GilRs abstract platform specific APIs to provide unified interfaces for working with gamepads.
Main features:
- Unified gamepad layout—buttons and axes are represented by familiar names
- Support for SDL2 mappings including
SDL_GAMECONTROLLERCONFIG
environment variable which Steam uses - Hotplugging—GilRs will try to assign new IDs for new gamepads and reuse the same ID for gamepads which reconnected
- Force feedback (rumble)
- Power information (is gamepad wired, current battery status)
The project's main repository is on GitLab although there is also a GitHub mirror. Please use GitLab's issue tracker and merge requests.
This repository contains submodule; after you clone it, don't forget to run
git submodule init; git submodule update
(or clone with --recursive
flag)
or you will get compile errors.
[dependencies]
gilrs = "0.11.0"
use gilrs::{Gilrs, Button, Event};
let mut gilrs = Gilrs::new().unwrap();
// Iterate over all connected gamepads
for (_id, gamepad) in gilrs.gamepads() {
println!("{} is {:?}", gamepad.name(), gamepad.power_info());
}
let mut active_gamepad = None;
loop {
// Examine new events
while let Some(Event { id, event, time, .. }) = gilrs.next_event() {
println!("{:?} New event from {}: {:?}", time, id, event);
active_gamepad = Some(id);
}
// You can also use cached gamepad state
if let Some(gamepad) = active_gamepad.map(|id| gilrs.gamepad(id)) {
if gamepad.is_pressed(Button::South) {
println!("Button South is pressed (XBox - A, PS - X)");
}
}
}
Input | Hotplugging | Force feedback | |
---|---|---|---|
Linux/BSD (evdev) | ✓ | ✓ | ✓ |
Windows | ✓ | ✓ | ✓ |
OS X | ✓ | ✓ | ✕ |
Wasm | ✓ | ✓ | n/a |
Android | ✕ | ✕ | ✕ |
With evdev, GilRs read (and write, in case of force feedback) directly from appropriate
/dev/input/event*
file. This mean that user have to have read and write access to this file.
On most distros it shouldn't be a problem, but if it is, you will have to create udev rule.
On FreeBSD generic HID gamepads use hgame(4) and special use Linux driver via webcamd
.
To build GilRs, you will need pkg-config and libudev .pc file. On some distributions this file
is packaged in separate archive (e.g., libudev-dev
in Debian, libudev-devd
in FreeBSD).
Windows defaults to using Windows Gaming Input instead of XInput. If you need to use XInput you
can disable the wgi
feature (it's enabled by default) and enable the xinput
feature.
Windows Gaming Input requires an in focus window to be associated with the process to receive events. You can still switch back to using xInput by turning off default features and enabling the xinput feature.
Note: Some (Older?) devices may still report inputs without a window but this is not the case for all devices so if you are writing a terminal based game, use the xinput feature instead.
Wasm implementation uses stdweb, or wasm-bindgen with the wasm-bindgen feature.
For stdweb, you will need cargo-web to build gilrs for
wasm32-unknown-unknown. For wasm-bindgen, you will need the wasm-bindgen cli or a tool like
wasm-pack.
Unlike other platforms, events are only generated when you call Gilrs::next_event()
.
See ./gilrs/examples/wasm/README.md
for running the examples using Wasm.
This project is licensed under the terms of both the Apache License (Version 2.0) and the MIT license. See LICENSE-APACHE and LICENSE-MIT for details.