bevy/examples/input/gamepad_input_events.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00

30 lines
998 B
Rust

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