 140d9612e6
			
		
	
	
		140d9612e6
		
			
		
	
	
	
	
		
			
			# Objective Add `GamepadButtonInput` event Resolves #8988 ## Solution - Add `GamepadButtonInput` type - Emit `GamepadButtonInput` events whenever `Input<GamepadButton>` is written to - Update example --------- Co-authored-by: François <mockersf@gmail.com>
		
			
				
	
	
		
			64 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Iterates and prints gamepad input and connection events.
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| 
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| use bevy::{
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|     input::gamepad::{
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|         GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadButtonInput,
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|         GamepadConnectionEvent, GamepadEvent,
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|     },
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|     prelude::*,
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| };
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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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| 
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| fn gamepad_events(
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|     mut connection_events: EventReader<GamepadConnectionEvent>,
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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, as measured
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|     // by `Axis<GamepadButton>`. Whenever that value changes, this event is emitted.
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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` and measured by
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|     // `Input<GamepadButton>`. When the threshold is crossed and the button state changes,
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|     // this event is emmitted.
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|     mut button_input_events: EventReader<GamepadButtonInput>,
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| ) {
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|     for connection_event in connection_events.iter() {
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|         info!("{:?}", connection_event);
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|     }
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|     for axis_changed_event in axis_changed_events.iter() {
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|         info!(
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|             "{:?} of {:?} is changed to {}",
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|             axis_changed_event.axis_type, axis_changed_event.gamepad, axis_changed_event.value
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|         );
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|     }
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|     for button_changed_event in button_changed_events.iter() {
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|         info!(
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|             "{:?} of {:?} is changed to {}",
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|             button_changed_event.button_type,
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|             button_changed_event.gamepad,
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|             button_changed_event.value
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|         );
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|     }
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|     for button_input_event in button_input_events.iter() {
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|         info!("{:?}", button_input_event);
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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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