pub struct GamepadControlAxis {
pub axis: GamepadAxis,
pub processors: Vec<AxisProcessor>,
}Expand description
A wrapper around a specific GamepadAxis (e.g., left stick X-axis, right stick 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.
use bevy::prelude::*;
use bevy::input::InputPlugin;
use leafwing_input_manager::prelude::*;
let mut app = App::new();
app.add_plugins(InputPlugin);
// Y-axis movement on left stick
let input = GamepadControlAxis::LEFT_Y;
// Movement on the chosen axis activates the input
GamepadControlAxis::LEFT_Y.set_value(app.world_mut(), 1.0);
app.update();
assert_eq!(app.read_axis_value(input), 1.0);
// You can configure a processing pipeline (e.g., doubling the value)
let doubled = GamepadControlAxis::LEFT_Y.sensitivity(2.0);
assert_eq!(app.read_axis_value(doubled), 2.0);Fields§
§axis: GamepadAxisThe wrapped axis.
processors: Vec<AxisProcessor>A processing pipeline that handles input values.
Implementations§
Source§impl GamepadControlAxis
impl GamepadControlAxis
Sourcepub const LEFT_X: Self
pub const LEFT_X: Self
The horizontal axis (X-axis) of the left stick. No processing is applied to raw data from the gamepad.
Sourcepub const LEFT_Y: Self
pub const LEFT_Y: Self
The vertical axis (Y-axis) of the left stick. No processing is applied to raw data from the gamepad.
Sourcepub const LEFT_Z: Self
pub const LEFT_Z: Self
The left Z button. No processing is applied to raw data from the gamepad.
Sourcepub const RIGHT_X: Self
pub const RIGHT_X: Self
The horizontal axis (X-axis) of the right stick. No processing is applied to raw data from the gamepad.
Sourcepub const RIGHT_Y: Self
pub const RIGHT_Y: Self
The vertical axis (Y-axis) of the right stick. No processing is applied to raw data from the gamepad.
Sourcepub const RIGHT_Z: Self
pub const RIGHT_Z: Self
The right Z button. No processing is applied to raw data from the gamepad.
Sourcepub const fn new(axis: GamepadAxis) -> Self
pub const fn new(axis: GamepadAxis) -> Self
Creates a GamepadControlAxis for continuous input from the given axis.
No processing is applied to raw data from the gamepad.
Trait Implementations§
Source§impl Axislike for GamepadControlAxis
impl Axislike for GamepadControlAxis
Source§fn get_value(
&self,
input_store: &CentralInputStore,
gamepad: Entity,
) -> Option<f32>
fn get_value( &self, input_store: &CentralInputStore, gamepad: Entity, ) -> Option<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<Entity>,
)
fn set_value_as_gamepad( &self, world: &mut World, value: f32, gamepad: Option<Entity>, )
Sends a RawGamepadEvent::Axis message with the specified value on the provided gamepad.
Source§impl Clone for GamepadControlAxis
impl Clone for GamepadControlAxis
Source§fn clone(&self) -> GamepadControlAxis
fn clone(&self) -> GamepadControlAxis
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for GamepadControlAxis
impl Debug for GamepadControlAxis
Source§impl<'de> Deserialize<'de> for GamepadControlAxis
impl<'de> Deserialize<'de> for GamepadControlAxis
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 GamepadControlAxis
impl FromReflect for GamepadControlAxis
Source§fn from_reflect(reflect: &dyn PartialReflect) -> Option<Self>
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 GamepadControlAxis
impl GetTypeRegistration for GamepadControlAxis
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 GamepadControlAxis
impl Hash for GamepadControlAxis
Source§impl PartialEq for GamepadControlAxis
impl PartialEq for GamepadControlAxis
Source§impl PartialReflect for GamepadControlAxis
impl PartialReflect for GamepadControlAxis
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(&mut self, value: &dyn PartialReflect) -> Result<(), ApplyError>
fn try_apply(&mut self, value: &dyn PartialReflect) -> Result<(), ApplyError>
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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 reflect_owned(self: Box<Self>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<Self>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Self>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
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fn try_as_reflect(&self) -> Option<&dyn Reflect>
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fn as_partial_reflect(&self) -> &dyn PartialReflect
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fn reflect_partial_eq(&self, value: &dyn PartialReflect) -> Option<bool>
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fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
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fn apply(&mut self, value: &(dyn PartialReflect + 'static))
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fn to_dynamic(&self) -> Box<dyn PartialReflect>
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fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
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fn reflect_hash(&self) -> Option<u64>
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Source§impl Reflect for GamepadControlAxis
impl Reflect for GamepadControlAxis
Source§fn as_any_mut(&mut self) -> &mut dyn Any
fn as_any_mut(&mut self) -> &mut dyn Any
&mut dyn Any. Read moreSource§fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
Source§fn as_reflect(&self) -> &dyn Reflect
fn as_reflect(&self) -> &dyn Reflect
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 Axislike> for GamepadControlAxis
impl<'de> RegisterTypeTag<'de, dyn Axislike> for GamepadControlAxis
Source§fn register_typetag(registry: &mut InfallibleMapRegistry<dyn Axislike>)
fn register_typetag(registry: &mut InfallibleMapRegistry<dyn Axislike>)
InfallibleMapRegistry.Source§impl Serialize for GamepadControlAxis
impl Serialize for GamepadControlAxis
Source§impl Struct for GamepadControlAxis
impl Struct for GamepadControlAxis
Source§fn field(&self, name: &str) -> Option<&dyn PartialReflect>
fn field(&self, name: &str) -> Option<&dyn PartialReflect>
name as a &dyn PartialReflect.Source§fn field_mut(&mut self, name: &str) -> Option<&mut dyn PartialReflect>
fn field_mut(&mut self, name: &str) -> Option<&mut dyn PartialReflect>
name as a
&mut dyn PartialReflect.Source§fn field_at(&self, index: usize) -> Option<&dyn PartialReflect>
fn field_at(&self, index: usize) -> Option<&dyn PartialReflect>
index as a
&dyn PartialReflect.Source§fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn PartialReflect>
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fn name_at(&self, index: usize) -> Option<&str>
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fn iter_fields(&self) -> FieldIter<'_>
Source§fn to_dynamic_struct(&self) -> DynamicStruct
fn to_dynamic_struct(&self) -> DynamicStruct
DynamicStruct from this struct.Source§fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
None if TypeInfo is not available.Source§impl TypePath for GamepadControlAxis
impl TypePath for GamepadControlAxis
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 GamepadControlAxis
impl Typed for GamepadControlAxis
Source§impl UserInput for GamepadControlAxis
impl UserInput for GamepadControlAxis
Source§fn kind(&self) -> InputControlKind
fn kind(&self) -> InputControlKind
GamepadControlAxis acts as an axis input.
Source§fn decompose(&self) -> BasicInputs
fn decompose(&self) -> BasicInputs
GamepadControlAxis represents a composition of two GamepadControlDirections.
Source§impl WithAxisProcessingPipelineExt for GamepadControlAxis
impl WithAxisProcessingPipelineExt for GamepadControlAxis
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 GamepadControlAxis
impl StructuralPartialEq for GamepadControlAxis
Auto Trait Implementations§
impl Freeze for GamepadControlAxis
impl !RefUnwindSafe for GamepadControlAxis
impl Send for GamepadControlAxis
impl Sync for GamepadControlAxis
impl Unpin for GamepadControlAxis
impl !UnwindSafe for GamepadControlAxis
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