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// Copyright 2016-2018 Mateusz Sieczko and other GilRs Developers
//
// Licensed under the Apache License, Version 2.0, <LICENSE-APACHE or
// http://apache.org/licenses/LICENSE-2.0> or the MIT license <LICENSE-MIT or
// http://opensource.org/licenses/MIT>, at your option. This file may not be
// copied, modified, or distributed except according to those terms.
//! Alter events in various ways.
//!
//! This modules contains "event filters" that can change, drop or create new events. To use them,
//! import `Filter` trait and call `filter()` function on `Option<Event>`. Because `filter` also
//! returns `Option<Event>` you can combine multiple filters by using `filter()` function on
//! returned event.
//!
//! Filters in this modules have public fields that can be used to configure their behaviour. You
//! can also create them with default values using `new()` method. If filter is not configurable,
//! it is implemented as function (for example `deadzone()`).
//!
//! # Example
//!
//! ```
//! use gilrs::{GilrsBuilder, Filter};
//! use gilrs::ev::filter::{Jitter, Repeat, deadzone};
//!
//! let mut gilrs = GilrsBuilder::new().with_default_filters(false).build().unwrap();
//! let jitter = Jitter { threshold: 0.02 };
//! let repeat = Repeat::new();
//!
//! // Event loop
//! loop {
//! while let Some(event) = gilrs
//! .next_event()
//! .filter_ev(&jitter, &mut gilrs)
//! .filter_ev(&deadzone, &mut gilrs)
//! .filter_ev(&repeat, &mut gilrs)
//! {
//! gilrs.update(&event);
//! println!("{:?}", event);
//! }
//! # break;
//! }
//! ```
//! # Implementing custom filters
//!
//! If you want to implement your own filters, you will have to implement `FilterFn` trait.
//! **Do not return `None` if you got `Some(event)`**. If you want to discard an event, uses
//! `EventType::Dropped`. Returning `None` means that there are no more events to process and
//! will end `while let` loop.
//!
//! ## Example
//!
//! Example implementations of filter that will drop all events with `Unknown` axis or button.
//!
//! ```
//! use gilrs::ev::filter::FilterFn;
//! use gilrs::{Gilrs, Event, EventType, Button, Axis, Filter};
//!
//! struct UnknownSlayer;
//!
//! impl FilterFn for UnknownSlayer {
//! fn filter(&self, ev: Option<Event>, _gilrs: &mut Gilrs) -> Option<Event> {
//! match ev {
//! Some(Event { event: EventType::ButtonPressed(Button::Unknown, ..), id, .. })
//! | Some(Event { event: EventType::ButtonReleased(Button::Unknown, ..), id, .. })
//! | Some(Event { event: EventType::AxisChanged(Axis::Unknown, ..), id, .. })
//! => Some(Event::new(id, EventType::Dropped)),
//! _ => ev,
//! }
//! }
//! }
//! ```
//!
//! `FilterFn` is also implemented for all `Fn(Option<Event>, &Gilrs) -> Option<Event>`, so above
//! example could be simplified to passing closure to `filter()` function.
use crate::ev::{Axis, AxisOrBtn, Button, Code, Event, EventType};
use crate::gamepad::{Gamepad, Gilrs};
use crate::utils;
use std::time::Duration;
/// Discard axis events that changed less than `threshold`.
#[derive(Copy, Clone, PartialEq, Debug)]
pub struct Jitter {
pub threshold: f32,
}
impl Jitter {
/// Creates new `Repeat` filter with threshold set to 0.01.
pub fn new() -> Self {
Jitter { threshold: 0.01 }
}
}
impl Default for Jitter {
fn default() -> Self {
Self::new()
}
}
impl FilterFn for Jitter {
fn filter(&self, ev: Option<Event>, gilrs: &mut Gilrs) -> Option<Event> {
match ev {
Some(Event {
event: EventType::AxisChanged(_, val, axis),
id,
..
