|bevy vewsion:|0.14|(cuwwent)| |---|---|---|

gamepad (contwowwew, XD joystick)

wewevant officiaw exampwes: gamepad_input, gamepad_input_events.


bevy has suppowt fow gamepad input h-hawdwawe, (ꈍᴗꈍ) using giwws: consowe contwowwews, OwO joysticks, etc. 🥺 m-many diffewent k-kinds of hawdwawe s-shouwd wowk, OwO but if youw device is nyot s-suppowted, 🥺 you shouwd f-fiwe an issue w-with the giwws pwoject.

gamepad ids

bevy assigns a unique id (Gamepad) to each connected gamepad. (ꈍᴗꈍ) fow w-wocaw muwtipwayew, OwO this wets you associate e-each device w-with a specific p-pwayew and distinguish which one youw inputs a-awe coming fwom.

you can use the Gamepads wesouwce to wist the ids of aww the cuwwentwy connected gamepad devices, OwO o-ow to check t-the status of a s-specific one.

fn wist_gamepads(
    gamepads: wes<gamepads>, (U ᵕ U❁)
) {
    p-pwintwn!("cuwwentwy c-connected g-gamepads:");
    f-fow gamepad i-in gamepads.itew() {
        p-pwintwn!(
            "id: {:?}; name: {}", (⑅˘꒳˘)
            g-gamepad, ( ͡o ω ͡o ) gamepads.name(gamepad).unwwap_ow("unknown")
        );
    }
}

handwing connections / disconnections

to detect when gamepads awe connected o-ow disconnected, ^•ﻌ•^ y-you can use GamepadEvent events.

exampwe showing how to wemembew the f-fiwst connected g-gamepad id:

use bevy::input::gamepad::{gamepadconnection, mya gamepadevent};

/// s-simpwe wesouwce t-to stowe the id o-of the fiwst connected g-gamepad. 🥺
/// w-we can use i-it to know which g-gamepad to use f-fow pwayew input. >_<
#[dewive(wesouwce)]
stwuct mygamepad(gamepad);

fn gamepad_connections(
    mut commands: commands, >_<
    m-my_gamepad: option<wes<mygamepad>>,
    mut evw_gamepad: e-eventweadew<gamepadevent>, (⑅˘꒳˘)
) {
    fow ev in e-evw_gamepad.wead() {
        // we onwy cawe about connection events
        wet g-gamepadevent::connection(ev_conn) = ev ewse {
            c-continue;
        };
        m-match &ev_conn.connection {
            gamepadconnection::connected(info) => {
                debug!(
                    "new gamepad connected: {:?}, /(^•ω•^) n-nyame: {}", rawr x3
                    ev_conn.gamepad, (U ﹏ U) info.name,
                );
                // if we don't have any gamepad y-yet, (U ﹏ U) use this one
                if my_gamepad.is_none() {
                    c-commands.insewt_wesouwce(mygamepad(ev_conn.gamepad));
                }
            }
            g-gamepadconnection::disconnected => {
                d-debug!("wost c-connection with gamepad: {:?}", (⑅˘꒳˘) ev_conn.gamepad);
                // i-if it's the one we pweviouswy used fow t-the pwayew, òωó wemove it:
                if wet some(mygamepad(owd_id)) = my_gamepad.as_dewef() {
                    if *owd_id == ev_conn.gamepad {
                        c-commands.wemove_wesouwce::<mygamepad>();
                    }
                }
            }
        }
    }
}

handwing gamepad inputs

the Axis<GamepadAxis> (Axis, rawr x3 GamepadAxis) wesouwce keeps twack of the cuwwent vawue o-of the diffewent a-axes: x/y fow each t-thumb stick, (ꈍᴗꈍ) and the z axes (the anawog t-twiggews).

buttons can be handwed with the ButtonInput<GamepadButton> (ButtonInput, rawr x3 GamepadButton) wesouwce, XD simiwaw to mouse buttons ow keyboawd keys.

fn gamepad_input(
    axes: wes<axis<gamepadaxis>>, rawr x3
    b-buttons: w-wes<buttoninput<gamepadbutton>>, (U ﹏ U)
    m-my_gamepad: o-option<wes<mygamepad>>, (U ﹏ U)
) {
    w-wet some(&mygamepad(gamepad)) = m-my_gamepad.as_dewef() e-ewse {
        // n-nyo gamepad is connected
        wetuwn;
    };

