pub struct Gamepad { /* private fields */ }Expand description
Stores a connected gamepad’s metadata such as the name and its GamepadButton and GamepadAxis.
An entity with this component is spawned automatically after GamepadConnectionEvent
and updated by gamepad_event_processing_system.
See also GamepadSettings for configuration.
§Examples
fn gamepad_usage_system(gamepads: Query<(&Name, &Gamepad)>) {
for (name, gamepad) in &gamepads {
println!("{name}");
if gamepad.just_pressed(GamepadButton::North) {
println!("{} just pressed North", name)
}
if let Some(left_stick_x) = gamepad.get(GamepadAxis::LeftStickX) {
println!("left stick X: {}", left_stick_x)
}
}
}Implementations§
Source§impl Gamepad
impl Gamepad
Sourcepub fn vendor_id(&self) -> Option<u16>
pub fn vendor_id(&self) -> Option<u16>
Returns the USB vendor ID as assigned by the USB-IF, if available.
Sourcepub fn product_id(&self) -> Option<u16>
pub fn product_id(&self) -> Option<u16>
Returns the USB product ID as assigned by the vendor, if available.
Sourcepub fn get(&self, input: impl Into<GamepadInput>) -> Option<f32>
pub fn get(&self, input: impl Into<GamepadInput>) -> Option<f32>
Returns the analog data of the provided GamepadAxis or GamepadButton.
Sourcepub fn get_unclamped(&self, input: impl Into<GamepadInput>) -> Option<f32>
pub fn get_unclamped(&self, input: impl Into<GamepadInput>) -> Option<f32>
Returns the unclamped analog data of the provided GamepadAxis or GamepadButton.
This value may be outside the Axis::MIN and Axis::MAX range.
Sourcepub fn left_stick(&self) -> Vec2
pub fn left_stick(&self) -> Vec2
Returns the left stick as a Vec2.
Sourcepub fn right_stick(&self) -> Vec2
pub fn right_stick(&self) -> Vec2
Returns the right stick as a Vec2.
Sourcepub fn pressed(&self, button_type: GamepadButton) -> bool
pub fn pressed(&self, button_type: GamepadButton) -> bool
Returns true if the GamepadButton has been pressed.
Sourcepub fn any_pressed(
&self,
button_inputs: impl IntoIterator<Item = GamepadButton>,
) -> bool
pub fn any_pressed( &self, button_inputs: impl IntoIterator<Item = GamepadButton>, ) -> bool
Returns true if any item in the GamepadButton iterator has been pressed.
Sourcepub fn all_pressed(
&self,
button_inputs: impl IntoIterator<Item = GamepadButton>,
) -> bool
pub fn all_pressed( &self, button_inputs: impl IntoIterator<Item = GamepadButton>, ) -> bool
Returns true if all items in the GamepadButton iterator have been pressed.
Sourcepub fn just_pressed(&self, button_type: GamepadButton) -> bool
pub fn just_pressed(&self, button_type: GamepadButton) -> bool
Returns true if the GamepadButton has been pressed during the current frame.
Note: This function does not imply information regarding the current state of ButtonInput::pressed or ButtonInput::just_released.
Sourcepub fn any_just_pressed(
&self,
button_inputs: impl IntoIterator<Item = GamepadButton>,
) -> bool
pub fn any_just_pressed( &self, button_inputs: impl IntoIterator<Item = GamepadButton>, ) -> bool
Returns true if any item in the GamepadButton iterator has been pressed during the current frame.
Sourcepub fn all_just_pressed(
&self,
button_inputs: impl IntoIterator<Item = GamepadButton>,
) -> bool
pub fn all_just_pressed( &self, button_inputs: impl IntoIterator<Item = GamepadButton>, ) -> bool
Returns true if all items in the GamepadButton iterator have been just pressed.
Sourcepub fn just_released(&self, button_type: GamepadButton) -> bool
pub fn just_released(&self, button_type: GamepadButton) -> bool
Returns true if the GamepadButton has been released during the current frame.
Note: This function does not imply information regarding the current state of ButtonInput::pressed or ButtonInput::just_pressed.