}) => match gilrs.gamepad(id).state().axis_data(axis) {
Some(data) if val != 0.0 && (val - data.value()).abs() < self.threshold => {
Some(Event::new(id, EventType::Dropped))
}
_ => ev,
},
_ => ev,
}
}
}
fn apply_deadzone(x: f32, y: f32, threshold: f32) -> (f32, f32) {
let magnitude = utils::clamp((x * x + y * y).sqrt(), 0.0, 1.0);
if magnitude <= threshold {
(0.0, 0.0)
} else {
let norm = ((magnitude - threshold) / (1.0 - threshold)) / magnitude;
(x * norm, y * norm)
}
}
fn deadzone_nonzero_axis_idx(axis: Axis) -> Option<usize> {
Some(match axis {
Axis::DPadX => 0,
Axis::DPadY => 1,
Axis::LeftStickX => 2,
Axis::LeftStickY => 3,
Axis::RightStickX => 4,
Axis::RightStickY => 5,
_ => {
return None;
}
})
}
/// Drops events in dead zone and remaps value to keep it in standard range.
pub fn deadzone(ev: Option<Event>, gilrs: &mut Gilrs) -> Option<Event> {
match ev {
Some(Event {
event: EventType::AxisChanged(axis, val, nec),
id,
time,
}) => {
let threshold = match gilrs.gamepad(id).deadzone(nec) {
Some(t) => t,
None => return ev,
};
if let Some((other_axis, other_code)) = axis
.second_axis()
.and_then(|axis| gilrs.gamepad(id).axis_code(axis).map(|code| (axis, code)))
{
let other_val = gilrs.gamepad(id).state().value(other_code);
let val = apply_deadzone(val, other_val, threshold);
// Since this is the second axis, deadzone_nonzero_axis_idx() will always returns something.
let other_axis_idx = deadzone_nonzero_axis_idx(other_axis).unwrap();
if val.0 == 0.
&& val.1 == 0.
&& gilrs.gamepads_data[id.0].have_sent_nonzero_for_axis[other_axis_idx]
&& gilrs.gamepad(id).state().value(other_code) != 0.
{
// Clear other axis that is now within the dead zone threshold.
gilrs.insert_event(Event {
id,
time,
event: EventType::AxisChanged(other_axis, 0., other_code),
});
gilrs.gamepads_data[id.0].have_sent_nonzero_for_axis[other_axis_idx] = false;
}
Some(if gilrs.gamepad(id).state().value(nec) == val.0 {
Event::new(id, EventType::Dropped)
} else {
if let Some(axis_idx) = deadzone_nonzero_axis_idx(axis) {
gilrs.gamepads_data[id.0].have_sent_nonzero_for_axis[axis_idx] =
val.0 != 0.;
}
Event {
id,
time,
event: EventType::AxisChanged(axis, val.0, nec),
}
})
} else {
let val = apply_deadzone(val, 0.0, threshold).0;
Some(if gilrs.gamepad(id).state().value(nec) == val {
Event::new(id, EventType::Dropped)
} else {
if let Some(axis_idx) = deadzone_nonzero_axis_idx(axis) {
gilrs.gamepads_data[id.0].have_sent_nonzero_for_axis[axis_idx] = val != 0.;
}
Event {
id,
time,
event: EventType::AxisChanged(axis, val, nec),
}
})
}
}
Some(Event {
event: EventType::ButtonChanged(btn, val, nec),
id,
time,
}) => {
let gp = &gilrs.gamepad(id);
let threshold = match gp.deadzone(nec) {
Some(t) => t,
None => return ev,
};
let val = apply_deadzone(val, 0.0, threshold).0;
Some(if gp.state().value(nec) == val {
Event::new(id, EventType::Dropped)
} else {
Event {
id,
time,
event: EventType::ButtonChanged(btn, val, nec),
}
})
}
_ => ev,
}
}
/// Maps axis dpad events to button dpad events.
///
/// This filter will do nothing if gamepad has dpad buttons (to prevent double events for same
/// element) and if standard `NativeEvCode` for dpads is used by some other buttons. It will always
/// try to map if SDL mappings contains mappings for all four hats.
