bevy/examples/input/gamepad_input_events.rs
François b724a0f586 Down with the system! (#2496)
# 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
2021-07-27 23:42:36 +00:00

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);
}
}
}
}