 11b41206eb
			
		
	
	
		11b41206eb
		
	
	
	
	
		
			
			This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
		
			
				
	
	
		
			68 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     input::gamepad::{Gamepad, GamepadButton, GamepadEvent, GamepadEventType},
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|     prelude::*,
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|     utils::HashSet,
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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::<GamepadLobby>()
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|         .add_system_to_stage(CoreStage::PreUpdate, connection_system)
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|         .add_system(gamepad_system)
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|         .run();
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| }
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| 
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| #[derive(Default)]
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| struct GamepadLobby {
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|     gamepads: HashSet<Gamepad>,
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| }
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| 
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| fn connection_system(
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|     mut lobby: ResMut<GamepadLobby>,
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|     mut gamepad_event: EventReader<GamepadEvent>,
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| ) {
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|     for event in gamepad_event.iter() {
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|         match &event {
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|             GamepadEvent(gamepad, GamepadEventType::Connected) => {
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|                 lobby.gamepads.insert(*gamepad);
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|                 info!("{:?} Connected", gamepad);
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|             }
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|             GamepadEvent(gamepad, GamepadEventType::Disconnected) => {
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|                 lobby.gamepads.remove(gamepad);
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|                 info!("{:?} Disconnected", gamepad);
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|             }
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|             _ => (),
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|         }
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|     }
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| }
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| 
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| fn gamepad_system(
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|     lobby: Res<GamepadLobby>,
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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 lobby.gamepads.iter().cloned() {
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|         if button_inputs.just_pressed(GamepadButton(gamepad, GamepadButtonType::South)) {
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|             info!("{:?} just pressed South", gamepad);
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|         } else if button_inputs.just_released(GamepadButton(gamepad, GamepadButtonType::South)) {
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|             info!("{:?} just released South", gamepad);
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|         }
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| 
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|         let right_trigger = button_axes
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|             .get(GamepadButton(gamepad, GamepadButtonType::RightTrigger2))
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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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| 
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|         let left_stick_x = axes
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|             .get(GamepadAxis(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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