pub struct GamepadControlDirection {
pub axis: GamepadAxis,
pub direction: AxisDirection,
pub threshold: f32,
}
Expand description
Provides button-like behavior for a specific direction on a GamepadAxis
.
By default, it reads from any connected gamepad.
Use the InputMap::set_gamepad
for specific ones.
use bevy::prelude::*;
use bevy::input::InputPlugin;
use bevy::input::gamepad::GamepadEvent;
use leafwing_input_manager::prelude::*;
let mut app = App::new();
app.add_plugins(InputPlugin);
// Positive Y-axis movement on left stick
let input = GamepadControlDirection::LEFT_UP;
// Movement in the opposite direction doesn't activate the input
GamepadControlAxis::LEFT_Y.set_value(app.world_mut(), -1.0);
app.update();
assert!(!app.read_pressed(input));
// Movement in the chosen direction activates the input
GamepadControlAxis::LEFT_Y.set_value(app.world_mut(), 1.0);
app.update();
assert!(app.read_pressed(input));
Fields§
§axis: GamepadAxis
The axis that this input tracks.
direction: AxisDirection
The direction of the axis to monitor (positive or negative).
threshold: f32
The threshold value for the direction to be considered pressed. Must be non-negative.
Implementations§
Source§impl GamepadControlDirection
impl GamepadControlDirection
Sourcepub const LEFT_RIGHT: Self
pub const LEFT_RIGHT: Self
“Right” on the left analog stick (positive X-axis movement).
Sourcepub const RIGHT_DOWN: Self
pub const RIGHT_DOWN: Self
“Down” on the right analog stick (negative Y-axis movement).
Sourcepub const RIGHT_LEFT: Self
pub const RIGHT_LEFT: Self
“Left” on the right analog stick (negative X-axis movement).
Sourcepub const RIGHT_RIGHT: Self
pub const RIGHT_RIGHT: Self
“Right” on the right analog stick (positive X-axis movement).
Sourcepub const fn negative(axis: GamepadAxis) -> Self
pub const fn negative(axis: GamepadAxis) -> Self
Creates a GamepadControlDirection
triggered by a negative value on the specified axis
.
Sourcepub const fn positive(axis: GamepadAxis) -> Self
pub const fn positive(axis: GamepadAxis) -> Self
Creates a GamepadControlDirection
triggered by a positive value on the specified axis
.
Trait Implementations§
Source§impl Buttonlike for GamepadControlDirection
impl Buttonlike for GamepadControlDirection
Source§fn pressed(&self, input_store: &CentralInputStore, gamepad: Entity) -> bool
fn pressed(&self, input_store: &CentralInputStore, gamepad: Entity) -> bool
Checks if there is any recent stick movement along the specified direction.
Source§fn press_as_gamepad(&self, world: &mut World, gamepad: Option<Entity>)
fn press_as_gamepad(&self, world: &mut World, gamepad: Option<Entity>)
Sends a RawGamepadEvent::Axis
event with a magnitude of 1.0 for the specified direction on the provided gamepad Entity
.
Source§fn release_as_gamepad(&self, world: &mut World, gamepad: Option<Entity>)
fn release_as_gamepad(&self, world: &mut World, gamepad: Option<Entity>)
Sends a RawGamepadEvent::Axis
event with a magnitude of 0.0 for the specified direction.
Source§fn released(&self, input_store: &CentralInputStore, gamepad: Entity) -> bool
fn released(&self, input_store: &CentralInputStore, gamepad: Entity) -> bool
Source§fn value(&self, input_store: &CentralInputStore, gamepad: Entity) -> f32
fn value(&self, input_store: &CentralInputStore, gamepad: Entity) -> f32
f32
. Read moreSource§fn press(&self, world: &mut World)
fn press(&self, world: &mut World)
Source§impl Clone for GamepadControlDirection
impl Clone for GamepadControlDirection
Source§fn clone(&self) -> GamepadControlDirection
fn clone(&self) -> GamepadControlDirection
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Debug for GamepadControlDirection
impl Debug for GamepadControlDirection
Source§impl<'de> Deserialize<'de> for GamepadControlDirection
impl<'de> Deserialize<'de> for GamepadControlDirection
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 GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromReflect for GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn from_reflect(reflect: &dyn PartialReflect) -> Option<Self>
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetTypeRegistration for GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetTypeRegistration for GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + 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 GamepadControlDirection
impl Hash for GamepadControlDirection
Source§impl PartialEq for GamepadControlDirection
impl PartialEq for GamepadControlDirection
Source§impl PartialReflect for GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl PartialReflect for GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn is_dynamic(&self) -> bool
Source§impl Reflect for GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Reflect for GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn as_any_mut(&mut self) -> &mut dyn Any
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Source§fn as_reflect_mut(&mut self) -> &mut dyn Reflect
fn as_reflect_mut(&mut self) -> &mut dyn Reflect
Source§impl<'de> RegisterTypeTag<'de, dyn Buttonlike> for GamepadControlDirection
impl<'de> RegisterTypeTag<'de, dyn Buttonlike> for GamepadControlDirection
Source§fn register_typetag(registry: &mut InfallibleMapRegistry<dyn Buttonlike>)
fn register_typetag(registry: &mut InfallibleMapRegistry<dyn Buttonlike>)
InfallibleMapRegistry
.Source§impl Serialize for GamepadControlDirection
impl Serialize for GamepadControlDirection
Source§impl Struct for GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Struct for GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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&mut dyn PartialReflect
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
None
if TypeInfo
is not available.Source§impl TypePath for GamepadControlDirection
impl TypePath for GamepadControlDirection
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
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fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
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fn crate_name() -> Option<&'static str>
Source§impl Typed for GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Typed for GamepadControlDirectionwhere
GamepadControlDirection: Any + Send + Sync,
GamepadAxis: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
AxisDirection: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl UserInput for GamepadControlDirection
impl UserInput for GamepadControlDirection
Source§fn kind(&self) -> InputControlKind
fn kind(&self) -> InputControlKind
GamepadControlDirection
acts as a virtual button.
Source§fn decompose(&self) -> BasicInputs
fn decompose(&self) -> BasicInputs
GamepadControlDirection
represents a simple virtual button.
impl Copy for GamepadControlDirection
impl Eq for GamepadControlDirection
impl StructuralPartialEq for GamepadControlDirection
Auto Trait Implementations§
impl Freeze for GamepadControlDirection
impl RefUnwindSafe for GamepadControlDirection
impl Send for GamepadControlDirection
impl Sync for GamepadControlDirection
impl Unpin for GamepadControlDirection
impl UnwindSafe for GamepadControlDirection
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