# Objective - The `Gamepad` type is a tiny value-containing type that implements `Copy`. - By convention, references to `Copy` types should be avoided, as they can introduce overhead and muddle the semantics of what's going on. - This allows us to reduce boilerplate reference manipulation and lifetimes in user facing code. ## Solution - Make assorted methods on `Gamepads` take / return a raw `Gamepad`, rather than `&Gamepad`. ## Migration Guide - `Gamepads::iter` now returns an iterator of `Gamepad`. rather than an iterator of `&Gamepad`. - `Gamepads::contains` now accepts a `Gamepad`, rather than a `&Gamepad`.
		
			
				
	
	
		
			44 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows handling of gamepad input, connections, and disconnections.
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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() {
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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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