2021-12-08 20:28:08 +00:00
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use bevy::{input::gamepad::GamepadButton, prelude::*};
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2020-09-18 21:43:47 +00:00
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fn main() {
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2021-07-27 20:21:06 +00:00
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App::new()
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2020-11-03 03:01:17 +00:00
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.add_plugins(DefaultPlugins)
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2021-07-27 23:42:36 +00:00
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.add_system(gamepad_system)
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2020-09-18 21:43:47 +00:00
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.run();
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}
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2020-10-21 17:27:00 +00:00
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fn gamepad_system(
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2021-12-08 20:28:08 +00:00
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gamepads: Res<Gamepads>,
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2020-10-21 17:27:00 +00:00
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button_inputs: Res<Input<GamepadButton>>,
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2020-10-15 19:45:34 +00:00
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button_axes: Res<Axis<GamepadButton>>,
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2020-10-21 17:27:00 +00:00
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axes: Res<Axis<GamepadAxis>>,
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2020-10-15 19:45:34 +00:00
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) {
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2021-12-08 20:28:08 +00:00
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for gamepad in gamepads.iter().cloned() {
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2022-05-02 13:20:55 +00:00
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if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) {
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2021-04-22 23:30:48 +00:00
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info!("{:?} just pressed South", gamepad);
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2022-05-02 13:20:55 +00:00
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} else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South))
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{
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2021-04-22 23:30:48 +00:00
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info!("{:?} just released South", gamepad);
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2020-09-18 21:43:47 +00:00
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}
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2020-10-21 22:56:07 +00:00
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let right_trigger = button_axes
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2022-05-02 13:20:55 +00:00
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.get(GamepadButton::new(
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gamepad,
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GamepadButtonType::RightTrigger2,
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))
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2020-10-21 22:56:07 +00:00
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.unwrap();
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if right_trigger.abs() > 0.01 {
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2021-04-22 23:30:48 +00:00
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info!("{:?} RightTrigger2 value is {}", gamepad, right_trigger);
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2020-10-21 22:56:07 +00:00
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}
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let left_stick_x = axes
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2022-05-02 13:20:55 +00:00
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.get(GamepadAxis::new(gamepad, GamepadAxisType::LeftStickX))
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2020-10-21 22:56:07 +00:00
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.unwrap();
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if left_stick_x.abs() > 0.01 {
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2021-04-22 23:30:48 +00:00
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info!("{:?} LeftStickX value is {}", gamepad, left_stick_x);
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2020-10-21 22:56:07 +00:00
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}
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2020-09-18 21:43:47 +00:00
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}
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}
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