pub struct GamepadControlDirection {
pub axis: GamepadAxisType,
pub side: AxisDirection,
}
Expand description
Provides button-like behavior for a specific direction on a GamepadAxisType
.
By default, it reads from any connected gamepad.
Use the InputMap::set_gamepad
for specific ones.
use bevy::prelude::*;
use bevy::input::InputPlugin;
use bevy::input::gamepad::GamepadEvent;
use leafwing_input_manager::prelude::*;
let mut app = App::new();
app.add_plugins(InputPlugin);
// Positive Y-axis movement on left stick
let input = GamepadControlDirection::LEFT_UP;
// Movement in the opposite direction doesn't activate the input
GamepadControlAxis::LEFT_Y.set_value(app.world_mut(), -1.0);
app.update();
assert!(!app.read_pressed(input));
// Movement in the chosen direction activates the input
GamepadControlAxis::LEFT_Y.set_value(app.world_mut(), 1.0);
app.update();
assert!(app.read_pressed(input));
Fields§
§axis: GamepadAxisType
The axis that this input tracks.
side: AxisDirection
The direction of the axis to monitor (positive or negative).
Implementations§
source§impl GamepadControlDirection
impl GamepadControlDirection
sourcepub const LEFT_RIGHT: Self = _
pub const LEFT_RIGHT: Self = _
“Right” on the left analog stick (positive X-axis movement).
sourcepub const RIGHT_DOWN: Self = _
pub const RIGHT_DOWN: Self = _
“Down” on the right analog stick (negative Y-axis movement).
sourcepub const RIGHT_LEFT: Self = _
pub const RIGHT_LEFT: Self = _
“Left” on the right analog stick (negative X-axis movement).
sourcepub const RIGHT_RIGHT: Self = _
pub const RIGHT_RIGHT: Self = _
“Right” on the right analog stick (positive X-axis movement).
sourcepub const fn negative(axis: GamepadAxisType) -> Self
pub const fn negative(axis: GamepadAxisType) -> Self
Creates a GamepadControlDirection
triggered by a negative value on the specified axis
.
sourcepub const fn positive(axis: GamepadAxisType) -> Self
pub const fn positive(axis: GamepadAxisType) -> Self
Creates a GamepadControlDirection
triggered by a positive value on the specified axis
.
Trait Implementations§
source§impl Buttonlike for GamepadControlDirection
impl Buttonlike for GamepadControlDirection
source§fn pressed(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> bool
fn pressed(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> bool
Checks if there is any recent stick movement along the specified direction.
source§fn press_as_gamepad(&self, world: &mut World, gamepad: Option<Gamepad>)
fn press_as_gamepad(&self, world: &mut World, gamepad: Option<Gamepad>)
Sends a GamepadEvent::Axis
event with a magnitude of 1.0 for the specified direction on the provided Gamepad
.
source§fn release_as_gamepad(&self, world: &mut World, gamepad: Option<Gamepad>)
fn release_as_gamepad(&self, world: &mut World, gamepad: Option<Gamepad>)
Sends a GamepadEvent::Axis
event with a magnitude of 0.0 for the specified direction.
