
# Objective Fixes #16104 ## Solution I removed all instances of `:?` and put them back one by one where it caused an error. I removed some bevy_utils helper functions that were only used in 2 places and don't add value. See: #11478 ## Testing CI should catch the mistakes ## Migration Guide `bevy::utils::{dbg,info,warn,error}` were removed. Use `bevy::utils::tracing::{debug,info,warn,error}` instead. --------- Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
61 lines
2.4 KiB
Rust
61 lines
2.4 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, GamepadButtonStateChangedEvent,
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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(Update, (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 connection_events: EventReader<GamepadConnectionEvent>,
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// Handles the continuous measure of an axis, equivalent to GamepadAxes::get.
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mut axis_changed_events: EventReader<GamepadAxisChangedEvent>,
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// Handles the continuous measure of how far a button has been pressed down, equivalent to `GamepadButtons::get`.
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mut button_changed_events: EventReader<GamepadButtonChangedEvent>,
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// Handles the boolean measure of whether a button is considered pressed or unpressed, as
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// defined by the thresholds in `GamepadSettings::button_settings`.
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// When the threshold is crossed and the button state changes, this event is emitted.
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mut button_input_events: EventReader<GamepadButtonStateChangedEvent>,
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) {
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for connection_event in connection_events.read() {
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info!("{:?}", connection_event);
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}
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for axis_changed_event in axis_changed_events.read() {
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info!(
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"{:?} of {} is changed to {}",
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axis_changed_event.axis, axis_changed_event.entity, axis_changed_event.value
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);
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}
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for button_changed_event in button_changed_events.read() {
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info!(
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"{:?} of {} is changed to {}",
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button_changed_event.button, button_changed_event.entity, button_changed_event.value
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);
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}
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for button_input_event in button_input_events.read() {
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info!("{:?}", button_input_event);
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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.read() {
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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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