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Gamepad names #6339

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terhechte opened this issue Oct 22, 2022 · 1 comment
Closed

Gamepad names #6339

terhechte opened this issue Oct 22, 2022 · 1 comment
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A-Input Player input via keyboard, mouse, gamepad, and more C-Usability A targeted quality-of-life change that makes Bevy easier to use

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@terhechte
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terhechte commented Oct 22, 2022

What problem does this solve or what need does it fill?

Bevy uses Gilrs for gamepad support. Gilrs knows the names of all detected gamepads. E.g. when I connect a Nintendo Switch Joy-Con, the gilrs ev example prints:

Power info of gamepad 0(Joy-Con (R)): Unknown

Bevy, however, doesn't take this information into account. Thus, within bevy, I can only identify gamepads by their id which is not a nice user experience when I want to have an in-game menu where a user can choose between multiple selected gamepads.

What solution would you like?

Extending the Gamepad struct with a name would require cloning a lot of String types around, maybe a better solution would be to have a Resource HashMap<Gamepad, String> which would allow getting the name of a gamepad when needed?

What alternative(s) have you considered?

I suppose I could directly import gilrs and get the names from there, but that would be quite the overhead.

@terhechte terhechte added C-Feature A new feature, making something new possible S-Needs-Triage This issue needs to be labelled labels Oct 22, 2022
@alice-i-cecile alice-i-cecile added C-Usability A targeted quality-of-life change that makes Bevy easier to use A-Input Player input via keyboard, mouse, gamepad, and more and removed C-Feature A new feature, making something new possible S-Needs-Triage This issue needs to be labelled labels Oct 22, 2022
@alice-i-cecile
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Extending the Gamepad struct with a name would require cloning a lot of String types around, maybe a better solution would be to have a Resource HashMap<Gamepad, String> which would allow getting the name of a gamepad when needed?

IMO we can put this in the existing Gamepads resource, which tracks the registered game pads :)

@bors bors bot closed this as completed in bcc33f6 Oct 24, 2022
james7132 pushed a commit to james7132/bevy that referenced this issue Oct 28, 2022
# Objective

Fixes bevyengine#6339.

## Solution

This PR adds a new type, `GamepadInfo`, which holds metadata associated with a particular `Gamepad`. The `Gamepads` resource now holds a `HashMap<Gamepad, GamepadInfo>`. The `GamepadInfo` is created when the gamepad backend (by default `bevy_gilrs`) emits a "gamepad connected" event.

The `gamepad_viewer` example has been updated to showcase the new functionality.

Before:

![bevy-gamepad-old](https://user-images.githubusercontent.com/86984145/197359427-2130a3c0-bd8a-4683-ae24-2a9eaa98b586.png)

After:

![bevy-gamepad-new](https://user-images.githubusercontent.com/86984145/197359429-f7963163-df26-4906-af7f-6186fe3bd338.png)


---

## Changelog

### Added

- Added `GamepadInfo`.
- Added `Gamepads::name()`, which returns the name of the specified gamepad if it exists.

### Changed

- `GamepadEventType::Connected` is now a tuple variant with a single field of type `GamepadInfo`.
- Since `GamepadInfo` is not `Copy`, `GamepadEventType` is no longer `Copy`. The same is true of `GamepadEvent` and `GamepadEventRaw`.

## Migration Guide

- Pattern matches on `GamepadEventType::Connected` will need to be updated, as the form of the variant has changed.
- Code that requires `GamepadEvent`, `GamepadEventRaw` or `GamepadEventType` to be `Copy` will need to be updated.
Pietrek14 pushed a commit to Pietrek14/bevy that referenced this issue Dec 17, 2022
# Objective

Fixes bevyengine#6339.

## Solution

This PR adds a new type, `GamepadInfo`, which holds metadata associated with a particular `Gamepad`. The `Gamepads` resource now holds a `HashMap<Gamepad, GamepadInfo>`. The `GamepadInfo` is created when the gamepad backend (by default `bevy_gilrs`) emits a "gamepad connected" event.

The `gamepad_viewer` example has been updated to showcase the new functionality.

Before:

![bevy-gamepad-old](https://user-images.githubusercontent.com/86984145/197359427-2130a3c0-bd8a-4683-ae24-2a9eaa98b586.png)

After:

![bevy-gamepad-new](https://user-images.githubusercontent.com/86984145/197359429-f7963163-df26-4906-af7f-6186fe3bd338.png)


---

## Changelog

### Added

- Added `GamepadInfo`.
- Added `Gamepads::name()`, which returns the name of the specified gamepad if it exists.

### Changed

- `GamepadEventType::Connected` is now a tuple variant with a single field of type `GamepadInfo`.
- Since `GamepadInfo` is not `Copy`, `GamepadEventType` is no longer `Copy`. The same is true of `GamepadEvent` and `GamepadEventRaw`.

## Migration Guide

- Pattern matches on `GamepadEventType::Connected` will need to be updated, as the form of the variant has changed.
- Code that requires `GamepadEvent`, `GamepadEventRaw` or `GamepadEventType` to be `Copy` will need to be updated.
ItsDoot pushed a commit to ItsDoot/bevy that referenced this issue Feb 1, 2023
# Objective

Fixes bevyengine#6339.

## Solution

This PR adds a new type, `GamepadInfo`, which holds metadata associated with a particular `Gamepad`. The `Gamepads` resource now holds a `HashMap<Gamepad, GamepadInfo>`. The `GamepadInfo` is created when the gamepad backend (by default `bevy_gilrs`) emits a "gamepad connected" event.

The `gamepad_viewer` example has been updated to showcase the new functionality.

Before:

![bevy-gamepad-old](https://user-images.githubusercontent.com/86984145/197359427-2130a3c0-bd8a-4683-ae24-2a9eaa98b586.png)

After:

![bevy-gamepad-new](https://user-images.githubusercontent.com/86984145/197359429-f7963163-df26-4906-af7f-6186fe3bd338.png)


---

## Changelog

### Added

- Added `GamepadInfo`.
- Added `Gamepads::name()`, which returns the name of the specified gamepad if it exists.

### Changed

- `GamepadEventType::Connected` is now a tuple variant with a single field of type `GamepadInfo`.
- Since `GamepadInfo` is not `Copy`, `GamepadEventType` is no longer `Copy`. The same is true of `GamepadEvent` and `GamepadEventRaw`.

## Migration Guide

- Pattern matches on `GamepadEventType::Connected` will need to be updated, as the form of the variant has changed.
- Code that requires `GamepadEvent`, `GamepadEventRaw` or `GamepadEventType` to be `Copy` will need to be updated.
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