# 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>
		
			
				
	
	
		
			71 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to trigger force-feedback, making gamepads rumble when buttons are
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//! pressed.
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use bevy::{
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    input::gamepad::{Gamepad, GamepadRumbleIntensity, GamepadRumbleRequest},
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    prelude::*,
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    utils::Duration,
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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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fn gamepad_system(
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    gamepads: Query<(Entity, &Gamepad)>,
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    mut rumble_requests: EventWriter<GamepadRumbleRequest>,
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) {
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    for (entity, gamepad) in &gamepads {
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        if gamepad.digital.just_pressed(GamepadButton::North) {
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            info!(
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                "North face button: strong (low-frequency) with low intensity for rumble for 5 seconds. Press multiple times to increase intensity."
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            );
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            rumble_requests.send(GamepadRumbleRequest::Add {
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                gamepad: entity,
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                intensity: GamepadRumbleIntensity::strong_motor(0.1),
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                duration: Duration::from_secs(5),
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            });
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        }
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        if gamepad.digital.just_pressed(GamepadButton::East) {
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            info!("East face button: maximum rumble on both motors for 5 seconds");
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            rumble_requests.send(GamepadRumbleRequest::Add {
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                gamepad: entity,
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                duration: Duration::from_secs(5),
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                intensity: GamepadRumbleIntensity::MAX,
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            });
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        }
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        if gamepad.digital.just_pressed(GamepadButton::South) {
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            info!("South face button: low-intensity rumble on the weak motor for 0.5 seconds");
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            rumble_requests.send(GamepadRumbleRequest::Add {
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                gamepad: entity,
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                duration: Duration::from_secs_f32(0.5),
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                intensity: GamepadRumbleIntensity::weak_motor(0.25),
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            });
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        }
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        if gamepad.digital.just_pressed(GamepadButton::West) {
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            info!("West face button: custom rumble intensity for 5 second");
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            rumble_requests.send(GamepadRumbleRequest::Add {
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                gamepad: entity,
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                intensity: GamepadRumbleIntensity {
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                    // intensity low-frequency motor, usually on the left-hand side
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                    strong_motor: 0.5,
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                    // intensity of high-frequency motor, usually on the right-hand side
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                    weak_motor: 0.25,
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                },
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                duration: Duration::from_secs(5),
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            });
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        }
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        if gamepad.digital.just_pressed(GamepadButton::Start) {
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            info!("Start button: Interrupt the current rumble");
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            rumble_requests.send(GamepadRumbleRequest::Stop { gamepad: entity });
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        }
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    }
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}
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