Add gamecube adapter support
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//! Turns [`GcAdapterSnapshot`] port states into real Bevy `Gamepad`
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//! entities, the same way `bevy_gilrs` turns OS gamepad events into them.
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use bevy::input::gamepad::{
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GamepadAxis, GamepadButton, GamepadConnection, GamepadConnectionEvent, GamepadSettings,
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RawGamepadAxisChangedEvent, RawGamepadButtonChangedEvent, RawGamepadEvent,
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};
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use bevy::prelude::*;
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use super::poll::{GcAdapterSnapshot, GcPortState};
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/// GameCube adapters report 4 ports.
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pub const GC_PORT_COUNT: usize = 4;
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/// USB vendor/product ID of the official adapter, reported on the `Gamepad`
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/// component so it shows up the same way a real USB gamepad would.
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const GC_ADAPTER_VID: u16 = 0x057e;
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const GC_ADAPTER_PID: u16 = 0x0337;
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/// Marks a `Gamepad` entity as backed by a specific GameCube adapter port
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/// (0-3), and is the join key [`crate::input::gamepad::sample_gamepad`]
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/// uses to map GGRS handles to ports.
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#[derive(Component, Debug, Clone, Copy)]
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pub struct GcPort(pub u8);
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/// Tracks which entity (if any) represents each of the 4 adapter ports,
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/// and the last snapshot seen, so both systems below can diff instead of
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/// re-deriving state every frame.
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#[derive(Resource, Default)]
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pub struct GcPorts {
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pub entities: [Option<Entity>; GC_PORT_COUNT],
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last: [GcPortState; GC_PORT_COUNT],
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}
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fn passthrough_gamepad_settings() -> GamepadSettings {
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let mut settings = GamepadSettings::default();
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for axis in GamepadAxis::all() {
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let axis_settings = settings.axis_settings.entry(axis).or_default();
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// Order matters: each setter rejects a value that would cross the
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// *other* bound it's paired with, so widen the live zones before
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// shrinking the dead zones down to zero.
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axis_settings.set_livezone_lowerbound(-1.0);
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axis_settings.set_livezone_upperbound(1.0);
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axis_settings.set_deadzone_lowerbound(0.0);
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axis_settings.set_deadzone_upperbound(0.0);
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axis_settings.set_threshold(0.0);
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}
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for button in GamepadButton::all() {
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let button_axis_settings = settings.button_axis_settings.entry(button).or_default();
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button_axis_settings.low = 0.0;
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button_axis_settings.high = 1.0;
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button_axis_settings.threshold = 0.0;
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}
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settings
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}
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/// Spawns/despawns `Gamepad` entities to match which adapter ports are
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/// connected. Must run before `gamepad_connection_system` so the entity it
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/// spawns already exists by the time Bevy inserts the `Gamepad` component
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/// on it (mirrors what `bevy_gilrs::gilrs_event_system` does).
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pub fn gc_connection_system(
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mut commands: Commands,
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snapshot: Res<GcAdapterSnapshot>,
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mut ports: ResMut<GcPorts>,
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mut connection_events: MessageWriter<GamepadConnectionEvent>,
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) {
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let current = snapshot.read();
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let ports = &mut *ports;
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for i in 0..GC_PORT_COUNT {
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let was_connected = ports.last[i].connected;
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let is_connected = current[i].connected;
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if is_connected && !was_connected {
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let entity = ports.entities[i].unwrap_or_else(|| {
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let entity = commands
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.spawn((GcPort(i as u8), passthrough_gamepad_settings()))
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.id();
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ports.entities[i] = Some(entity);
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entity
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});
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connection_events.write(GamepadConnectionEvent::new(
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entity,
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GamepadConnection::Connected {
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name: format!("GameCube Controller (Port {})", i + 1),
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vendor_id: Some(GC_ADAPTER_VID),
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product_id: Some(GC_ADAPTER_PID),
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},
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));
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} else if !is_connected && was_connected {
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if let Some(entity) = ports.entities[i] {
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connection_events.write(GamepadConnectionEvent::new(
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entity,
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GamepadConnection::Disconnected,
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));
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}
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}
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}
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}
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/// Converts a GC unsigned trigger byte to the 0.0..=1.0 range
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/// `GamepadButton` analog values use.
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fn unsigned_axis_float(raw: u8) -> f32 {
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(raw as f32) / 255.0
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}
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/// Diffs the current snapshot against last frame's and writes
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/// `RawGamepadEvent`s for anything that changed, which
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/// `gamepad_event_processing_system` turns into live `Gamepad` component
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/// state. Must run after `gc_connection_system` (so newly-connected ports
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/// have an entity/`GamepadSettings`) and before
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/// `gamepad_event_processing_system`.
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pub fn gc_event_system(
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snapshot: Res<GcAdapterSnapshot>,
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mut ports: ResMut<GcPorts>,
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mut raw_events: MessageWriter<RawGamepadEvent>,
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mut axis_events: MessageWriter<RawGamepadAxisChangedEvent>,
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mut button_events: MessageWriter<RawGamepadButtonChangedEvent>,
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) {
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let current = snapshot.read();
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for i in 0..GC_PORT_COUNT {
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let Some(entity) = ports.entities[i] else {
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continue;
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};
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let prev = &ports.last[i];
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let now = ¤t[i];
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if !now.connected {
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continue;
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}
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macro_rules! send_axis {
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($axis:expr, $value:expr) => {{
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let event = RawGamepadAxisChangedEvent::new(entity, $axis, $value);
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axis_events.write(event);
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raw_events.write(RawGamepadEvent::Axis(event));
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}};
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}
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macro_rules! send_button {
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($button:expr, $value:expr) => {{
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let event = RawGamepadButtonChangedEvent::new(entity, $button, $value);
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button_events.write(event);
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raw_events.write(RawGamepadEvent::Button(event));
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}};
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}
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if prev.left_stick != now.left_stick {
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send_axis!(GamepadAxis::LeftStickX, now.left_stick.0);
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send_axis!(GamepadAxis::LeftStickY, now.left_stick.1);
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}
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if prev.right_stick != now.right_stick {
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send_axis!(
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GamepadAxis::RightStickX,
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now.right_stick.0
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);
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send_axis!(
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GamepadAxis::RightStickY,
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now.right_stick.1
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);
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}
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if prev.triggers != now.triggers {
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// The analog triggers are represented as button-axis values, as we have no GamepadAxis to use.
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send_button!(GamepadButton::LeftTrigger2, unsigned_axis_float(now.triggers.0));
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send_button!(GamepadButton::RightTrigger2, unsigned_axis_float(now.triggers.1));
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}
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macro_rules! digital {
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($field:ident, $button:expr) => {
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if prev.$field != now.$field {
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send_button!($button, if now.$field { 1.0 } else { 0.0 });
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}
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};
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}
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digital!(a, GamepadButton::South);
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digital!(b, GamepadButton::West);
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digital!(x, GamepadButton::East);
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digital!(y, GamepadButton::North);
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digital!(z, GamepadButton::Z);
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digital!(start, GamepadButton::Start);
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digital!(dpad_up, GamepadButton::DPadUp);
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digital!(dpad_down, GamepadButton::DPadDown);
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digital!(dpad_left, GamepadButton::DPadLeft);
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digital!(dpad_right, GamepadButton::DPadRight);
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digital!(left_trigger_digital, GamepadButton::LeftTrigger);
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digital!(right_trigger_digital, GamepadButton::RightTrigger);
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}
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ports.last = current;
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}
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