
# Objective - Part of the splitting process of #3692. ## Solution - Remove / change the tuple structs inside of `gamepad.rs` of `bevy_input` to normal structs. ## Reasons - It made the `gamepad_connection_system` cleaner. - It made the `gamepad_input_events.rs` example cleaner (which is probably the most notable change for the user facing API). - Tuple structs are not descriptive (`.0`, `.1`). - Using tuple structs for more than 1 field is a bad idea (This means that the `Gamepad` type might be fine as a tuple struct, but I still prefer normal structs over tuple structs). Feel free to discuss this change as this is more or less just a matter of taste. ## Changelog ### Changed - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. ## Migration Guide - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. To migrate change every instantiation to use the `new()` function instead and use the appropriate field names instead of `.0` and `.1`.
42 lines
1.3 KiB
Rust
42 lines
1.3 KiB
Rust
use bevy::{input::gamepad::GamepadButton, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_system(gamepad_system)
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.run();
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}
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fn gamepad_system(
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gamepads: Res<Gamepads>,
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button_inputs: Res<Input<GamepadButton>>,
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button_axes: Res<Axis<GamepadButton>>,
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axes: Res<Axis<GamepadAxis>>,
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) {
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for gamepad in gamepads.iter().cloned() {
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if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) {
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info!("{:?} just pressed South", gamepad);
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} else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South))
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{
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info!("{:?} just released South", gamepad);
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}
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let right_trigger = button_axes
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.get(GamepadButton::new(
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gamepad,
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GamepadButtonType::RightTrigger2,
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))
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.unwrap();
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if right_trigger.abs() > 0.01 {
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info!("{:?} RightTrigger2 value is {}", gamepad, right_trigger);
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}
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let left_stick_x = axes
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.get(GamepadAxis::new(gamepad, GamepadAxisType::LeftStickX))
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.unwrap();
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if left_stick_x.abs() > 0.01 {
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info!("{:?} LeftStickX value is {}", gamepad, left_stick_x);
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}
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}
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}
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