Struct bevy::input::gamepad::GamepadButton

pub struct GamepadButton {
    pub gamepad: Gamepad,
    pub button_type: GamepadButtonType,
}
Expand description

A button of a Gamepad.

§Usage

It is used as the generic T value of an ButtonInput and Axis to create bevy resources. These resources store the data of the buttons of a gamepad and can be accessed inside of a system.

§Updating

The gamepad button resources are updated inside of the gamepad_button_event_system.

Fields§

§gamepad: Gamepad

The gamepad on which the button is located on.

§button_type: GamepadButtonType

The type of the button.

Implementations§

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impl GamepadButton

pub fn new(gamepad: Gamepad, button_type: GamepadButtonType) -> GamepadButton

Creates a new GamepadButton.

§Examples
let gamepad_button = GamepadButton::new(
    Gamepad::new(1),
    GamepadButtonType::South,
);
Examples found in repository?
examples/tools/gamepad_viewer.rs (line 455)
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fn update_buttons(
    gamepads: Res<Gamepads>,
    button_inputs: Res<ButtonInput<GamepadButton>>,
    materials: Res<ButtonMaterials>,
    mut query: Query<(&mut Handle<ColorMaterial>, &ReactTo)>,
) {
    for gamepad in gamepads.iter() {
        for (mut handle, react_to) in query.iter_mut() {
            if button_inputs.just_pressed(GamepadButton::new(gamepad, **react_to)) {
                *handle = materials.active.clone();
            }
            if button_inputs.just_released(GamepadButton::new(gamepad, **react_to)) {
                *handle = materials.normal.clone();
            }
        }
    }
}
More examples
Hide additional examples
examples/input/gamepad_input.rs (line 19)
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fn gamepad_system(
    gamepads: Res<Gamepads>,
    button_inputs: Res<ButtonInput<GamepadButton>>,
    button_axes: Res<Axis<GamepadButton>>,
    axes: Res<Axis<GamepadAxis>>,
) {
    for gamepad in gamepads.iter() {
        if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) {
            info!("{:?} just pressed South", gamepad);
        } else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South))
        {
            info!("{:?} just released South", gamepad);
        }

        let right_trigger = button_axes
            .get(GamepadButton::new(
                gamepad,
                GamepadButtonType::RightTrigger2,
            ))
            .unwrap();
        if right_trigger.abs() > 0.01 {
            info!("{:?} RightTrigger2 value is {}", gamepad, right_trigger);
        }

        let left_stick_x = axes
            .get(GamepadAxis::new(gamepad, GamepadAxisType::LeftStickX))
            .unwrap();
        if left_stick_x.abs() > 0.01 {
            info!("{:?} LeftStickX value is {}", gamepad, left_stick_x);
        }
    }
}

Trait Implementations§

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impl Clone for GamepadButton

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fn clone(&self) -> GamepadButton

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GamepadButton

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for GamepadButton

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fn deserialize<__D>( __deserializer: __D ) -> Result<GamepadButton, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl FromReflect for GamepadButton
where GamepadButton: Any + Send + Sync, Gamepad: FromReflect + TypePath + RegisterForReflection, GamepadButtonType: FromReflect + TypePath + RegisterForReflection,

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fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<GamepadButton>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for GamepadButton
where GamepadButton: Any + Send + Sync, Gamepad: FromReflect + TypePath + RegisterForReflection, GamepadButtonType: FromReflect + TypePath + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl Hash for GamepadButton

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fn hash<__H>(&self, state: &mut __H)
where __H: Hasher,

Feeds this value into the given Hasher. Read more
1.3.0 · source§

fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for GamepadButton

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fn eq(&self, other: &GamepadButton) -> bool

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Reflect for GamepadButton
where GamepadButton: Any + Send + Sync, Gamepad: FromReflect + TypePath + RegisterForReflection, GamepadButtonType: FromReflect + TypePath + RegisterForReflection,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<GamepadButton>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<GamepadButton>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
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Casts this type to a mutable reflected value.
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Clones the value as a Reflect trait object. Read more
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Performs a type-checked assignment of a reflected value to this value. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<GamepadButton>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Serialize for GamepadButton

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fn serialize<__S>( &self, __serializer: __S ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Struct for GamepadButton
where GamepadButton: Any + Send + Sync, Gamepad: FromReflect + TypePath + RegisterForReflection, GamepadButtonType: FromReflect + TypePath + RegisterForReflection,

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fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>

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Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
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Returns a reference to the value of the field with index index as a &dyn Reflect.
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Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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Returns the name of the field with index index.
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Returns the number of fields in the struct.
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Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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impl TypePath for GamepadButton

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Returns the fully qualified path of the underlying type. Read more
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Returns a short, pretty-print enabled path to the type. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for GamepadButton
where GamepadButton: Any + Send + Sync, Gamepad: FromReflect + TypePath + RegisterForReflection, GamepadButtonType: FromReflect + TypePath + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl Copy for GamepadButton

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impl Eq for GamepadButton

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impl StructuralPartialEq for GamepadButton

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