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§
source§impl Gamepads
impl Gamepads
sourcepub 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/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);
}
}
}
More examples
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 });
}
}
}
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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