bevy/examples/input/gamepad_input.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00

67 lines
2 KiB
Rust

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