pub struct GamepadVirtualAxis { /* private fields */ }Expand description
A virtual single-axis control constructed by combining two GamepadButtonTypes.
One button represents the negative direction (left for the X-axis, down for the Y-axis),
while the other represents the positive direction (right for the X-axis, up for the Y-axis).
By default, it reads from any connected gamepad.
Use the InputMap::set_gamepad for specific ones.
§Value Processing
You can customize how the values are processed using a pipeline of processors.
See WithAxisProcessingPipelineExt for details.
The raw value is determined based on the state of the associated buttons:
-1.0if only the negative button is currently pressed.1.0if only the positive button is currently pressed.0.0if neither button is pressed, or both are pressed simultaneously.
use bevy::prelude::*;
use bevy::input::InputPlugin;
use leafwing_input_manager::prelude::*;
let mut app = App::new();
app.add_plugins(InputPlugin);
// Define a virtual Y-axis using D-pad "up" and "down" buttons
let axis = GamepadVirtualAxis::DPAD_Y;
// Pressing either button activates the input
GamepadButtonType::DPadUp.press(app.world_mut());
app.update();
assert_eq!(app.read_axis_values(axis), [1.0]);
// You can configure a processing pipeline (e.g., doubling the value)
let doubled = GamepadVirtualAxis::DPAD_Y.sensitivity(2.0);
assert_eq!(app.read_axis_values(doubled), [2.0]);Implementations§
source§impl GamepadVirtualAxis
impl GamepadVirtualAxis
sourcepub const DPAD_X: Self = _
pub const DPAD_X: Self = _
The GamepadVirtualAxis using the horizontal D-Pad button mappings.
No processing is applied to raw data from the gamepad.
GamepadButtonType::DPadLeftfor negative direction.GamepadButtonType::DPadRightfor positive direction.
sourcepub const DPAD_Y: Self = _
pub const DPAD_Y: Self = _
The GamepadVirtualAxis using the vertical D-Pad button mappings.
No processing is applied to raw data from the gamepad.
GamepadButtonType::DPadDownfor negative direction.GamepadButtonType::DPadUpfor positive direction.
sourcepub const ACTION_PAD_X: Self = _
pub const ACTION_PAD_X: Self = _
The GamepadVirtualAxis using the horizontal action pad button mappings.
No processing is applied to raw data from the gamepad.
GamepadButtonType::Westfor negative direction.GamepadButtonType::Eastfor positive direction.
sourcepub const ACTION_PAD_Y: Self = _
pub const ACTION_PAD_Y: Self = _
The GamepadVirtualAxis using the vertical action pad button mappings.
No processing is applied to raw data from the gamepad.
GamepadButtonType::Southfor negative direction.GamepadButtonType::Northfor positive direction.
sourcepub const fn new(
negative: GamepadButtonType,
positive: GamepadButtonType,
) -> Self
pub const fn new( negative: GamepadButtonType, positive: GamepadButtonType, ) -> Self
Creates a new GamepadVirtualAxis with two given GamepadButtonTypes.
No processing is applied to raw data from the gamepad.
Trait Implementations§
source§impl Axislike for GamepadVirtualAxis
impl Axislike for GamepadVirtualAxis
source§fn value(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> f32
fn value(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> f32
Retrieves the current value of this axis after processing by the associated processors.
source§fn set_value_as_gamepad(
&self,
world: &mut World,
value: f32,
gamepad: Option<Gamepad>,
)
fn set_value_as_gamepad( &self, world: &mut World, value: f32, gamepad: Option<Gamepad>, )
Sends a GamepadEvent::Button event on the provided Gamepad.
