# Objective #16222 regressed the user experience of actually using gamepads: ```rust // Before 16222 gamepad.just_pressed(GamepadButton::South) // After 16222 gamepad.digital.just_pressed(GamepadButton::South) // Before 16222 gamepad.get(GamepadButton::RightTrigger2) // After 16222 gamepad.analog.get(GamepadButton::RighTrigger2) ``` Users shouldn't need to think about "digital vs analog" when checking if a button is pressed. This abstraction was intentional and I strongly believe it is in our users' best interest. Buttons and Axes are _both_ digital and analog, and this is largely an implementation detail. I don't think reverting this will be controversial. ## Solution - Revert most of #16222 - Add the `Into<T>` from #16222 to the internals - Expose read/write `digital` and `analog` accessors on gamepad, in the interest of enabling the mocking scenarios covered in #16222 (and allowing the minority of users that care about the "digital" vs "analog" distinction in this context to make that distinction) --------- Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
		
			
				
	
	
		
			471 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			471 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows a visualization of gamepad buttons, sticks, and triggers
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use std::f32::consts::PI;
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use bevy::{
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    input::gamepad::{GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnectionEvent},
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    prelude::*,
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    sprite::Anchor,
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};
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const BUTTON_RADIUS: f32 = 25.;
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const BUTTON_CLUSTER_RADIUS: f32 = 50.;
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const START_SIZE: Vec2 = Vec2::new(30., 15.);
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const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
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const STICK_BOUNDS_SIZE: f32 = 100.;
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const BUTTONS_X: f32 = 150.;
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const BUTTONS_Y: f32 = 80.;
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const STICKS_X: f32 = 150.;
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const STICKS_Y: f32 = -135.;
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const NORMAL_BUTTON_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
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const ACTIVE_BUTTON_COLOR: Color = Color::srgb(0.5, 0., 0.5);
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const LIVE_COLOR: Color = Color::srgb(0.4, 0.4, 0.4);
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const DEAD_COLOR: Color = Color::srgb(0.13, 0.13, 0.13);
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#[derive(Component, Deref)]
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struct ReactTo(GamepadButton);
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#[derive(Component)]
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struct MoveWithAxes {
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    x_axis: GamepadAxis,
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    y_axis: GamepadAxis,
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    scale: f32,
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}
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#[derive(Component)]
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struct TextWithAxes {
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    x_axis: GamepadAxis,
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    y_axis: GamepadAxis,
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}
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#[derive(Component, Deref)]
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struct TextWithButtonValue(GamepadButton);
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#[derive(Component)]
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struct ConnectedGamepadsText;
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#[derive(Resource)]
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struct ButtonMaterials {
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    normal: MeshMaterial2d<ColorMaterial>,
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    active: MeshMaterial2d<ColorMaterial>,
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}
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impl FromWorld for ButtonMaterials {
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    fn from_world(world: &mut World) -> Self {
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        Self {
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            normal: world.add_asset(NORMAL_BUTTON_COLOR).into(),
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            active: world.add_asset(ACTIVE_BUTTON_COLOR).into(),
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        }
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    }
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}
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#[derive(Resource)]
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struct ButtonMeshes {
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    circle: Mesh2d,
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    triangle: Mesh2d,
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    start_pause: Mesh2d,
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    trigger: Mesh2d,
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}
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impl FromWorld for ButtonMeshes {
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    fn from_world(world: &mut World) -> Self {
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        Self {
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            circle: world.add_asset(Circle::new(BUTTON_RADIUS)).into(),
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            triangle: world
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                .add_asset(RegularPolygon::new(BUTTON_RADIUS, 3))
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                .into(),
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            start_pause: world.add_asset(Rectangle::from_size(START_SIZE)).into(),
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            trigger: world.add_asset(Rectangle::from_size(TRIGGER_SIZE)).into(),
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        }
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    }
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}
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#[derive(Bundle)]
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struct GamepadButtonBundle {
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    mesh: Mesh2d,
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    material: MeshMaterial2d<ColorMaterial>,
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    transform: Transform,
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    react_to: ReactTo,
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}
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impl GamepadButtonBundle {
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    pub fn new(
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        button_type: GamepadButton,
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        mesh: Mesh2d,
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        material: MeshMaterial2d<ColorMaterial>,
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        x: f32,
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        y: f32,
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    ) -> Self {
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        Self {
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            mesh,
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            material,
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            transform: Transform::from_xyz(x, y, 0.),
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            react_to: ReactTo(button_type),
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        }
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    }
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    pub fn with_rotation(mut self, angle: f32) -> Self {
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        self.transform.rotation = Quat::from_rotation_z(angle);
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        self
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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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        .init_resource::<ButtonMaterials>()
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        .init_resource::<ButtonMeshes>()
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        .add_systems(
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            Startup,
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            (setup, setup_sticks, setup_triggers, setup_connected),
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        )
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        .add_systems(
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            Update,
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            (
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                update_buttons,
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                update_button_values,
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                update_axes,
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                update_connected,
