mirror of
https://github.com/bevyengine/bevy
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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
67 lines
2 KiB
Rust
67 lines
2 KiB
Rust
use bevy::{
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input::gamepad::{Gamepad, GamepadButton, GamepadEvent, GamepadEventType},
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prelude::*,
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utils::HashSet,
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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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.init_resource::<GamepadLobby>()
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.add_system_to_stage(CoreStage::PreUpdate, connection_system)
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.add_system(gamepad_system)
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.run();
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}
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#[derive(Default)]
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struct GamepadLobby {
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gamepads: HashSet<Gamepad>,
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}
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fn connection_system(
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mut lobby: ResMut<GamepadLobby>,
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mut gamepad_event: EventReader<GamepadEvent>,
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) {
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for event in gamepad_event.iter() {
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match &event {
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GamepadEvent(gamepad, GamepadEventType::Connected) => {
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lobby.gamepads.insert(*gamepad);
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info!("{:?} Connected", gamepad);
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}
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GamepadEvent(gamepad, GamepadEventType::Disconnected) => {
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lobby.gamepads.remove(gamepad);
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info!("{:?} Disconnected", gamepad);
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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 gamepad_system(
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lobby: Res<GamepadLobby>,
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button_inputs: Res<Input<GamepadButton>>,
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button_axes: Res<Axis<GamepadButton>>,
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axes: Res<Axis<GamepadAxis>>,
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) {
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for gamepad in lobby.gamepads.iter().cloned() {
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if button_inputs.just_pressed(GamepadButton(gamepad, GamepadButtonType::South)) {
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info!("{:?} just pressed South", gamepad);
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} else if button_inputs.just_released(GamepadButton(gamepad, GamepadButtonType::South)) {
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info!("{:?} just released South", gamepad);
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}
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let right_trigger = button_axes
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.get(GamepadButton(gamepad, GamepadButtonType::RightTrigger2))
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.unwrap();
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if right_trigger.abs() > 0.01 {
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info!("{:?} RightTrigger2 value is {}", gamepad, right_trigger);
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}
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let left_stick_x = axes
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.get(GamepadAxis(gamepad, GamepadAxisType::LeftStickX))
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.unwrap();
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if left_stick_x.abs() > 0.01 {
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info!("{:?} LeftStickX value is {}", gamepad, left_stick_x);
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}
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}
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}
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