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			# Objective
- Significantly improve the ergonomics of gamepads and allow new
features
Gamepads are a bit unergonomic to work with, they use resources but
unlike other inputs, they are not limited to a single gamepad, to get
around this it uses an identifier (Gamepad) to interact with anything
causing all sorts of issues.
1. There are too many: Gamepads, GamepadSettings, GamepadInfo,
ButtonInput<T>, 2 Axis<T>.
2. ButtonInput/Axis generic methods become really inconvenient to use
e.g. any_pressed()
3. GamepadButton/Axis structs are unnecessary boilerplate:
```rust
for gamepad in gamepads.iter() {
        if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) {
            info!("{:?} just pressed South", gamepad);
        } else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South))
        {
            info!("{:?} just released South", gamepad);
        }
}
```
4. Projects often need to create resources to store the selected gamepad
and have to manually check if their gamepad is still valid anyways.
- Previously attempted by #3419 and #12674
## Solution
- Implement gamepads as entities.
Using entities solves all the problems above and opens new
possibilities.
1. Reduce boilerplate and allows iteration
```rust
let is_pressed = gamepads_buttons.iter().any(|buttons| buttons.pressed(GamepadButtonType::South))
```
2. ButtonInput/Axis generic methods become ergonomic again 
```rust
gamepad_buttons.any_just_pressed([GamepadButtonType::Start, GamepadButtonType::Select])
```
3. Reduces the number of public components significantly (Gamepad,
GamepadSettings, GamepadButtons, GamepadAxes)
4. Components are highly convenient. Gamepad optional features could now
be expressed naturally (`Option<Rumble> or Option<Gyro>`), allows devs
to attach their own components and filter them, so code like this
becomes possible:
```rust
fn move_player<const T: usize>(
    player: Query<&Transform, With<Player<T>>>,
    gamepads_buttons: Query<&GamepadButtons, With<Player<T>>>,
) {
    if let Ok(gamepad_buttons) = gamepads_buttons.get_single() {
        if gamepad_buttons.pressed(GamepadButtonType::South) {
            // move player
        }
    }
}
```
---
## Follow-up
- [ ] Run conditions?
- [ ] Rumble component
# Changelog
## Added
TODO
## Changed
TODO
## Removed
TODO
## Migration Guide
TODO
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
	
			
		
			
				
	
	
		
			31 lines
		
	
	
		
			970 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			31 lines
		
	
	
		
			970 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows handling of gamepad input, connections, and disconnections.
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| 
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| use bevy::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_system)
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|         .run();
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| }
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| 
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| fn gamepad_system(gamepads: Query<(Entity, &Gamepad)>) {
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|     for (entity, gamepad) in &gamepads {
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|         if gamepad.just_pressed(GamepadButton::South) {
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|             info!("{:?} just pressed South", entity);
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|         } else if gamepad.just_released(GamepadButton::South) {
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|             info!("{:?} just released South", entity);
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|         }
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| 
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|         let right_trigger = gamepad.get(GamepadButton::RightTrigger2).unwrap();
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|         if right_trigger.abs() > 0.01 {
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|             info!("{:?} RightTrigger2 value is {}", entity, right_trigger);
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|         }
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| 
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|         let left_stick_x = gamepad.get(GamepadAxis::LeftStickX).unwrap();
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|         if left_stick_x.abs() > 0.01 {
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|             info!("{:?} LeftStickX value is {}", entity, left_stick_x);
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|         }
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|     }
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| }
 |