If the value is negative, the negative button is pressed. If the value is positive, the positive button is pressed. If the value is zero, neither button is pressed.
source§impl Clone for GamepadVirtualAxis
impl Clone for GamepadVirtualAxis
source§fn clone(&self) -> GamepadVirtualAxis
fn clone(&self) -> GamepadVirtualAxis
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moresource§impl Debug for GamepadVirtualAxis
impl Debug for GamepadVirtualAxis
source§impl<'de> Deserialize<'de> for GamepadVirtualAxis
impl<'de> Deserialize<'de> for GamepadVirtualAxis
source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
source§impl FromReflect for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl FromReflect for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
source§fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
Self from a reflected value.source§fn take_from_reflect(
reflect: Box<dyn Reflect>,
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect>, ) -> Result<Self, Box<dyn Reflect>>
Self using,
constructing the value using from_reflect if that fails. Read moresource§impl GetTypeRegistration for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl GetTypeRegistration for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
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 Hash for GamepadVirtualAxis
impl Hash for GamepadVirtualAxis
source§impl PartialEq for GamepadVirtualAxis
impl PartialEq for GamepadVirtualAxis
source§impl Reflect for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl Reflect for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
source§fn as_any_mut(&mut self) -> &mut dyn Any
fn as_any_mut(&mut self) -> &mut dyn Any
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fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
source§fn as_reflect(&self) -> &dyn Reflect
fn as_reflect(&self) -> &dyn Reflect
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source§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
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fn reflect_kind(&self) -> ReflectKind
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fn reflect_ref(&self) -> ReflectRef<'_>
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fn reflect_mut(&mut self) -> ReflectMut<'_>
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fn apply(&mut self, value: &(dyn Reflect + 'static))
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fn reflect_hash(&self) -> Option<u64>
source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
source§impl<'de> RegisterTypeTag<'de, dyn Axislike> for GamepadVirtualAxis
impl<'de> RegisterTypeTag<'de, dyn Axislike> for GamepadVirtualAxis
source§fn register_typetag(registry: &mut InfallibleMapRegistry<dyn Axislike>)
fn register_typetag(registry: &mut InfallibleMapRegistry<dyn Axislike>)
InfallibleMapRegistry.source§impl Serialize for GamepadVirtualAxis
impl Serialize for GamepadVirtualAxis
source§impl Struct for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl Struct for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
source§fn field(&self, name: &str) -> Option<&dyn Reflect>
fn field(&self, name: &str) -> Option<&dyn Reflect>
name as a &dyn Reflect.source§fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
name as a
&mut dyn Reflect.source§fn field_at(&self, index: usize) -> Option<&dyn Reflect>
fn field_at(&self, index: usize) -> Option<&dyn Reflect>
index as a
&dyn Reflect.source§fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
index
as a &mut dyn Reflect.source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index.source§fn iter_fields(&self) -> FieldIter<'_>
fn iter_fields(&self) -> FieldIter<'_>
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct.source§impl TypePath for GamepadVirtualAxis
impl TypePath for GamepadVirtualAxis
source§fn type_path() -> &'static str
fn type_path() -> &'static str
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
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 GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl Typed for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
source§impl UserInput for GamepadVirtualAxis
impl UserInput for GamepadVirtualAxis
source§fn kind(&self) -> InputControlKind
fn kind(&self) -> InputControlKind
GamepadVirtualAxis acts as an axis input.
source§fn decompose(&self) -> BasicInputs
fn decompose(&self) -> BasicInputs
Returns the two GamepadButtonTypes used by this axis.