source§fn released(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> bool
fn released(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> bool
source§impl Clone for GamepadControlDirection
impl Clone for GamepadControlDirection
source§fn clone(&self) -> GamepadControlDirection
fn clone(&self) -> GamepadControlDirection
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for GamepadControlDirection
impl Debug for GamepadControlDirection
source§impl<'de> Deserialize<'de> for GamepadControlDirection
impl<'de> Deserialize<'de> for GamepadControlDirection
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 GamepadControlDirectionwhere
Self: Any + Send + Sync,
GamepadAxisType: FromReflect + TypePath + RegisterForReflection,
AxisDirection: FromReflect + TypePath + RegisterForReflection,
impl FromReflect for GamepadControlDirectionwhere
Self: Any + Send + Sync,
GamepadAxisType: FromReflect + TypePath + RegisterForReflection,
AxisDirection: FromReflect + TypePath + RegisterForReflection,
source§fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
Self
from a reflected value.source§fn take_from_reflect(
reflect: Box<dyn Reflect>,
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect>, ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moresource§impl GetTypeRegistration for GamepadControlDirectionwhere
Self: Any + Send + Sync,
GamepadAxisType: FromReflect + TypePath + RegisterForReflection,
AxisDirection: FromReflect + TypePath + RegisterForReflection,
impl GetTypeRegistration for GamepadControlDirectionwhere
Self: Any + Send + Sync,
GamepadAxisType: FromReflect + TypePath + RegisterForReflection,
AxisDirection: FromReflect + TypePath + RegisterForReflection,
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 GamepadControlDirection
impl Hash for GamepadControlDirection
source§impl PartialEq for GamepadControlDirection
impl PartialEq for GamepadControlDirection
source§impl Reflect for GamepadControlDirectionwhere
Self: Any + Send + Sync,
GamepadAxisType: FromReflect + TypePath + RegisterForReflection,
AxisDirection: FromReflect + TypePath + RegisterForReflection,
impl Reflect for GamepadControlDirectionwhere
Self: Any + Send + Sync,
GamepadAxisType: FromReflect + TypePath + RegisterForReflection,
AxisDirection: FromReflect + TypePath + RegisterForReflection,
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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fn as_any_mut(&mut self) -> &mut dyn Any
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fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
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fn reflect_kind(&self) -> ReflectKind
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
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fn serializable(&self) -> Option<Serializable<'_>>
source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
source§impl<'de> RegisterTypeTag<'de, dyn Buttonlike> for GamepadControlDirection
impl<'de> RegisterTypeTag<'de, dyn Buttonlike> for GamepadControlDirection
source§fn register_typetag(registry: &mut InfallibleMapRegistry<dyn Buttonlike>)
fn register_typetag(registry: &mut InfallibleMapRegistry<dyn Buttonlike>)
InfallibleMapRegistry
.source§impl Serialize for GamepadControlDirection
impl Serialize for GamepadControlDirection
source§impl Struct for GamepadControlDirectionwhere
Self: Any + Send + Sync,
GamepadAxisType: FromReflect + TypePath + RegisterForReflection,
AxisDirection: FromReflect + TypePath + RegisterForReflection,
impl Struct for GamepadControlDirectionwhere
Self: Any + Send + Sync,
GamepadAxisType: FromReflect + TypePath + RegisterForReflection,
AxisDirection: FromReflect + TypePath + RegisterForReflection,
source§fn field(&self, name: &str) -> Option<&dyn Reflect>
fn field(&self, name: &str) -> Option<&dyn Reflect>
name
as a &dyn Reflect
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fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
name
as a
&mut dyn Reflect
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fn field_at(&self, index: usize) -> Option<&dyn Reflect>
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&dyn Reflect
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fn name_at(&self, index: usize) -> Option<&str>
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fn iter_fields(&self) -> FieldIter<'_>
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.source§impl TypePath for GamepadControlDirection
impl TypePath for GamepadControlDirection
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 GamepadControlDirectionwhere
Self: Any + Send + Sync,
GamepadAxisType: FromReflect + TypePath + RegisterForReflection,
AxisDirection: FromReflect + TypePath + RegisterForReflection,
impl Typed for GamepadControlDirectionwhere
Self: Any + Send + Sync,
GamepadAxisType: FromReflect + TypePath + RegisterForReflection,
AxisDirection: FromReflect + TypePath + RegisterForReflection,
source§impl UserInput for GamepadControlDirection
impl UserInput for GamepadControlDirection
source§fn kind(&self) -> InputControlKind
fn kind(&self) -> InputControlKind
GamepadControlDirection
acts as a virtual button.
source§fn decompose(&self) -> BasicInputs
fn decompose(&self) -> BasicInputs
GamepadControlDirection
represents a simple virtual button.
impl Copy for GamepadControlDirection
impl Eq for GamepadControlDirection
impl StructuralPartialEq for GamepadControlDirection
Auto Trait Implementations§
impl Freeze for GamepadControlDirection
impl RefUnwindSafe for GamepadControlDirection
impl Send for GamepadControlDirection
impl Sync for GamepadControlDirection
impl Unpin for GamepadControlDirection
impl UnwindSafe for GamepadControlDirection
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