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https://github.com/bevyengine/bevy
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# Objective #16222 regressed the user experience of actually using gamepads: ```rust // Before 16222 gamepad.just_pressed(GamepadButton::South) // After 16222 gamepad.digital.just_pressed(GamepadButton::South) // Before 16222 gamepad.get(GamepadButton::RightTrigger2) // After 16222 gamepad.analog.get(GamepadButton::RighTrigger2) ``` Users shouldn't need to think about "digital vs analog" when checking if a button is pressed. This abstraction was intentional and I strongly believe it is in our users' best interest. Buttons and Axes are _both_ digital and analog, and this is largely an implementation detail. I don't think reverting this will be controversial. ## Solution - Revert most of #16222 - Add the `Into<T>` from #16222 to the internals - Expose read/write `digital` and `analog` accessors on gamepad, in the interest of enabling the mocking scenarios covered in #16222 (and allowing the minority of users that care about the "digital" vs "analog" distinction in this context to make that distinction) --------- Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
30 lines
970 B
Rust
30 lines
970 B
Rust
//! Shows handling of gamepad input, connections, and disconnections.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Update, gamepad_system)
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.run();
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}
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fn gamepad_system(gamepads: Query<(Entity, &Gamepad)>) {
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for (entity, gamepad) in &gamepads {
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if gamepad.just_pressed(GamepadButton::South) {
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info!("{:?} just pressed South", entity);
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} else if gamepad.just_released(GamepadButton::South) {
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info!("{:?} just released South", entity);
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}
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let right_trigger = gamepad.get(GamepadButton::RightTrigger2).unwrap();
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if right_trigger.abs() > 0.01 {
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info!("{:?} RightTrigger2 value is {}", entity, right_trigger);
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}
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let left_stick_x = gamepad.get(GamepadAxis::LeftStickX).unwrap();
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if left_stick_x.abs() > 0.01 {
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info!("{:?} LeftStickX value is {}", entity, left_stick_x);
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}
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}
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}
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