51 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			51 lines
		
	
	
		
			1.7 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, 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 gamepad_connection_events: EventReader<GamepadConnectionEvent>,
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    mut gamepad_axis_events: EventReader<GamepadAxisChangedEvent>,
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    mut gamepad_button_events: EventReader<GamepadButtonChangedEvent>,
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) {
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    for connection_event in gamepad_connection_events.iter() {
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        info!("{:?}", connection_event);
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    }
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    for axis_event in gamepad_axis_events.iter() {
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        info!(
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            "{:?} of {:?} is changed to {}",
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            axis_event.axis_type, axis_event.gamepad, axis_event.value
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        );
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    }
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    for button_event in gamepad_button_events.iter() {
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        info!(
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            "{:?} of {:?} is changed to {}",
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            button_event.button_type, button_event.gamepad, button_event.value
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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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