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# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
43 lines
1.3 KiB
Rust
43 lines
1.3 KiB
Rust
//! Shows handling of gamepad input, connections, and disconnections.
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use bevy::{input::gamepad::GamepadButton, 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_system(gamepad_system)
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.run();
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}
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fn gamepad_system(
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gamepads: Res<Gamepads>,
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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 gamepads.iter().cloned() {
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if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) {
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info!("{:?} just pressed South", gamepad);
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} else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South))
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{
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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::new(
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gamepad,
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GamepadButtonType::RightTrigger2,
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))
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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::new(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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