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https://github.com/bevyengine/bevy
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51509a9a3e
# Objective - Part of the splitting process of #3692. ## Solution - Remove / change the tuple structs inside of `gamepad.rs` of `bevy_input` to normal structs. ## Reasons - It made the `gamepad_connection_system` cleaner. - It made the `gamepad_input_events.rs` example cleaner (which is probably the most notable change for the user facing API). - Tuple structs are not descriptive (`.0`, `.1`). - Using tuple structs for more than 1 field is a bad idea (This means that the `Gamepad` type might be fine as a tuple struct, but I still prefer normal structs over tuple structs). Feel free to discuss this change as this is more or less just a matter of taste. ## Changelog ### Changed - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. ## Migration Guide - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. To migrate change every instantiation to use the `new()` function instead and use the appropriate field names instead of `.0` and `.1`.
36 lines
1 KiB
Rust
36 lines
1 KiB
Rust
use bevy::{
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input::gamepad::{GamepadEvent, GamepadEventType},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_system(gamepad_events)
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.run();
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}
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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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match event.event_type {
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GamepadEventType::Connected => {
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info!("{:?} Connected", event.gamepad);
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}
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GamepadEventType::Disconnected => {
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info!("{:?} Disconnected", event.gamepad);
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}
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GamepadEventType::ButtonChanged(button_type, value) => {
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info!(
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"{:?} of {:?} is changed to {}",
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button_type, event.gamepad, value
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);
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}
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GamepadEventType::AxisChanged(axis_type, value) => {
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info!(
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"{:?} of {:?} is changed to {}",
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axis_type, event.gamepad, value
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);
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}
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}
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}
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}
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