pub enum GamepadDevice {
Any,
Single(Entity),
None,
}Expand description
Associated gamepad for all input contexts on this entity.
If not present, input will be read from all connected gamepads.
Variants§
Any
Matches input from any gamepad.
For an axis, the ActionValue will be calculated as the sum of inputs from all gamepads.
For a button, the ActionValue will be true if any gamepad has this button pressed.
Single(Entity)
Matches input from specific gamepad.
None
Ignores all gamepad input.
Trait Implementations§
Source§impl Clone for GamepadDevice
impl Clone for GamepadDevice
Source§fn clone(&self) -> GamepadDevice
fn clone(&self) -> GamepadDevice
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Component for GamepadDevice
impl Component for GamepadDevice
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
Source§type Mutability = Mutable
type Mutability = Mutable
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn map_entities<M: EntityMapper>(this: &mut Self, mapper: &mut M)
fn map_entities<M: EntityMapper>(this: &mut Self, mapper: &mut M)
Maps the entities on this component using the given
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§impl Debug for GamepadDevice
impl Debug for GamepadDevice
Source§impl Default for GamepadDevice
impl Default for GamepadDevice
Source§fn default() -> GamepadDevice
fn default() -> GamepadDevice
Returns the “default value” for a type. Read more
Source§impl Enum for GamepadDevice
impl Enum for GamepadDevice
Source§fn field(&self, __name_param: &str) -> Option<&dyn PartialReflect>
fn field(&self, __name_param: &str) -> Option<&dyn PartialReflect>
Returns a reference to the value of the field (in the current variant) with the given name. Read more
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&mut self,
__index_param: usize,
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fn field_at_mut( &mut self, __index_param: usize, ) -> Option<&mut dyn PartialReflect>
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Source§fn index_of(&self, __name_param: &str) -> Option<usize>
fn index_of(&self, __name_param: &str) -> Option<usize>
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fn iter_fields(&self) -> VariantFieldIter<'_>
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fn variant_name(&self) -> &str
The name of the current variant.
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fn variant_index(&self) -> usize
The index of the current variant.
Source§fn variant_type(&self) -> VariantType
fn variant_type(&self) -> VariantType
The type of the current variant.
Source§fn to_dynamic_enum(&self) -> DynamicEnum
fn to_dynamic_enum(&self) -> DynamicEnum
Creates a new
DynamicEnum from this enum.Source§fn is_variant(&self, variant_type: VariantType) -> bool
fn is_variant(&self, variant_type: VariantType) -> bool
Returns true if the current variant’s type matches the given one.
Source§fn variant_path(&self) -> String
fn variant_path(&self) -> String
Returns the full path to the current variant.
Source§impl From<Entity> for GamepadDevice
impl From<Entity> for GamepadDevice
Source§impl FromReflect for GamepadDevice
impl FromReflect for GamepadDevice
Source§fn from_reflect(__param0: &dyn PartialReflect) -> Option<Self>
fn from_reflect(__param0: &dyn PartialReflect) -> Option<Self>
Constructs a concrete instance of
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reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Attempts to downcast the given value to
Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl GetTypeRegistration for GamepadDevice
impl GetTypeRegistration for GamepadDevice
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
Returns the default
TypeRegistration for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Registers other types needed by this type. Read more
Source§impl Hash for GamepadDevice
impl Hash for GamepadDevice
Source§impl PartialEq for GamepadDevice
impl PartialEq for GamepadDevice
Source§impl PartialReflect for GamepadDevice
impl PartialReflect for GamepadDevice
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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&mut self,
__value_param: &dyn PartialReflect,
) -> Result<(), ApplyError>
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self: Box<Self>,
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Attempts to cast this type to a mutable, fully-reflected value.
Source§fn into_partial_reflect(self: Box<Self>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<Self>) -> Box<dyn PartialReflect>
Casts this type to a boxed, reflected value. Read more
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fn as_partial_reflect(&self) -> &dyn PartialReflect
Casts this type to a reflected value. Read more
Source§fn as_partial_reflect_mut(&mut self) -> &mut dyn PartialReflect
fn as_partial_reflect_mut(&mut self) -> &mut dyn PartialReflect
Casts this type to a mutable, reflected value. Read more
Source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
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fn reflect_partial_eq(&self, value: &dyn PartialReflect) -> Option<bool>
Returns a “partial equality” comparison result. Read more
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fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
Attempts to clone
Self using reflection. Read moreSource§fn apply(&mut self, value: &(dyn PartialReflect + 'static))
fn apply(&mut self, value: &(dyn PartialReflect + 'static))
Applies a reflected value to this value. Read more
Source§fn to_dynamic(&self) -> Box<dyn PartialReflect>
fn to_dynamic(&self) -> Box<dyn PartialReflect>
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fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
For a type implementing
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Debug formatter for the value. Read more
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Indicates whether or not this type is a dynamic type. Read more
Source§impl Reflect for GamepadDevice
impl Reflect for GamepadDevice
Source§fn as_any_mut(&mut self) -> &mut dyn Any
fn as_any_mut(&mut self) -> &mut dyn Any
Returns the value as a
&mut dyn Any. Read moreSource§fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
Casts this type to a boxed, fully-reflected value.
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fn as_reflect(&self) -> &dyn Reflect
Casts this type to a fully-reflected value.
Source§fn as_reflect_mut(&mut self) -> &mut dyn Reflect
fn as_reflect_mut(&mut self) -> &mut dyn Reflect
Casts this type to a mutable, fully-reflected value.
Source§impl TypePath for GamepadDevice
impl TypePath for GamepadDevice
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Returns a short, pretty-print enabled path to the type. Read more
Source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Source§impl Typed for GamepadDevice
impl Typed for GamepadDevice
impl Copy for GamepadDevice
impl Eq for GamepadDevice
impl StructuralPartialEq for GamepadDevice
Auto Trait Implementations§
impl Freeze for GamepadDevice
impl RefUnwindSafe for GamepadDevice
impl Send for GamepadDevice
impl Sync for GamepadDevice
impl Unpin for GamepadDevice
impl UnwindSafe for GamepadDevice
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