2020-11-10 03:26:08 +00:00
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use bevy::{
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input::gamepad::{GamepadEvent, GamepadEventType},
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prelude::*,
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};
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2020-10-21 17:27:00 +00:00
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fn main() {
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App::build()
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2020-11-03 03:01:17 +00:00
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.add_plugins(DefaultPlugins)
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2020-12-16 05:57:16 +00:00
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.add_system(gamepad_events.system())
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2020-10-21 17:27:00 +00:00
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.run();
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}
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2021-01-19 06:23:30 +00:00
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fn gamepad_events(mut gamepad_event: EventReader<GamepadEvent>) {
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for event in gamepad_event.iter() {
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2020-10-21 17:27:00 +00:00
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match &event {
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GamepadEvent(gamepad, GamepadEventType::Connected) => {
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println!("{:?} Connected", gamepad);
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}
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GamepadEvent(gamepad, GamepadEventType::Disconnected) => {
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println!("{:?} Disconnected", gamepad);
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}
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GamepadEvent(gamepad, GamepadEventType::ButtonChanged(button_type, value)) => {
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println!("{:?} of {:?} is changed to {}", button_type, gamepad, value);
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}
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GamepadEvent(gamepad, GamepadEventType::AxisChanged(axis_type, value)) => {
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println!("{:?} of {:?} is changed to {}", axis_type, gamepad, value);
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}
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}
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}
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}
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