Disable GameCube adapter on Windows (#80)
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## Summary
- add a feature flag for the GameCube adapter driver
- keep the driver enabled by default on supported platforms
- exclude the adapter dependency and polling systems on Windows

Reviewed-on: #80
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #80.
This commit is contained in:
2026-10-02 11:19:01 +00:00
committed by EIREXE
parent adf83ba03f
commit 47f7ae1e69
3 changed files with 39 additions and 28 deletions
+32 -16
View File
@@ -1,10 +1,23 @@
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
pub mod bridge;
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
pub mod poll;
pub use bridge::{GC_PORT_COUNT, GcPort, GcPorts};
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
pub use bridge::{GC_PORT_COUNT, GcPort};
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
pub use poll::{GcAdapterSnapshot, GcPortState};
#[derive(Resource, Default)]
pub struct GcPorts {
pub entities: [Option<Entity>; 4],
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
pub(super) last: [poll::GcPortState; 4],
}
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
use bevy::input::InputSystems;
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
use bevy::input::gamepad::{gamepad_connection_system, gamepad_event_processing_system};
use bevy::prelude::*;
@@ -15,21 +28,24 @@ 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;
};
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
{
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),
);
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),
);
}
}
}