bevy_input::gamepad

Struct Gamepad

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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§

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impl Gamepad

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pub fn vendor_id(&self) -> Option<u16>

Returns the USB vendor ID as assigned by the USB-IF, if available.

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pub fn product_id(&self) -> Option<u16>

Returns the USB product ID as assigned by the vendor, if available.

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pub fn get(&self, input: impl Into<GamepadInput>) -> Option<f32>

Returns the analog data of the provided GamepadAxis or GamepadButton.

This will be clamped between [Axis::MIN,Axis::MAX].

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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.

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pub fn left_stick(&self) -> Vec2

Returns the left stick as a Vec2

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pub fn right_stick(&self) -> Vec2

Returns the right stick as a Vec2

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pub fn dpad(&self) -> Vec2

Returns the directional pad as a Vec2

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pub fn pressed(&self, button_type: GamepadButton) -> bool

Returns true if the GamepadButton has been pressed.

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pub fn any_pressed( &self, button_inputs: impl IntoIterator<Item = GamepadButton>, ) -> bool

Returns true if any item in the GamepadButton iterator has been pressed.

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pub fn all_pressed( &self, button_inputs: impl IntoIterator<Item = GamepadButton>, ) -> bool

Returns true if all items in the GamepadButton iterator have been pressed.

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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.

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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.

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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.

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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.

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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.

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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.

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pub fn get_pressed(&self) -> impl Iterator<Item = &GamepadButton>

Returns an iterator over all digital buttons that are pressed.

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pub fn get_just_pressed(&self) -> impl Iterator<Item = &GamepadButton>

Returns an iterator over all digital buttons that were just pressed.

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pub fn get_just_released(&self) -> impl Iterator<Item = &GamepadButton>

Returns an iterator over all digital buttons that were just released.

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pub fn get_analog_axes(&self) -> impl Iterator<Item = &GamepadInput>

Returns an iterator over all analog axes.

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pub fn digital(&self) -> &ButtonInput<GamepadButton>

ButtonInput of GamepadButton representing their digital state

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pub fn digital_mut(&mut self) -> &mut ButtonInput<GamepadButton>

Mutable ButtonInput of GamepadButton representing their digital state. Useful for mocking inputs.

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pub fn analog(&self) -> &Axis<GamepadInput>

Axis of GamepadButton representing their analog state.

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pub fn analog_mut(&mut self) -> &mut Axis<GamepadInput>

Mutable Axis of GamepadButton representing their analog state. Useful for mocking inputs.

Trait Implementations§

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impl Component for Gamepad
where Self: Send + Sync + 'static,

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

A constant indicating the storage type used for this component.
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fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )

Registers required components.
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fn register_component_hooks(hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Debug for Gamepad

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Gamepad

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl FromReflect for Gamepad
where Gamepad: Any + Send + Sync, Option<u16>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, ButtonInput<GamepadButton>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Axis<GamepadInput>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn from_reflect(reflect: &dyn PartialReflect) -> Option<Self>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for Gamepad
where Gamepad: Any + Send + Sync, Option<u16>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, ButtonInput<GamepadButton>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Axis<GamepadInput>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl PartialReflect for Gamepad
where Gamepad: Any + Send + Sync, Option<u16>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, ButtonInput<GamepadButton>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Axis<GamepadInput>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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Clones the value as a Reflect trait object. Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result

Debug formatter for the value. Read more
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Applies a reflected value to this value. Read more
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Returns a hash of the value (which includes the type). Read more
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Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Reflect for Gamepad
where Gamepad: Any + Send + Sync, Option<u16>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, ButtonInput<GamepadButton>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Axis<GamepadInput>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_any(self: Box<Self>) -> Box<dyn Any>

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Casts this type to a boxed, fully-reflected value.
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Casts this type to a mutable, fully-reflected value.
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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impl Struct for Gamepad
where Gamepad: Any + Send + Sync, Option<u16>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, ButtonInput<GamepadButton>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Axis<GamepadInput>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn field(&self, name: &str) -> Option<&dyn PartialReflect>

Returns a reference to the value of the field named name as a &dyn PartialReflect.
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Returns a mutable reference to the value of the field named name as a &mut dyn PartialReflect.
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Returns a reference to the value of the field with index index as a &dyn PartialReflect.
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Returns a mutable reference to the value of the field with index index as a &mut dyn PartialReflect.
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Returns the name of the field with index index.
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Returns the number of fields in the struct.
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Returns an iterator over the values of the reflectable fields for this struct.
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Clones the struct into a DynamicStruct.
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>

Will return None if TypeInfo is not available.
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impl TypePath for Gamepad
where Gamepad: Any + Send + Sync,

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Returns the fully qualified path of the underlying type. Read more
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Returns a short, pretty-print enabled path to the type. Read more
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Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for Gamepad
where Gamepad: Any + Send + Sync, Option<u16>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, ButtonInput<GamepadButton>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Axis<GamepadInput>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

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fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )

Registers components that are required by the components in this Bundle.
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Gets this Bundle’s component ids. This will be None if the component has not been registered.
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