bevy/examples/input/gamepad_input_events.rs
2020-12-15 21:57:16 -08:00

33 lines
1.1 KiB
Rust

use bevy::{
input::gamepad::{GamepadEvent, GamepadEventType},
prelude::*,
};
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_system(gamepad_events.system())
.run();
}
fn gamepad_events(
mut event_reader: Local<EventReader<GamepadEvent>>,
gamepad_event: Res<Events<GamepadEvent>>,
) {
for event in event_reader.iter(&gamepad_event) {
match &event {
GamepadEvent(gamepad, GamepadEventType::Connected) => {
println!("{:?} Connected", gamepad);
}
GamepadEvent(gamepad, GamepadEventType::Disconnected) => {
println!("{:?} Disconnected", gamepad);
}
GamepadEvent(gamepad, GamepadEventType::ButtonChanged(button_type, value)) => {
println!("{:?} of {:?} is changed to {}", button_type, gamepad, value);
}
GamepadEvent(gamepad, GamepadEventType::AxisChanged(axis_type, value)) => {
println!("{:?} of {:?} is changed to {}", axis_type, gamepad, value);
}
}
}
}