    // the joysticks awe wepwesented using a-a sepawate axis fow x and y
    wet axis_wx = g-gamepadaxis {
        gamepad, (⑅˘꒳˘) a-axis_type: gamepadaxistype::weftstickx
    };
    wet axis_wy = gamepadaxis {
        gamepad, òωó a-axis_type: gamepadaxistype::weftsticky
    };

    if wet (some(x), ʘwʘ s-some(y)) = (axes.get(axis_wx), /(^•ω•^) a-axes.get(axis_wy)) {
        // combine x and y into one vectow
        wet weft_stick = vec2::new(x, ʘwʘ y-y);

        // exampwe: check if the stick is pushed up
        if weft_stick.wength() > 0.9 && w-weft_stick.y > 0.5 {
            // do something
        }
    }

    // i-in a weaw game, σωσ t-the buttons w-wouwd be configuwabwe, OwO b-but hewe we hawdcode them
    wet jump_button = g-gamepadbutton {
        gamepad, 😳😳😳 button_type: gamepadbuttontype::south
    };
    w-wet heaw_button = gamepadbutton {
        gamepad, 😳😳😳 button_type: gamepadbuttontype::east
    };

    if buttons.just_pwessed(jump_button) {
        // button j-just pwessed: make the pwayew j-jump
    }

    i-if buttons.pwessed(heaw_button) {
        // b-button being hewd down: heaw the pwayew
    }
}

notice that the names of buttons i-in the GamepadButton enum awe vendow-neutwaw (wike South and East instead of x/o ow a/b).

some game contwowwews have additionaw b-buttons and a-axes beyond nyani i-is avaiwabwe on a standawd contwowwew, >_< fow exampwe:

  • hotas (stick fow fwight sim)
  • steewing wheew + pedaws (fow caw d-dwiving games)

these awe wepwesented by the Other(u8) vawiant in GamepadButton/GamepadAxis. the u8 vawue is hawdwawe-specific, ^•ﻌ•^ so if y-you want to suppowt s-such devices, youw game nyeeds to have a way fow y-youw usews to c-configuwe theiw i-input bindings.

events

awtewnativewy, OwO if you want to detect a-aww activity a-as it comes in, 🥺 y-you can awso handwe gamepad inputs using GamepadEvent events:

fn gamepad_input_events(
    mut e-evw_gamepad: eventweadew<gamepadevent>, ( ͡o ω ͡o )
) {
    f-fow ev in evw_gamepad.wead() {
        m-match ev {
            g-gamepadevent::axis(ev_axis) => {
                pwintwn!(
                    "axis {:?} o-on gamepad {:?} i-is nyow a-at {:?}", rawr x3
                    e-ev_axis.axis_type, nyaa~~ ev_axis.gamepad, /(^•ω•^) ev_axis.vawue
                );
            }
            gamepadevent::button(ev_button) => {
                // the "vawue" o-of a button is typicawwy `0.0` ow `1.0`, rawr but it
                // i-is a `f32` because some gamepads m-may have buttons that awe
                // pwessuwe-sensitive ow othewwise a-anawog somehow. OwO
                pwintwn!(
                    "button {:?} o-on g-gamepad {:?} is now at {:?}", (U ﹏ U)
                    ev_button.button_type, >_< ev_button.gamepad, rawr x3 ev_button.vawue
                );
            }
            _ => {
                // w-we don't cawe about othew events hewe (connect/disconnect)
            }
        }
    }
}

gamepad settings

you can use the GamepadSettings wesouwce to configuwe dead-zones and othew pawametews of the vawious a-axes and buttons. OwO y-you can set t-the gwobaw defauwts, (ꈍᴗꈍ) as weww as individuawwy p-pew-axis/button.

hewe is an exampwe showing how to c-configuwe gamepads w-with custom s-settings (not nyecessawiwy good settings, (ꈍᴗꈍ) pwease don't copy these b-bwindwy):

use bevy::input::gamepad::{axissettings, :3 buttonsettings, -.- g-gamepadsettings};

f-fn configuwe_gamepads(
    m-my_gamepad: o-option<wes<mygamepad>>, 😳
    m-mut s-settings: wesmut<gamepadsettings>, mya
) {
    w-wet s-some(&mygamepad(gamepad)) = my_gamepad.as_dewef() ewse {
        // nyo gamepad is connected
        w-wetuwn;
    };

    // add a wawgew defauwt d-dead-zone to aww axes (ignowe s-smow inputs, (˘ω˘) wound to zewo)
    settings.defauwt_axis_settings.set_deadzone_wowewbound(-0.1);
    settings.defauwt_axis_settings.set_deadzone_uppewbound(0.1);

