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shinespark/src/input/gamecube/bridge.rs
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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>
2026-10-02 11:19:01 +00:00

182 lines
6.9 KiB
Rust

//! 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::GcPorts;
use super::poll::GcAdapterSnapshot;
/// 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);
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::East);
digital!(b, GamepadButton::South);
digital!(x, GamepadButton::North);
digital!(y, GamepadButton::West);
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;
}