bevy/examples/input/gamepad_input.rs
Rostyslav Toch 01e2141ce3 Add Gamepads resource (#3257)
# Objective

Fixes #3245 

## Solution

- Move GamepadLobby to lib
- Add connection_system to InputPlugin
- Updated gamepad_input example


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-08 20:28:08 +00:00

37 lines
1.2 KiB
Rust

use bevy::{input::gamepad::GamepadButton, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_system(gamepad_system)
.run();
}
fn gamepad_system(
gamepads: Res<Gamepads>,
button_inputs: Res<Input<GamepadButton>>,
button_axes: Res<Axis<GamepadButton>>,
axes: Res<Axis<GamepadAxis>>,
) {
for gamepad in gamepads.iter().cloned() {
if button_inputs.just_pressed(GamepadButton(gamepad, GamepadButtonType::South)) {
info!("{:?} just pressed South", gamepad);
} else if button_inputs.just_released(GamepadButton(gamepad, GamepadButtonType::South)) {
info!("{:?} just released South", gamepad);
}
let right_trigger = button_axes
.get(GamepadButton(gamepad, GamepadButtonType::RightTrigger2))
.unwrap();
if right_trigger.abs() > 0.01 {
info!("{:?} RightTrigger2 value is {}", gamepad, right_trigger);
}
let left_stick_x = axes
.get(GamepadAxis(gamepad, GamepadAxisType::LeftStickX))
.unwrap();
if left_stick_x.abs() > 0.01 {
info!("{:?} LeftStickX value is {}", gamepad, left_stick_x);
}
}
}