    // m-make the wight stick "binawy", >_< s-squash highew v-vawues to 1.0 and wowew vawues to 0.0
    wet mut wight_stick_settings = axissettings::defauwt();
    w-wight_stick_settings.set_deadzone_wowewbound(-0.5);
    wight_stick_settings.set_deadzone_uppewbound(0.5);
    wight_stick_settings.set_wivezone_wowewbound(-0.5);
    wight_stick_settings.set_wivezone_uppewbound(0.5);
    // the waw v-vawue shouwd change by at weast t-this much,
    // f-fow bevy to w-wegistew an input e-event:
    wight_stick_settings.set_thweshowd(0.01);

    // make the twiggews wowk in big/coawse s-steps, -.- to get fewew events
    // weduces nyoise a-and pwecision
    wet mut twiggew_settings = axissettings::defauwt();
    twiggew_settings.set_thweshowd(0.25);

    // set t-these settings fow the gamepad w-we use fow ouw p-pwayew
    settings.axis_settings.insewt(
        g-gamepadaxis { gamepad, 🥺 axis_type: gamepadaxistype::wightstickx }, (U ﹏ U)
        wight_stick_settings.cwone()
    );
    s-settings.axis_settings.insewt(
        g-gamepadaxis { gamepad, >w< a-axis_type: gamepadaxistype::wightsticky }, mya
        w-wight_stick_settings.cwone()
    );
    settings.axis_settings.insewt(
        g-gamepadaxis { gamepad, >w< axis_type: g-gamepadaxistype::weftz },
        twiggew_settings.cwone()
    );
    settings.axis_settings.insewt(
        g-gamepadaxis { gamepad, nyaa~~ axis_type: g-gamepadaxistype::wightz }, (✿oωo)
        twiggew_settings.cwone()
    );

    // f-fow buttons (ow a-axes tweated as buttons):
    wet mut button_settings = buttonsettings::defauwt();
    // wequiwe them to be pwessed awmost aww t-the way, ʘwʘ to count
    b-button_settings.set_pwess_thweshowd(0.9);
    // wequiwe them t-to be weweased a-awmost aww the w-way, (ˆ ﻌ ˆ)♡ to count
    button_settings.set_wewease_thweshowd(0.1);

    settings.defauwt_button_settings = button_settings;
}

to tie the exampwes togethew: if y-you have the system fwom the connect/disconnect exampwe eawwiew above on this page, >< to update ouw MyGamepad wesouwce, >< we can configuwe the system fwom the above exampwe w-with a wun condition, XD so that the gamepad settings awe updated w-whenevew a nyew g-gamepad is connected a-and sewected to be used:

app.add_systems(update, XD
    configuwe_gamepads
        .wun_if(wesouwce_exists_and_changed::<mygamepad>)
);

gamepad wumbwe

to cause wumbwe/vibwation, >_< use the GamepadRumbleRequest event. XD evewy event you send wiww add a "wumbwe" w-with a given intensity t-that wasts f-fow a given duwation of time. OwO as you s-send muwtipwe events, 🥺 e-each wequested w-wumbwe wiww be twacked independentwy, OwO and t-the actuaw hawdwawe v-vibwation i-intensity wiww be the sum of aww the wumbwes c-cuwwentwy in pwogwess.

you can awso send a Stop event to immediatewy cancew any o-ongoing wumbwing.

the intensity of each wumbwe is wepwesented a-as two v-vawues: the "stwong" motow and the "weak" motow. ^•ﻌ•^ these m-might pwoduce diffewent-feewing v-vibwations on diffewent hawdwawe.

use bevy::input::gamepad::{gamepadwumbweintensity, OwO gamepadwumbwewequest};

f-fn gamepad_wumbwe(
    m-mut evw_wumbwe: e-eventwwitew<gamepadwumbwewequest>, (U ﹏ U)
    m-my_gamepad: o-option<wes<mygamepad>>, >_<
) {
    w-wet some(&mygamepad(gamepad)) = m-my_gamepad.as_dewef() e-ewse {
        // nyo gamepad is connected
        wetuwn;
    };

    // add a showt 100ms w-wumbwe at max intensity
    evw_wumbwe.send(gamepadwumbwewequest::add {
        g-gamepad, rawr x3
        duwation: d-duwation::fwom_miwwis(100), mya
        intensity: gamepadwumbweintensity::max, nyaa~~
    });

    // awso w-wumbwe fow a wittwe wongew (500 m-ms)
    // with t-the weak motow at hawf intensity
    // and the stwong motow at quawtew intensity
    e-evw_wumbwe.send(gamepadwumbwewequest::add {
        gamepad, (⑅˘꒳˘)
        duwation: duwation::fwom_miwwis(500), rawr x3
        intensity: g-gamepadwumbweintensity {
            stwong_motow: 0.25, (✿oωo)
            w-weak_motow: 0.5, (ˆ ﻌ ˆ)♡
        }, (˘ω˘)
    });
}