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            ),
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        )
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        .run();
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}
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fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
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    commands.spawn(Camera2d);
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    // Buttons
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    commands
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        .spawn((
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            Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
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            Visibility::default(),
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        ))
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        .with_children(|parent| {
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            parent.spawn(GamepadButtonBundle::new(
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                GamepadButton::North,
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                meshes.circle.clone(),
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                materials.normal.clone(),
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                0.,
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                BUTTON_CLUSTER_RADIUS,
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            ));
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            parent.spawn(GamepadButtonBundle::new(
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                GamepadButton::South,
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                meshes.circle.clone(),
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                materials.normal.clone(),
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                0.,
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                -BUTTON_CLUSTER_RADIUS,
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            ));
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            parent.spawn(GamepadButtonBundle::new(
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                GamepadButton::West,
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                meshes.circle.clone(),
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                materials.normal.clone(),
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                -BUTTON_CLUSTER_RADIUS,
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                0.,
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            ));
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            parent.spawn(GamepadButtonBundle::new(
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                GamepadButton::East,
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                meshes.circle.clone(),
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                materials.normal.clone(),
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                BUTTON_CLUSTER_RADIUS,
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                0.,
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            ));
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        });
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    // Start and Pause
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    commands.spawn(GamepadButtonBundle::new(
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        GamepadButton::Select,
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        meshes.start_pause.clone(),
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        materials.normal.clone(),
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        -30.,
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        BUTTONS_Y,
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    ));
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    commands.spawn(GamepadButtonBundle::new(
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        GamepadButton::Start,
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        meshes.start_pause.clone(),
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        materials.normal.clone(),
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        30.,
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        BUTTONS_Y,
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    ));
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    // D-Pad
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    commands
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        .spawn((
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            Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
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            Visibility::default(),
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        ))
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        .with_children(|parent| {
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            parent.spawn(GamepadButtonBundle::new(
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                GamepadButton::DPadUp,
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                meshes.triangle.clone(),
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                materials.normal.clone(),
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                0.,
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                BUTTON_CLUSTER_RADIUS,
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            ));
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            parent.spawn(
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                GamepadButtonBundle::new(
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                    GamepadButton::DPadDown,
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                    meshes.triangle.clone(),
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                    materials.normal.clone(),
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                    0.,
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                    -BUTTON_CLUSTER_RADIUS,
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                )
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                .with_rotation(PI),
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            );
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            parent.spawn(
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                GamepadButtonBundle::new(
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                    GamepadButton::DPadLeft,
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                    meshes.triangle.clone(),
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                    materials.normal.clone(),
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                    -BUTTON_CLUSTER_RADIUS,
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                    0.,
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                )
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                .with_rotation(PI / 2.),
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            );
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            parent.spawn(
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                GamepadButtonBundle::new(
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                    GamepadButton::DPadRight,
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                    meshes.triangle.clone(),
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                    materials.normal.clone(),
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                    BUTTON_CLUSTER_RADIUS,
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                    0.,
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                )
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                .with_rotation(-PI / 2.),
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            );
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        });
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    // Triggers
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    commands.spawn(GamepadButtonBundle::new(
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        GamepadButton::LeftTrigger,
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        meshes.trigger.clone(),
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        materials.normal.clone(),
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        -BUTTONS_X,
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        BUTTONS_Y + 115.,
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    ));
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    commands.spawn(GamepadButtonBundle::new(
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        GamepadButton::RightTrigger,
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        meshes.trigger.clone(),
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        materials.normal.clone(),
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        BUTTONS_X,
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        BUTTONS_Y + 115.,
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    ));
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}
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fn setup_sticks(
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    mut commands: Commands,
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    meshes: Res<ButtonMeshes>,
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    materials: Res<ButtonMaterials>,
