mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
50 lines
1.7 KiB
Rust
50 lines
1.7 KiB
Rust
//! Iterates and prints gamepad input and connection events.
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use bevy::{
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input::gamepad::{
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GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnectionEvent, GamepadEvent,
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},
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prelude::*,
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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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.add_systems((gamepad_events, gamepad_ordered_events))
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.run();
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}
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fn gamepad_events(
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mut gamepad_connection_events: EventReader<GamepadConnectionEvent>,
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mut gamepad_axis_events: EventReader<GamepadAxisChangedEvent>,
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mut gamepad_button_events: EventReader<GamepadButtonChangedEvent>,
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) {
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for connection_event in gamepad_connection_events.iter() {
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info!("{:?}", connection_event);
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}
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for axis_event in gamepad_axis_events.iter() {
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info!(
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"{:?} of {:?} is changed to {}",
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axis_event.axis_type, axis_event.gamepad, axis_event.value
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);
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}
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for button_event in gamepad_button_events.iter() {
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info!(
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"{:?} of {:?} is changed to {}",
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button_event.button_type, button_event.gamepad, button_event.value
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);
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}
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}
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// If you require in-frame relative event ordering, you can also read the `Gamepad` event
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// stream directly. For standard use-cases, reading the events individually or using the
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// `Input<T>` or `Axis<T>` resources is preferable.
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fn gamepad_ordered_events(mut gamepad_events: EventReader<GamepadEvent>) {
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for gamepad_event in gamepad_events.iter() {
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match gamepad_event {
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GamepadEvent::Connection(connection_event) => info!("{:?}", connection_event),
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GamepadEvent::Button(button_event) => info!("{:?}", button_event),
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GamepadEvent::Axis(axis_event) => info!("{:?}", axis_event),
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}
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}
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}
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