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
+29 -45
View File
@@ -1,57 +1,41 @@
//! Keyboard backend: samples the keys into the local input frames GGRS sends
//! over the wire.
//! Keyboard backend: samples the keys into a [`FighterInputFrame`].
use bevy::platform::collections::HashMap;
use bevy::prelude::*;
use bevy_ggrs::{LocalInputs, LocalPlayers};
use crate::input::{BaseInputMap, FighterInputFrame, InputActionState, InputMapAction};
use crate::math::int::FGi32;
use crate::netcode::GGRSCfg;
pub fn preprocess_keyboard_input(
mut commands: Commands,
key: Res<ButtonInput<KeyCode>>,
input_map: Res<BaseInputMap>,
local_players: Res<LocalPlayers>,
) {
// Keyboard input is only for player 0
pub fn sample_keyboard(key: &ButtonInput<KeyCode>, input_map: &BaseInputMap) -> FighterInputFrame {
let mut input_frame = FighterInputFrame::default();
for keyboard_elment in &input_map.keyboard {
let action_state = if key.just_pressed(keyboard_elment.key) {
InputActionState::JustPressed
} else if key.just_released(keyboard_elment.key) {
InputActionState::JustReleased
} else if key.pressed(keyboard_elment.key) {
InputActionState::Pressed
} else {
InputActionState::Released
};
let mut local_inputs = HashMap::new();
let action_strength = match action_state {
InputActionState::JustPressed | InputActionState::Pressed => FGi32::ONE,
InputActionState::JustReleased | InputActionState::Released => FGi32::ZERO,
};
for handle in &local_players.0 {
let mut input_frame = FighterInputFrame::default();
for keyboard_elment in &input_map.keyboard {
let action_state = if key.just_pressed(keyboard_elment.key) {
InputActionState::JustPressed
} else if key.just_released(keyboard_elment.key) {
InputActionState::JustReleased
} else if key.pressed(keyboard_elment.key) {
InputActionState::Pressed
} else {
InputActionState::Released
};
let action_strength = match action_state {
InputActionState::JustPressed | InputActionState::Pressed => FGi32::ONE,
InputActionState::JustReleased | InputActionState::Released => FGi32::ZERO,
};
match keyboard_elment.action {
InputMapAction::MovementXDir(sign) => {
input_frame.movement.x += (sign) * action_strength
}
InputMapAction::MovementYDir(sign) => {
input_frame.movement.y += (sign) * action_strength
}
InputMapAction::Jump => input_frame.jump = action_strength != FGi32::ZERO,
InputMapAction::Shield => input_frame.shield = action_strength != FGi32::ZERO,
match keyboard_elment.action {
InputMapAction::MovementXDir(sign) => {
input_frame.movement.x += (sign) * action_strength
}
InputMapAction::MovementYDir(sign) => {
input_frame.movement.y += (sign) * action_strength
}
InputMapAction::Jump => input_frame.jump = action_strength != FGi32::ZERO,
InputMapAction::Shield => input_frame.shield = action_strength != FGi32::ZERO,
}
input_frame.movement = input_frame.movement.normalize_or_zero();
input_frame.directional_attack = input_frame.directional_attack.normalize_or_zero();
local_inputs.insert(*handle, input_frame);
}
commands.insert_resource(LocalInputs::<GGRSCfg>(local_inputs));
input_frame.movement = input_frame.movement.normalize_or_zero();
input_frame.directional_attack = input_frame.directional_attack.normalize_or_zero();
input_frame
}