source§impl WithAxisProcessingPipelineExt for GamepadVirtualAxis
impl WithAxisProcessingPipelineExt for GamepadVirtualAxis
source§fn reset_processing_pipeline(self) -> Self
fn reset_processing_pipeline(self) -> Self
source§fn replace_processing_pipeline(
self,
processors: impl IntoIterator<Item = AxisProcessor>,
) -> Self
fn replace_processing_pipeline( self, processors: impl IntoIterator<Item = AxisProcessor>, ) -> Self
AxisProcessors.source§fn with_processor(self, processor: impl Into<AxisProcessor>) -> Self
fn with_processor(self, processor: impl Into<AxisProcessor>) -> Self
AxisProcessor as the next processing step.source§fn digital(self) -> Self
fn digital(self) -> Self
AxisProcessor::Digital processor as the next processing step,
similar to f32::signum but returning 0.0 for zero values.source§fn inverted(self) -> Self
fn inverted(self) -> Self
AxisProcessor::Inverted processor as the next processing step,
flipping the sign of values on the axis.source§fn sensitivity(self, sensitivity: f32) -> Self
fn sensitivity(self, sensitivity: f32) -> Self
AxisProcessor::Sensitivity processor as the next processing step,
multiplying values on the axis with the given sensitivity factor.source§fn with_bounds(self, min: f32, max: f32) -> Self
fn with_bounds(self, min: f32, max: f32) -> Self
AxisBounds processor as the next processing step,
restricting values within the range [min, max] on the axis.source§fn with_bounds_symmetric(self, threshold: f32) -> Self
fn with_bounds_symmetric(self, threshold: f32) -> Self
AxisBounds processor as the next processing step,
restricting values within the range [-threshold, threshold].source§fn at_least(self, min: f32) -> Self
fn at_least(self, min: f32) -> Self
AxisBounds processor as the next processing step,
restricting values to a minimum value.source§fn at_most(self, max: f32) -> Self
fn at_most(self, max: f32) -> Self
AxisBounds processor as the next processing step,
restricting values to a maximum value.source§fn with_deadzone(self, negative_max: f32, positive_min: f32) -> Self
fn with_deadzone(self, negative_max: f32, positive_min: f32) -> Self
AxisDeadZone processor as the next processing step,
excluding values within the dead zone range [negative_max, positive_min] on the axis,
treating them as zeros, then normalizing non-excluded input values into the “live zone”,
the remaining range within the AxisBounds::magnitude(1.0)
after dead zone exclusion. Read moresource§fn with_deadzone_symmetric(self, threshold: f32) -> Self
fn with_deadzone_symmetric(self, threshold: f32) -> Self
AxisDeadZone processor as the next processing step,
excluding values within the dead zone range [-threshold, threshold] on the axis,
treating them as zeros, then normalizing non-excluded input values into the “live zone”,
the remaining range within the AxisBounds::magnitude(1.0)
after dead zone exclusion. Read moresource§fn only_positive(self, positive_min: f32) -> Self
fn only_positive(self, positive_min: f32) -> Self
AxisDeadZone processor as the next processing step,
only passing positive values that greater than positive_min
and then normalizing them into the “live zone” range [positive_min, 1.0]. Read moresource§fn only_negative(self, negative_max: f32) -> Self
fn only_negative(self, negative_max: f32) -> Self
AxisDeadZone processor as the next processing step,
only passing negative values that less than negative_max
and then normalizing them into the “live zone” range [-1.0, negative_max]. Read moresource§fn with_deadzone_unscaled(self, negative_max: f32, positive_min: f32) -> Self
fn with_deadzone_unscaled(self, negative_max: f32, positive_min: f32) -> Self
AxisExclusion processor as the next processing step,
ignoring values within the dead zone range [negative_max, positive_min] on the axis,
treating them as zeros. Read moresource§fn with_deadzone_symmetric_unscaled(self, threshold: f32) -> Self
fn with_deadzone_symmetric_unscaled(self, threshold: f32) -> Self
AxisExclusion processor as the next processing step,
ignoring values within the dead zone range [-threshold, threshold] on the axis,
treating them as zeros. Read moresource§fn only_positive_unscaled(self, positive_min: f32) -> Self
fn only_positive_unscaled(self, positive_min: f32) -> Self
AxisExclusion processor as the next processing step,
only passing positive values that greater than positive_min. Read moresource§fn only_negative_unscaled(self, negative_max: f32) -> Self
fn only_negative_unscaled(self, negative_max: f32) -> Self
AxisExclusion processor as the next processing step,
only passing negative values that less than negative_max. Read moreimpl Eq for GamepadVirtualAxis
impl StructuralPartialEq for GamepadVirtualAxis
Auto Trait Implementations§
impl Freeze for GamepadVirtualAxis
impl !RefUnwindSafe for GamepadVirtualAxis
impl Send for GamepadVirtualAxis
impl Sync for GamepadVirtualAxis
impl Unpin for GamepadVirtualAxis
impl !UnwindSafe for GamepadVirtualAxis
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