mirror of
https://github.com/bevyengine/bevy
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3a6f6de277
System Inputs, Outputs, Chaining, and Registration Ergo
33 lines
1.1 KiB
Rust
33 lines
1.1 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::build()
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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(
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mut event_reader: Local<EventReader<GamepadEvent>>,
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gamepad_event: Res<Events<GamepadEvent>>,
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) {
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for event in event_reader.iter(&gamepad_event) {
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match &event {
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GamepadEvent(gamepad, GamepadEventType::Connected) => {
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println!("{:?} Connected", gamepad);
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}
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GamepadEvent(gamepad, GamepadEventType::Disconnected) => {
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println!("{:?} Disconnected", gamepad);
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}
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GamepadEvent(gamepad, GamepadEventType::ButtonChanged(button_type, value)) => {
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println!("{:?} of {:?} is changed to {}", button_type, gamepad, value);
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}
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GamepadEvent(gamepad, GamepadEventType::AxisChanged(axis_type, value)) => {
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println!("{:?} of {:?} is changed to {}", axis_type, gamepad, value);
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}
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}
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}
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}
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