mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 22:50:19 +00:00
108 lines
3.5 KiB
Rust
108 lines
3.5 KiB
Rust
use bevy::prelude::*;
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use bevy_input::gamepad::{Gamepad, GamepadButton, GamepadEvent, GamepadEventType};
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use std::collections::HashSet;
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fn main() {
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App::build()
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.add_default_plugins()
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.add_startup_system(connection_system.system())
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.add_system(connection_system.system())
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.add_system(button_system.system())
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.add_system(axis_system.system())
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.add_resource(Lobby::default())
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.run();
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}
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#[derive(Default)]
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struct Lobby {
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gamepad: HashSet<Gamepad>,
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gamepad_event_reader: EventReader<GamepadEvent>,
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}
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fn connection_system(mut lobby: ResMut<Lobby>, gamepad_event: Res<Events<GamepadEvent>>) {
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for event in lobby.gamepad_event_reader.iter(&gamepad_event) {
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match &event {
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GamepadEvent(gamepad, GamepadEventType::Connected) => {
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lobby.gamepad.insert(*gamepad);
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println!("Connected {:?}", gamepad);
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}
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GamepadEvent(gamepad, GamepadEventType::Disconnected) => {
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lobby.gamepad.remove(gamepad);
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println!("Disconnected {:?}", gamepad);
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}
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}
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}
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}
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fn button_system(
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manager: Res<Lobby>,
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inputs: Res<Input<GamepadButton>>,
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button_axes: Res<Axis<GamepadButton>>,
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) {
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let button_types = [
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GamepadButtonType::South,
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GamepadButtonType::East,
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GamepadButtonType::North,
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GamepadButtonType::West,
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GamepadButtonType::C,
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GamepadButtonType::Z,
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GamepadButtonType::LeftTrigger,
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GamepadButtonType::LeftTrigger2,
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GamepadButtonType::RightTrigger,
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GamepadButtonType::RightTrigger2,
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GamepadButtonType::Select,
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GamepadButtonType::Start,
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GamepadButtonType::Mode,
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GamepadButtonType::LeftThumb,
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GamepadButtonType::RightThumb,
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GamepadButtonType::DPadUp,
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GamepadButtonType::DPadDown,
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GamepadButtonType::DPadLeft,
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GamepadButtonType::DPadRight,
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];
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for gamepad in manager.gamepad.iter() {
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for button_type in button_types.iter() {
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if inputs.just_pressed(GamepadButton(*gamepad, *button_type)) {
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println!("Pressed {:?}", GamepadButton(*gamepad, *button_type));
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} else if inputs.just_released(GamepadButton(*gamepad, *button_type)) {
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println!("Released {:?}", GamepadButton(*gamepad, *button_type));
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}
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if let Some(value) = button_axes.get(&GamepadButton(*gamepad, *button_type)) {
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if value_check(value) {
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println!(
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"Button as Axis {:?} is {}",
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GamepadButton(*gamepad, *button_type),
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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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}
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fn axis_system(manager: Res<Lobby>, axes: Res<Axis<GamepadAxis>>) {
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let axis_types = [
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GamepadAxisType::LeftStickX,
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GamepadAxisType::LeftStickY,
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GamepadAxisType::LeftZ,
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GamepadAxisType::RightStickX,
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GamepadAxisType::RightStickY,
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GamepadAxisType::RightZ,
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GamepadAxisType::DPadX,
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GamepadAxisType::DPadY,
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];
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for gamepad in manager.gamepad.iter() {
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for axis_type in axis_types.iter() {
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if let Some(value) = axes.get(&GamepadAxis(*gamepad, *axis_type)) {
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if value_check(value) {
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println!("Axis {:?} is {}", GamepadAxis(*gamepad, *axis_type), 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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fn value_check(value: f32) -> bool {
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let value = value.abs();
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value > 0.1f32 && value < 0.9f32
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}
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