bevy/examples/input/gamepad_input.rs
Utkarsh d01ba9e4fc
Separate gamepad state code from gamepad event code and other customizations (#700)
Separated gamepad event and gamepad state code and made gamepad input more customizable
2020-10-21 10:27:00 -07:00

72 lines
2.2 KiB
Rust

use bevy::prelude::*;
use bevy_input::gamepad::{Gamepad, GamepadButton, GamepadEvent, GamepadEventType};
use bevy_utils::HashSet;
fn main() {
App::build()
.add_default_plugins()
.init_resource::<GamepadLobby>()
.add_startup_system(connection_system.system())
.add_system(connection_system.system())
.add_system(gamepad_system.system())
.run();
}
#[derive(Default)]
struct GamepadLobby {
gamepads: HashSet<Gamepad>,
gamepad_event_reader: EventReader<GamepadEvent>,
}
fn connection_system(mut lobby: ResMut<GamepadLobby>, gamepad_event: Res<Events<GamepadEvent>>) {
for event in lobby.gamepad_event_reader.iter(&gamepad_event) {
match &event {
GamepadEvent(gamepad, GamepadEventType::Connected) => {
lobby.gamepads.insert(*gamepad);
println!("{:?} Connected", gamepad);
}
GamepadEvent(gamepad, GamepadEventType::Disconnected) => {
lobby.gamepads.remove(gamepad);
println!("{:?} Disconnected", gamepad);
}
_ => (),
}
}
}
fn gamepad_system(
lobby: Res<GamepadLobby>,
button_inputs: Res<Input<GamepadButton>>,
button_axes: Res<Axis<GamepadButton>>,
axes: Res<Axis<GamepadAxis>>,
) {
for gamepad in lobby.gamepads.iter() {
let south_button = GamepadButton(*gamepad, GamepadButtonType::South);
if button_inputs.just_pressed(south_button) {
println!(
"{:?} of {:?} is just pressed",
GamepadButtonType::South,
gamepad
);
} else if button_inputs.just_released(south_button) {
println!(
"{:?} of {:?} is just released",
GamepadButtonType::South,
gamepad
);
}
println!(
"For {:?}: {:?} is {:.4}, {:?} is {:.4}",
gamepad,
GamepadButtonType::RightTrigger2,
button_axes
.get(GamepadButton(*gamepad, GamepadButtonType::RightTrigger2))
.unwrap_or(0.0),
GamepadAxisType::LeftStickX,
axes.get(GamepadAxis(*gamepad, GamepadAxisType::LeftStickX))
.unwrap_or(0.0)
)
}
}