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use bevy::{ |
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input::gamepad::{ |
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GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadButtonStateChangedEvent, |
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GamepadConnectionEvent, GamepadEvent, |
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}, |
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prelude::*, |
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}; |
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|
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fn main() { |
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App::new() |
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.add_plugins(DefaultPlugins) |
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.add_systems(Update, (gamepad_events, gamepad_ordered_events)) |
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.run(); |
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} |
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|
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fn gamepad_events( |
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mut connection_events: MessageReader<GamepadConnectionEvent>, |
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|
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mut axis_changed_events: MessageReader<GamepadAxisChangedEvent>, |
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|
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mut button_changed_events: MessageReader<GamepadButtonChangedEvent>, |
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|
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|
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|
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mut button_input_events: MessageReader<GamepadButtonStateChangedEvent>, |
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) { |
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for connection_event in connection_events.read() { |
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info!("{:?}", connection_event); |
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} |
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for axis_changed_event in axis_changed_events.read() { |
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info!( |
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"{:?} of {} is changed to {}", |
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axis_changed_event.axis, axis_changed_event.entity, axis_changed_event.value |
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); |
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} |
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for button_changed_event in button_changed_events.read() { |
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info!( |
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"{:?} of {} is changed to {}", |
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button_changed_event.button, button_changed_event.entity, button_changed_event.value |
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); |
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} |
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for button_input_event in button_input_events.read() { |
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info!("{:?}", button_input_event); |
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} |
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} |
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|
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|
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|
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|
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fn gamepad_ordered_events(mut gamepad_events: MessageReader<GamepadEvent>) { |
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for gamepad_event in gamepad_events.read() { |
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match gamepad_event { |
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GamepadEvent::Connection(connection_event) => info!("{:?}", connection_event), |
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GamepadEvent::Button(button_event) => info!("{:?}", button_event), |
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GamepadEvent::Axis(axis_event) => info!("{:?}", axis_event), |
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} |
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} |
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} |