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input: allow multiple gamepad inputs to be registered for one button …
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…in one frame (bevyengine#9446)

# Objective

- Currently, (AFAIC, accidentally) after registering an event for a
Gilrs button event, we ignore all subsequent events for the same button
in the same frame, because we don't update our filter. This is rare, but
I noticed it while adding gamepad support to a terminal app rendering at
15fps.
- Related to bevyengine#4664, but does not quite fix it.

## Solution

- Move the edit to the `Axis<GamepadButton>` resource to when we read
the events from Gilrs.
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soqb committed Aug 15, 2023
1 parent f99dcad commit 632ef0c
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Showing 2 changed files with 5 additions and 5 deletions.
7 changes: 5 additions & 2 deletions crates/bevy_gilrs/src/gilrs_system.rs
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
use crate::converter::{convert_axis, convert_button, convert_gamepad_id};
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{NonSend, NonSendMut, Res};
use bevy_ecs::system::{NonSend, NonSendMut, Res, ResMut};
use bevy_input::gamepad::{
GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnection, GamepadConnectionEvent,
GamepadSettings,
Expand Down Expand Up @@ -29,8 +29,8 @@ pub fn gilrs_event_startup_system(
pub fn gilrs_event_system(
mut gilrs: NonSendMut<Gilrs>,
mut events: EventWriter<GamepadEvent>,
mut gamepad_buttons: ResMut<Axis<GamepadButton>>,
gamepad_axis: Res<Axis<GamepadAxis>>,
gamepad_buttons: Res<Axis<GamepadButton>>,
gamepad_settings: Res<GamepadSettings>,
) {
while let Some(gilrs_event) = gilrs
Expand Down Expand Up @@ -65,6 +65,9 @@ pub fn gilrs_event_system(
GamepadButtonChangedEvent::new(gamepad, button_type, filtered_value)
.into(),
);
// Update the current value prematurely so that `old_value` is correct in
// future iterations of the loop.
gamepad_buttons.set(button, filtered_value);
}
}
}
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3 changes: 0 additions & 3 deletions crates/bevy_input/src/gamepad.rs
Original file line number Diff line number Diff line change
Expand Up @@ -1133,7 +1133,6 @@ pub fn gamepad_axis_event_system(
pub fn gamepad_button_event_system(
mut button_events: EventReader<GamepadButtonChangedEvent>,
mut button_input: ResMut<Input<GamepadButton>>,
mut button_axis: ResMut<Axis<GamepadButton>>,
settings: Res<GamepadSettings>,
) {
for button_event in button_events.iter() {
Expand All @@ -1148,8 +1147,6 @@ pub fn gamepad_button_event_system(
} else if button_property.is_pressed(value) {
button_input.press(button);
};

button_axis.set(button, value);
}
}

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