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) {
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    // NOTE: This stops making sense because in entities because there isn't a "global" default,
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    // instead each gamepad has its own default setting
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    let gamepad_settings = GamepadSettings::default();
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    let dead_upper =
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        STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
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    let dead_lower =
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        STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
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    let dead_size = dead_lower.abs() + dead_upper.abs();
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    let dead_mid = (dead_lower + dead_upper) / 2.0;
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    let live_upper =
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        STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_upperbound();
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    let live_lower =
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        STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
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    let live_size = live_lower.abs() + live_upper.abs();
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    let live_mid = (live_lower + live_upper) / 2.0;
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    let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
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        commands
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            .spawn((Transform::from_xyz(x_pos, y_pos, 0.), Visibility::default()))
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            .with_children(|parent| {
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                // full extent
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                parent.spawn(Sprite::from_color(
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                    DEAD_COLOR,
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                    Vec2::splat(STICK_BOUNDS_SIZE * 2.),
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                ));
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                // live zone
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                parent.spawn((
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                    Sprite::from_color(LIVE_COLOR, Vec2::splat(live_size)),
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                    Transform::from_xyz(live_mid, live_mid, 2.),
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                ));
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                // dead zone
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                parent.spawn((
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                    Sprite::from_color(DEAD_COLOR, Vec2::splat(dead_size)),
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                    Transform::from_xyz(dead_mid, dead_mid, 3.),
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                ));
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                // text
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                let style = TextFont {
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                    font_size: 13.,
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                    ..default()
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                };
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                parent
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                    .spawn((
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                        Text2d::default(),
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                        Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
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                        Anchor::BottomCenter,
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                        TextWithAxes { x_axis, y_axis },
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                    ))
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                    .with_children(|p| {
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                        p.spawn((TextSpan(format!("{:.3}", 0.)), style.clone()));
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                        p.spawn((TextSpan::new(", "), style.clone()));
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                        p.spawn((TextSpan(format!("{:.3}", 0.)), style));
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                    });
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                // cursor
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                parent.spawn((
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                    meshes.circle.clone(),
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                    materials.normal.clone(),
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                    Transform::from_xyz(0., 0., 5.).with_scale(Vec2::splat(0.15).extend(1.)),
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                    MoveWithAxes {
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                        x_axis,
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                        y_axis,
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                        scale: STICK_BOUNDS_SIZE,
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                    },
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                    ReactTo(button),
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                ));
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            });
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    };
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    spawn_stick(
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        -STICKS_X,
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        STICKS_Y,
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        GamepadAxis::LeftStickX,
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        GamepadAxis::LeftStickY,
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        GamepadButton::LeftThumb,
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    );
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    spawn_stick(
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        STICKS_X,
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        STICKS_Y,
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        GamepadAxis::RightStickX,
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        GamepadAxis::RightStickY,
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        GamepadButton::RightThumb,
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    );
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}
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fn setup_triggers(
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    mut commands: Commands,
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    meshes: Res<ButtonMeshes>,
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    materials: Res<ButtonMaterials>,
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) {
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    let mut spawn_trigger = |x, y, button_type| {
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        commands
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            .spawn(GamepadButtonBundle::new(
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                button_type,
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                meshes.trigger.clone(),
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                materials.normal.clone(),
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                x,
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                y,
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            ))
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            .with_children(|parent| {
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                parent.spawn((
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                    Transform::from_xyz(0., 0., 1.),
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                    Text(format!("{:.3}", 0.)),
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                    TextFont {
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                        font_size: 13.,
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                        ..default()
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                    },
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                    TextWithButtonValue(button_type),
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                ));
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            });
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    };
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    spawn_trigger(-BUTTONS_X, BUTTONS_Y + 145., GamepadButton::LeftTrigger2);
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    spawn_trigger(BUTTONS_X, BUTTONS_Y + 145., GamepadButton::RightTrigger2);
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}
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fn setup_connected(mut commands: Commands) {
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    // This is UI text, unlike other text in this example which is 2d.