Sourcepub fn any_just_released(
&self,
button_inputs: impl IntoIterator<Item = GamepadButton>,
) -> bool
pub fn any_just_released( &self, button_inputs: impl IntoIterator<Item = GamepadButton>, ) -> bool
Returns true if any item in the GamepadButton iterator has just been released.
Sourcepub fn all_just_released(
&self,
button_inputs: impl IntoIterator<Item = GamepadButton>,
) -> bool
pub fn all_just_released( &self, button_inputs: impl IntoIterator<Item = GamepadButton>, ) -> bool
Returns true if all items in the GamepadButton iterator have just been released.
Sourcepub fn get_pressed(&self) -> impl Iterator<Item = &GamepadButton>
pub fn get_pressed(&self) -> impl Iterator<Item = &GamepadButton>
Returns an iterator over all digital buttons that are pressed.
Sourcepub fn get_just_pressed(&self) -> impl Iterator<Item = &GamepadButton>
pub fn get_just_pressed(&self) -> impl Iterator<Item = &GamepadButton>
Returns an iterator over all digital buttons that were just pressed.
Sourcepub fn get_just_released(&self) -> impl Iterator<Item = &GamepadButton>
pub fn get_just_released(&self) -> impl Iterator<Item = &GamepadButton>
Returns an iterator over all digital buttons that were just released.
Sourcepub fn get_analog_axes(&self) -> impl Iterator<Item = &GamepadInput>
pub fn get_analog_axes(&self) -> impl Iterator<Item = &GamepadInput>
Returns an iterator over all analog axes.
Sourcepub fn digital(&self) -> &ButtonInput<GamepadButton>
pub fn digital(&self) -> &ButtonInput<GamepadButton>
ButtonInput of GamepadButton representing their digital state.
Sourcepub fn digital_mut(&mut self) -> &mut ButtonInput<GamepadButton>
pub fn digital_mut(&mut self) -> &mut ButtonInput<GamepadButton>
Mutable ButtonInput of GamepadButton representing their digital state. Useful for mocking inputs.
Sourcepub fn analog(&self) -> &Axis<GamepadInput>
pub fn analog(&self) -> &Axis<GamepadInput>
Axis of GamepadButton representing their analog state.
Sourcepub fn analog_mut(&mut self) -> &mut Axis<GamepadInput>
pub fn analog_mut(&mut self) -> &mut Axis<GamepadInput>
Mutable Axis of GamepadButton representing their analog state. Useful for mocking inputs.
Trait Implementations§
Source§impl Component for Gamepad
Required Components: GamepadSettings.
impl Component for Gamepad
Required Components: GamepadSettings.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
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)
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Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Gamepad>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Gamepad>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl FromReflect for Gamepad
impl FromReflect for Gamepad
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Gamepad>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Gamepad>
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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>>
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constructing the value using from_reflect if that fails. Read moreSource§impl GetTypeRegistration for Gamepad
impl GetTypeRegistration for Gamepad
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl PartialReflect for Gamepad
impl PartialReflect for Gamepad
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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<Gamepad>) -> ReflectOwned
fn reflect_owned(self: Box<Gamepad>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<Gamepad>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Gamepad>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
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fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
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fn into_partial_reflect(self: Box<Gamepad>) -> Box<dyn PartialReflect>
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fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
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fn is_dynamic(&self) -> bool
Source§impl Reflect for Gamepad
impl Reflect for Gamepad
Source§fn into_any(self: Box<Gamepad>) -> Box<dyn Any>
fn into_any(self: Box<Gamepad>) -> Box<dyn Any>
Box<dyn Any>. Read moreSource§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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fn into_reflect(self: Box<Gamepad>) -> Box<dyn Reflect>
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fn as_reflect(&self) -> &(dyn Reflect + 'static)
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Struct for Gamepad
impl Struct for Gamepad
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None if TypeInfo is not available.Source§impl TypePath for Gamepad
impl TypePath for Gamepad
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Auto Trait Implementations§
impl Freeze for Gamepad
impl RefUnwindSafe for Gamepad
impl Send for Gamepad
impl Sync for Gamepad
impl Unpin for Gamepad
impl UnsafeUnpin for Gamepad
impl UnwindSafe for Gamepad
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