# Objective - Resolves #10853 ## Solution - ~~Changed the name of `Input` struct to `PressableInput`.~~ - Changed the name of `Input` struct to `ButtonInput`. ## Migration Guide - Breaking Change: Users need to rename `Input` to `ButtonInput` in their projects.
		
			
				
	
	
		
			44 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows handling of gamepad input, connections, and disconnections.
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| 
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| use bevy::{input::gamepad::GamepadButton, 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(
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|     gamepads: Res<Gamepads>,
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|     button_inputs: Res<ButtonInput<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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| 
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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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| 
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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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