mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
b724a0f586
# Objective - Remove all the `.system()` possible. - Check for remaining missing cases. ## Solution - Remove all `.system()`, fix compile errors - 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
30 lines
998 B
Rust
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);
|
|
}
|
|
}
|
|
}
|
|
}
|