Struct bevy::input::prelude::Gamepads

pub struct Gamepads { /* private fields */ }
Expand description

A collection of connected Gamepads.

§Usage

It is stored in a bevy resource which tracks all of the currently connected Gamepads.

§Updating

The Gamepads are registered and deregistered in the gamepad_connection_system whenever a GamepadConnectionEvent is received.

Implementations§

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impl Gamepads

pub fn contains(&self, gamepad: Gamepad) -> bool

Returns true if the gamepad is connected.

pub fn iter(&self) -> impl Iterator<Item = Gamepad>

Returns an iterator over registered Gamepads in an arbitrary order.

Examples found in repository?
examples/tools/gamepad_viewer.rs (line 453)
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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();
            }
        }
    }
}

fn update_button_values(
    mut events: EventReader<GamepadButtonChangedEvent>,
    mut query: Query<(&mut Text, &TextWithButtonValue)>,
) {
    for button_event in events.read() {
        for (mut text, text_with_button_value) in query.iter_mut() {
            if button_event.button_type == **text_with_button_value {
                text.sections[0].value = format!("{:.3}", button_event.value);
            }
        }
    }
}

fn update_axes(
    mut axis_events: EventReader<GamepadAxisChangedEvent>,
    mut query: Query<(&mut Transform, &MoveWithAxes)>,
    mut text_query: Query<(&mut Text, &TextWithAxes)>,
) {
    for axis_event in axis_events.read() {
        let axis_type = axis_event.axis_type;
        let value = axis_event.value;
        for (mut transform, move_with) in query.iter_mut() {
            if axis_type == move_with.x_axis {
                transform.translation.x = value * move_with.scale;
            }
            if axis_type == move_with.y_axis {
                transform.translation.y = value * move_with.scale;
            }
        }
        for (mut text, text_with_axes) in text_query.iter_mut() {
            if axis_type == text_with_axes.x_axis {
                text.sections[0].value = format!("{value:.3}");
            }
            if axis_type == text_with_axes.y_axis {
                text.sections[2].value = format!("{value:.3}");
            }
        }
    }
}

fn update_connected(
    gamepads: Res<Gamepads>,
    mut query: Query<&mut Text, With<ConnectedGamepadsText>>,
) {
    if !gamepads.is_changed() {
        return;
    }

    let mut text = query.single_mut();

    let formatted = gamepads
        .iter()
        .map(|g| format!("- {}", gamepads.name(g).unwrap()))
        .collect::<Vec<_>>()
        .join("\n");

    text.sections[1].value = if !formatted.is_empty() {
        formatted
    } else {
        "None".to_string()
    }
}
More examples
Hide additional examples
examples/input/gamepad_input.rs (line 18)
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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);
        }
    }
}
examples/input/gamepad_rumble.rs (line 22)
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fn gamepad_system(
    gamepads: Res<Gamepads>,
    button_inputs: Res<ButtonInput<GamepadButton>>,
    mut rumble_requests: EventWriter<GamepadRumbleRequest>,
) {
    for gamepad in gamepads.iter() {
        let button_pressed = |button| {
            button_inputs.just_pressed(GamepadButton {
                gamepad,
                button_type: button,
            })
        };

        if button_pressed(GamepadButtonType::North) {
            info!(
                "North face button: strong (low-frequency) with low intensity for rumble for 5 seconds. Press multiple times to increase intensity."
            );
            rumble_requests.send(GamepadRumbleRequest::Add {
                gamepad,
                intensity: GamepadRumbleIntensity::strong_motor(0.1),
                duration: Duration::from_secs(5),
            });
        }

        if button_pressed(GamepadButtonType::East) {
            info!("East face button: maximum rumble on both motors for 5 seconds");
            rumble_requests.send(GamepadRumbleRequest::Add {
                gamepad,
                duration: Duration::from_secs(5),
                intensity: GamepadRumbleIntensity::MAX,
            });
        }

        if button_pressed(GamepadButtonType::South) {
            info!("South face button: low-intensity rumble on the weak motor for 0.5 seconds");
            rumble_requests.send(GamepadRumbleRequest::Add {
                gamepad,
                duration: Duration::from_secs_f32(0.5),
                intensity: GamepadRumbleIntensity::weak_motor(0.25),
            });
        }

        if button_pressed(GamepadButtonType::West) {
            info!("West face button: custom rumble intensity for 5 second");
            rumble_requests.send(GamepadRumbleRequest::Add {
                gamepad,
                intensity: GamepadRumbleIntensity {
                    // intensity low-frequency motor, usually on the left-hand side
                    strong_motor: 0.5,
                    // intensity of high-frequency motor, usually on the right-hand side
                    weak_motor: 0.25,
                },
                duration: Duration::from_secs(5),
            });
        }

        if button_pressed(GamepadButtonType::Start) {
            info!("Start button: Interrupt the current rumble");
            rumble_requests.send(GamepadRumbleRequest::Stop { gamepad });
        }
    }
}

pub fn name(&self, gamepad: Gamepad) -> Option<&str>

The name of the gamepad if this one is connected.

Examples found in repository?
examples/tools/gamepad_viewer.rs (line 517)
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fn update_connected(
    gamepads: Res<Gamepads>,
    mut query: Query<&mut Text, With<ConnectedGamepadsText>>,
) {
    if !gamepads.is_changed() {
        return;
    }

    let mut text = query.single_mut();

    let formatted = gamepads
        .iter()
        .map(|g| format!("- {}", gamepads.name(g).unwrap()))
        .collect::<Vec<_>>()
        .join("\n");

    text.sections[1].value = if !formatted.is_empty() {
        formatted
    } else {
        "None".to_string()
    }
}

Trait Implementations§

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impl Debug for Gamepads

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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 Default for Gamepads

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fn default() -> Gamepads

Returns the “default value” for a type. Read more
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impl Resource for Gamepads
where Gamepads: Send + Sync + 'static,

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