Disable GameCube adapter on Windows (#80)
## 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:
+32
-16
@@ -1,10 +1,23 @@
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#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
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pub mod bridge;
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#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
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pub mod poll;
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pub use bridge::{GC_PORT_COUNT, GcPort, GcPorts};
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#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
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pub use bridge::{GC_PORT_COUNT, GcPort};
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#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
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pub use poll::{GcAdapterSnapshot, GcPortState};
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#[derive(Resource, Default)]
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pub struct GcPorts {
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pub entities: [Option<Entity>; 4],
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#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
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pub(super) last: [poll::GcPortState; 4],
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}
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#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
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use bevy::input::InputSystems;
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#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
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use bevy::input::gamepad::{gamepad_connection_system, gamepad_event_processing_system};
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use bevy::prelude::*;
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@@ -15,21 +28,24 @@ impl Plugin for GamecubeAdapterPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<GcPorts>();
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let Ok(snapshot) = poll::spawn_poll_thread() else {
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// No adapter connected; leave GcPorts empty and skip wiring the
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// polling systems.
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return;
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};
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#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
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{
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let Ok(snapshot) = poll::spawn_poll_thread() else {
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// No adapter connected; leave GcPorts empty and skip wiring the
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// polling systems.
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return;
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};
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app.insert_resource(snapshot).add_systems(
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PreUpdate,
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(
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bridge::gc_connection_system.before(gamepad_connection_system),
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bridge::gc_event_system
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.after(gamepad_connection_system)
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.before(gamepad_event_processing_system),
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)
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.in_set(InputSystems),
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);
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app.insert_resource(snapshot).add_systems(
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PreUpdate,
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(
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bridge::gc_connection_system.before(gamepad_connection_system),
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bridge::gc_event_system
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.after(gamepad_connection_system)
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.before(gamepad_event_processing_system),
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)
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.in_set(InputSystems),
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);
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}
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}
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}
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