bevy/examples/input/gamepad_input_events.rs
SADIK KUZU 483f2464a8
Fix typos (#9965)
# Objective

- There were a few typos in the project.
- This PR fixes these typos.

## Solution

- Fixing the typos.

Signed-off-by: SADIK KUZU <sadikkuzu@hotmail.com>
2023-09-29 12:26:41 +00:00

63 lines
2.5 KiB
Rust

//! Iterates and prints gamepad input and connection events.
use bevy::{
input::gamepad::{
GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadButtonInput,
GamepadConnectionEvent, GamepadEvent,
},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Update, (gamepad_events, gamepad_ordered_events))
.run();
}
fn gamepad_events(
mut connection_events: EventReader<GamepadConnectionEvent>,
mut axis_changed_events: EventReader<GamepadAxisChangedEvent>,
// Handles the continuous measure of how far a button has been pressed down, as measured
// by `Axis<GamepadButton>`. Whenever that value changes, this event is emitted.
mut button_changed_events: EventReader<GamepadButtonChangedEvent>,
// Handles the boolean measure of whether a button is considered pressed or unpressed, as
// defined by the thresholds in `GamepadSettings::button_settings` and measured by
// `Input<GamepadButton>`. When the threshold is crossed and the button state changes,
// this event is emitted.
mut button_input_events: EventReader<GamepadButtonInput>,
) {
for connection_event in connection_events.read() {
info!("{:?}", connection_event);
}
for axis_changed_event in axis_changed_events.read() {
info!(
"{:?} of {:?} is changed to {}",
axis_changed_event.axis_type, axis_changed_event.gamepad, axis_changed_event.value
);
}
for button_changed_event in button_changed_events.read() {
info!(
"{:?} of {:?} is changed to {}",
button_changed_event.button_type,
button_changed_event.gamepad,
button_changed_event.value
);
}
for button_input_event in button_input_events.read() {
info!("{:?}", button_input_event);
}
}
// If you require in-frame relative event ordering, you can also read the `Gamepad` event
// stream directly. For standard use-cases, reading the events individually or using the
// `Input<T>` or `Axis<T>` resources is preferable.
fn gamepad_ordered_events(mut gamepad_events: EventReader<GamepadEvent>) {
for gamepad_event in gamepad_events.read() {
match gamepad_event {
GamepadEvent::Connection(connection_event) => info!("{:?}", connection_event),
GamepadEvent::Button(button_event) => info!("{:?}", button_event),
GamepadEvent::Axis(axis_event) => info!("{:?}", axis_event),
}
}
}