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    commands
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        .spawn((
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            Text::new("Connected Gamepads:\n"),
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            Node {
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                position_type: PositionType::Absolute,
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                top: Val::Px(12.),
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                left: Val::Px(12.),
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                ..default()
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            },
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            ConnectedGamepadsText,
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        ))
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        .with_child(TextSpan::new("None"));
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}
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fn update_buttons(
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    gamepads: Query<&Gamepad>,
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    materials: Res<ButtonMaterials>,
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    mut query: Query<(&mut MeshMaterial2d<ColorMaterial>, &ReactTo)>,
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) {
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    for gamepad in &gamepads {
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        for (mut handle, react_to) in query.iter_mut() {
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            if gamepad.just_pressed(**react_to) {
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                *handle = materials.active.clone();
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            }
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            if gamepad.just_released(**react_to) {
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                *handle = materials.normal.clone();
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            }
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        }
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    }
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}
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fn update_button_values(
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    mut events: EventReader<GamepadButtonChangedEvent>,
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    mut query: Query<(&mut Text2d, &TextWithButtonValue)>,
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) {
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    for button_event in events.read() {
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        for (mut text, text_with_button_value) in query.iter_mut() {
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            if button_event.button == **text_with_button_value {
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                **text = format!("{:.3}", button_event.value);
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            }
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        }
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    }
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}
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fn update_axes(
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    mut axis_events: EventReader<GamepadAxisChangedEvent>,
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    mut query: Query<(&mut Transform, &MoveWithAxes)>,
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    text_query: Query<(Entity, &TextWithAxes)>,
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    mut writer: Text2dWriter,
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) {
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    for axis_event in axis_events.read() {
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        let axis_type = axis_event.axis;
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        let value = axis_event.value;
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        for (mut transform, move_with) in query.iter_mut() {
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            if axis_type == move_with.x_axis {
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                transform.translation.x = value * move_with.scale;
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            }
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            if axis_type == move_with.y_axis {
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                transform.translation.y = value * move_with.scale;
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            }
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        }
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        for (text, text_with_axes) in text_query.iter() {
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            if axis_type == text_with_axes.x_axis {
 | 
						|
                *writer.text(text, 1) = format!("{value:.3}");
 | 
						|
            }
 | 
						|
            if axis_type == text_with_axes.y_axis {
 | 
						|
                *writer.text(text, 3) = format!("{value:.3}");
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn update_connected(
 | 
						|
    mut connected: EventReader<GamepadConnectionEvent>,
 | 
						|
    gamepads: Query<(Entity, &Name), With<Gamepad>>,
 | 
						|
    text: Single<Entity, With<ConnectedGamepadsText>>,
 | 
						|
    mut writer: TextUiWriter,
 | 
						|
) {
 | 
						|
    if connected.is_empty() {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
    connected.clear();
 | 
						|
 | 
						|
    let formatted = gamepads
 | 
						|
        .iter()
 | 
						|
        .map(|(entity, name)| format!("{} - {}", entity, name))
 | 
						|
        .collect::<Vec<_>>()
 | 
						|
        .join("\n");
 | 
						|
 | 
						|
    *writer.text(*text, 1) = if !formatted.is_empty() {
 | 
						|
        formatted
 | 
						|
    } else {
 | 
						|
        "None".to_string()
 | 
						|
    }
 | 
						|
}
 |