pub fn axis_dpad_to_button(ev: Option<Event>, gilrs: &mut Gilrs) -> Option<Event> {
use gilrs_core::native_ev_codes as necs;
fn can_map(gp: &Gamepad<'_>) -> bool {
let hats_mapped = gp.mapping().hats_mapped();
if hats_mapped == 0b0000_1111 {
true
} else if hats_mapped == 0 {
gp.axis_or_btn_name(Code(necs::BTN_DPAD_RIGHT)).is_none()
&& gp.axis_or_btn_name(Code(necs::BTN_DPAD_LEFT)).is_none()
&& gp.axis_or_btn_name(Code(necs::BTN_DPAD_DOWN)).is_none()
&& gp.axis_or_btn_name(Code(necs::BTN_DPAD_UP)).is_none()
&& gp.button_code(Button::DPadRight).is_none()
} else {
// Not all hats are mapped so let's ignore it for now.
false
}
}
let ev = ev?;
let gamepad = gilrs.gamepad(ev.id);
if !can_map(&gamepad) {
return Some(ev);
}
let mut out_event = ev.drop();
match ev.event {
EventType::AxisChanged(Axis::DPadX, val, _) => {
let mut release_left = false;
let mut release_right = false;
if val == 1.0 {
// The axis value might change from left (-1.0) to right (1.0) immediately without
// us getting an additional event for the release at the center position (0.0).
release_left = gamepad.state().is_pressed(Code(necs::BTN_DPAD_LEFT));
gilrs.insert_event(Event {
event: EventType::ButtonChanged(
Button::DPadRight,
1.0,
Code(necs::BTN_DPAD_RIGHT),
),
..ev
});
out_event = Event {
event: EventType::ButtonPressed(Button::DPadRight, Code(necs::BTN_DPAD_RIGHT)),
..ev
};
} else if val == -1.0 {
// The axis value might change from right (1.0) to left (-1.0) immediately without
// us getting an additional event for the release at the center position (0.0).
release_right = gamepad.state().is_pressed(Code(necs::BTN_DPAD_RIGHT));
gilrs.insert_event(Event {
event: EventType::ButtonChanged(
Button::DPadLeft,
1.0,
Code(necs::BTN_DPAD_LEFT),
),
..ev
});
out_event = Event {
event: EventType::ButtonPressed(Button::DPadLeft, Code(necs::BTN_DPAD_LEFT)),
..ev
};
} else {
release_left = gamepad.state().is_pressed(Code(necs::BTN_DPAD_LEFT));
release_right = gamepad.state().is_pressed(Code(necs::BTN_DPAD_RIGHT));
}
if release_right {
if !out_event.is_dropped() {
gilrs.insert_event(out_event);
}
gilrs.insert_event(Event {
event: EventType::ButtonChanged(
Button::DPadRight,
0.0,
Code(necs::BTN_DPAD_RIGHT),
),
..ev
});
out_event = Event {
event: EventType::ButtonReleased(Button::DPadRight, Code(necs::BTN_DPAD_RIGHT)),
..ev
};
}
if release_left {
if !out_event.is_dropped() {
gilrs.insert_event(out_event);
}
gilrs.insert_event(Event {
event: EventType::ButtonChanged(
Button::DPadLeft,
0.0,
Code(necs::BTN_DPAD_LEFT),
),
..ev
});
out_event = Event {
event: EventType::ButtonReleased(Button::DPadLeft, Code(necs::BTN_DPAD_LEFT)),
..ev
};
}
Some(out_event)
}
EventType::AxisChanged(Axis::DPadY, val, _) => {
let mut release_up = false;
let mut release_down = false;
if val == 1.0 {
// The axis value might change from down (-1.0) to up (1.0) immediately without us
// getting an additional event for the release at the center position (0.0).
release_down = gamepad.state().is_pressed(Code(necs::BTN_DPAD_DOWN));
gilrs.insert_event(Event {
event: EventType::ButtonChanged(Button::DPadUp, 1.0, Code(necs::BTN_DPAD_UP)),
..ev
});
out_event = Event {
event: EventType::ButtonPressed(Button::DPadUp, Code(necs::BTN_DPAD_UP)),
..ev
};
} else if val == -1.0 {
// The axis value might change from up (1.0) to down (-1.0) immediately without us
// getting an additional event for the release at the center position (0.0).
