mirror of
https://github.com/bevyengine/bevy
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1f97717a3d
# Objective - Resolves #10853 ## Solution - ~~Changed the name of `Input` struct to `PressableInput`.~~ - Changed the name of `Input` struct to `ButtonInput`. ## Migration Guide - Breaking Change: Users need to rename `Input` to `ButtonInput` in their projects.
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_systems(Update, 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<ButtonInput<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() {
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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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