|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˘)
});
}