bevy_debug_camera/
resources.rs1use bevy::prelude::*;
2
3#[derive(Resource, Default, Debug)]
4pub struct ActiveGamepad(pub Option<Gamepad>);
5
6#[derive(Resource, Debug, Clone)]
9pub struct DebugCameraActive {
10 pub keymouse: bool,
13 pub gamepad: bool,
16}
17
18impl Default for DebugCameraActive {
19 fn default() -> DebugCameraActive {
20 DebugCameraActive {
21 keymouse: true,
22 gamepad: true,
23 }
24 }
25}
26
27#[derive(Resource, Debug, Clone)]
30pub struct KeyboardBindings {
31 pub fwd: KeyCode,
32 pub bwd: KeyCode,
33 pub up: KeyCode,
34 pub down: KeyCode,
35 pub left: KeyCode,
36 pub right: KeyCode,
37 pub roll_left: KeyCode,
38 pub roll_right: KeyCode,
39}
40
41impl Default for KeyboardBindings {
42 fn default() -> KeyboardBindings {
43 KeyboardBindings {
44 fwd: KeyCode::W,
45 bwd: KeyCode::S,
46 up: KeyCode::Space,
47 down: KeyCode::ShiftLeft,
48 left: KeyCode::A,
49 right: KeyCode::D,
50 roll_left: KeyCode::Q,
51 roll_right: KeyCode::E,
52 }
53 }
54}
55
56#[derive(Resource, Debug, Clone)]
59pub struct GamepadBindings {
60 pub fwd_bwd: GamepadAxisType,
61 pub up: GamepadButtonType,
62 pub down: GamepadButtonType,
63 pub left_right: GamepadAxisType,
64 pub roll_left: GamepadButtonType,
65 pub roll_right: GamepadButtonType,
66 pub yaw: GamepadAxisType,
67 pub pitch: GamepadAxisType,
68}
69
70impl Default for GamepadBindings {
71 fn default() -> GamepadBindings {
72 GamepadBindings {
73 fwd_bwd: GamepadAxisType::LeftStickY,
74 up: GamepadButtonType::RightTrigger2,
75 down: GamepadButtonType::LeftTrigger2,
76 left_right: GamepadAxisType::LeftStickX,
77 roll_left: GamepadButtonType::LeftTrigger,
78 roll_right: GamepadButtonType::RightTrigger,
79 yaw: GamepadAxisType::RightStickX,
80 pitch: GamepadAxisType::RightStickY,
81 }
82 }
83}