# Objective Closes #16221. ## Solution - Make `Gamepad` fields public and remove delegates / getters. - Move `impl Into` to `Axis` methods (delegates for `Axis` used `impl Into` to allow passing both `GamepadAxis` and `GamepadButton`). - Improve docs. ## Testing - I run tests. Not sure if the migration guide is needed, since it's a feature from RC, but I wrote it just in case. --- ## Migration Guide - `Gamepad` fields are now public. - Instead of using `Gamepad` delegates like `Gamepad::just_pressed`, call these methods directly on the fields. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
		
			
				
	
	
		
			31 lines
		
	
	
		
			1000 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			31 lines
		
	
	
		
			1000 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows handling of gamepad input, connections, and disconnections.
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use bevy::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_systems(Update, gamepad_system)
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        .run();
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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.digital.just_pressed(GamepadButton::South) {
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            info!("{:?} just pressed South", entity);
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        } else if gamepad.digital.just_released(GamepadButton::South) {
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            info!("{:?} just released South", entity);
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        }
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        let right_trigger = gamepad.analog.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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        let left_stick_x = gamepad.analog.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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}
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