_or_else(|e| e.into_inner()) = states;
#[cfg(debug_assertions)]
{
rate_window_count += 1;
let elapsed = rate_window_start.elapsed();
if elapsed >= std::time::Duration::from_secs(1) {
debug!(
"GameCube adapter snapshot publish rate: {:.1} Hz",
rate_window_count as f64 / elapsed.as_secs_f64()
);
rate_window_count = 0;
rate_window_start = std::time::Instant::now();
}
}
}
})
.expect("failed to spawn gc-adapter poll thread");
Ok(GcAdapterSnapshot { ports, shutdown })
}