pub struct Gamepads { /* private fields */ }
Expand description
A collection of connected Gamepad
s.
§Usage
It is stored in a bevy
resource which tracks all of the currently connected Gamepad
s.
§Updating
The Gamepad
s are registered and deregistered in the gamepad_connection_system
whenever a GamepadConnectionEvent
is received.
Implementations§
§impl Gamepads
impl Gamepads
pub fn iter(&self) -> impl Iterator<Item = Gamepad>
pub fn iter(&self) -> impl Iterator<Item = Gamepad>
Returns an iterator over registered Gamepad
s 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
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>
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§
Auto Trait Implementations§
impl Freeze for Gamepads
impl RefUnwindSafe for Gamepads
impl Send for Gamepads
impl Sync for Gamepads
impl Unpin for Gamepads
impl UnwindSafe for Gamepads
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