release_up = gamepad.state().is_pressed(Code(necs::BTN_DPAD_UP));
gilrs.insert_event(Event {
event: EventType::ButtonChanged(
Button::DPadDown,
1.0,
Code(necs::BTN_DPAD_DOWN),
),
..ev
});
out_event = Event {
event: EventType::ButtonPressed(Button::DPadDown, Code(necs::BTN_DPAD_DOWN)),
..ev
};
} else {
release_up = gamepad.state().is_pressed(Code(necs::BTN_DPAD_UP));
release_down = gamepad.state().is_pressed(Code(necs::BTN_DPAD_DOWN));
}
if release_up {
if !out_event.is_dropped() {
gilrs.insert_event(out_event);
}
gilrs.insert_event(Event {
event: EventType::ButtonChanged(Button::DPadUp, 0.0, Code(necs::BTN_DPAD_UP)),
..ev
});
out_event = Event {
event: EventType::ButtonReleased(Button::DPadUp, Code(necs::BTN_DPAD_UP)),
..ev
};
}
if release_down {
if !out_event.is_dropped() {
gilrs.insert_event(out_event);
}
gilrs.insert_event(Event {
event: EventType::ButtonChanged(
Button::DPadDown,
0.0,
Code(necs::BTN_DPAD_DOWN),
),
..ev
});
out_event = Event {
event: EventType::ButtonReleased(Button::DPadDown, Code(necs::BTN_DPAD_DOWN)),
..ev
};
}
Some(out_event)
}
_ => Some(ev),
}
}
/// Repeats pressed keys.
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
pub struct Repeat {
pub after: Duration,
pub every: Duration,
}
impl Repeat {
/// Creates new `Repeat` filter with `after` set to 500ms and `every` set to 30ms.
pub fn new() -> Self {
Repeat {
after: Duration::from_millis(500),
every: Duration::from_millis(30),
}
}
}
impl Default for Repeat {
fn default() -> Self {
Self::new()
}
}
impl FilterFn for Repeat {
fn filter(&self, ev: Option<Event>, gilrs: &mut Gilrs) -> Option<Event> {
match ev {
Some(ev) => Some(ev),
None => {
let now = utils::time_now();
for (id, gamepad) in gilrs.gamepads() {
for (nec, btn_data) in gamepad.state().buttons() {
match (
btn_data.is_pressed(),
btn_data.is_repeating(),
now.duration_since(btn_data.timestamp()),
) {
(true, false, Ok(dur)) if dur >= self.after => {
let btn_name = match gamepad.axis_or_btn_name(nec) {
Some(AxisOrBtn::Btn(b)) => b,
_ => Button::Unknown,
};
return Some(Event {
id,
event: EventType::ButtonRepeated(btn_name, nec),
time: btn_data.timestamp() + self.after,
});
}
(true, true, Ok(dur)) if dur >= self.every => {
let btn_name = match gamepad.axis_or_btn_name(nec) {
Some(AxisOrBtn::Btn(b)) => b,
_ => Button::Unknown,
};
return Some(Event {
id,
event: EventType::ButtonRepeated(btn_name, nec),
time: btn_data.timestamp() + self.every,
});
}
_ => (),
}
}
}
None
}
}
}
}
/// Allow filtering events.
///
/// See module level documentation for more info.
pub trait Filter {
fn filter_ev<F: FilterFn>(&self, filter: &F, gilrs: &mut Gilrs) -> Option<Event>;
}
/// Actual filter implementation.
///
/// See module level documentation for more info.
pub trait FilterFn {
fn filter(&self, ev: Option<Event>, gilrs: &mut Gilrs) -> Option<Event>;
}
impl<F> FilterFn for F
where
F: Fn(Option<Event>, &mut Gilrs) -> Option<Event>,
{
fn filter(&self, ev: Option<Event>, gilrs: &mut Gilrs) -> Option<Event> {
self(ev, gilrs)
}
}
impl Filter for Option<Event> {
fn filter_ev<F: FilterFn>(&self, filter: &F, gilrs: &mut Gilrs) -> Option<Event> {
let e = filter.filter(*self, gilrs);
debug_assert!(
!(self.is_some() && e.is_none()),
"Filter changed Some(event) into None. See ev::filter documentation for more info."
);
e
}
}
impl Filter for Event {
fn filter_ev<F: FilterFn>(&self, filter: &F, gilrs: &mut Gilrs) -> Option<Event> {
let e = filter.filter(Some(*self), gilrs);
debug_assert!(
e.is_some(),
"Filter changed Some(event) into None. See ev::filter documentation for more info."
);
e
}
}