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gamepad_input_events.rs
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//! Iterates and prints gamepad input and connection events.
use bevy::{
input::gamepad::{
GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnectionEvent, GamepadEvent,
},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Update, (gamepad_events, gamepad_ordered_events))
.run();
}
fn gamepad_events(
mut gamepad_connection_events: EventReader<GamepadConnectionEvent>,
mut gamepad_axis_events: EventReader<GamepadAxisChangedEvent>,
mut gamepad_button_events: EventReader<GamepadButtonChangedEvent>,
) {
for connection_event in gamepad_connection_events.iter() {
info!("{:?}", connection_event);
}
for axis_event in gamepad_axis_events.iter() {
info!(
"{:?} of {:?} is changed to {}",
axis_event.axis_type, axis_event.gamepad, axis_event.value
);
}
for button_event in gamepad_button_events.iter() {
info!(
"{:?} of {:?} is changed to {}",
button_event.button_type, button_event.gamepad, button_event.value
);
}
}
// If you require in-frame relative event ordering, you can also read the `Gamepad` event
// stream directly. For standard use-cases, reading the events individually or using the
// `Input<T>` or `Axis<T>` resources is preferable.
fn gamepad_ordered_events(mut gamepad_events: EventReader<GamepadEvent>) {
for gamepad_event in gamepad_events.iter() {
match gamepad_event {
GamepadEvent::Connection(connection_event) => info!("{:?}", connection_event),
GamepadEvent::Button(button_event) => info!("{:?}", button_event),
GamepadEvent::Axis(axis_event) => info!("{:?}", axis_event),
}
}
}