pub struct GamepadVirtualAxis { /* private fields */ }
Expand description
A virtual single-axis control constructed by combining two GamepadButtonType
s.
One button represents the negative direction (left for the X-axis, down for the Y-axis),
while the other represents the positive direction (right for the X-axis, up for the Y-axis).
By default, it reads from any connected gamepad.
Use the InputMap::set_gamepad
for specific ones.
§Value Processing
You can customize how the values are processed using a pipeline of processors.
See WithAxisProcessingPipelineExt
for details.
The raw value is determined based on the state of the associated buttons:
-1.0
if only the negative button is currently pressed.1.0
if only the positive button is currently pressed.0.0
if neither button is pressed, or both are pressed simultaneously.
use bevy::prelude::*;
use bevy::input::InputPlugin;
use leafwing_input_manager::prelude::*;
let mut app = App::new();
app.add_plugins(InputPlugin);
// Define a virtual Y-axis using D-pad "up" and "down" buttons
let axis = GamepadVirtualAxis::DPAD_Y;
// Pressing either button activates the input
GamepadButtonType::DPadUp.press(app.world_mut());
app.update();
assert_eq!(app.read_axis_values(axis), [1.0]);
// You can configure a processing pipeline (e.g., doubling the value)
let doubled = GamepadVirtualAxis::DPAD_Y.sensitivity(2.0);
assert_eq!(app.read_axis_values(doubled), [2.0]);
Implementations§
source§impl GamepadVirtualAxis
impl GamepadVirtualAxis
sourcepub const DPAD_X: Self = _
pub const DPAD_X: Self = _
The GamepadVirtualAxis
using the horizontal D-Pad button mappings.
No processing is applied to raw data from the gamepad.
GamepadButtonType::DPadLeft
for negative direction.GamepadButtonType::DPadRight
for positive direction.
sourcepub const DPAD_Y: Self = _
pub const DPAD_Y: Self = _
The GamepadVirtualAxis
using the vertical D-Pad button mappings.
No processing is applied to raw data from the gamepad.
GamepadButtonType::DPadDown
for negative direction.GamepadButtonType::DPadUp
for positive direction.
sourcepub const ACTION_PAD_X: Self = _
pub const ACTION_PAD_X: Self = _
The GamepadVirtualAxis
using the horizontal action pad button mappings.
No processing is applied to raw data from the gamepad.
GamepadButtonType::West
for negative direction.GamepadButtonType::East
for positive direction.
sourcepub const ACTION_PAD_Y: Self = _
pub const ACTION_PAD_Y: Self = _
The GamepadVirtualAxis
using the vertical action pad button mappings.
No processing is applied to raw data from the gamepad.
GamepadButtonType::South
for negative direction.GamepadButtonType::North
for positive direction.
sourcepub const fn new(
negative: GamepadButtonType,
positive: GamepadButtonType,
) -> Self
pub const fn new( negative: GamepadButtonType, positive: GamepadButtonType, ) -> Self
Creates a new GamepadVirtualAxis
with two given GamepadButtonType
s.
No processing is applied to raw data from the gamepad.
Trait Implementations§
source§impl Axislike for GamepadVirtualAxis
impl Axislike for GamepadVirtualAxis
source§fn value(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> f32
fn value(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> f32
Retrieves the current value of this axis after processing by the associated processors.
source§fn set_value_as_gamepad(
&self,
world: &mut World,
value: f32,
gamepad: Option<Gamepad>,
)
fn set_value_as_gamepad( &self, world: &mut World, value: f32, gamepad: Option<Gamepad>, )
Sends a GamepadEvent::Button
event on the provided Gamepad
.
If the value is negative, the negative button is pressed. If the value is positive, the positive button is pressed. If the value is zero, neither button is pressed.
source§impl Clone for GamepadVirtualAxis
impl Clone for GamepadVirtualAxis
source§fn clone(&self) -> GamepadVirtualAxis
fn clone(&self) -> GamepadVirtualAxis
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for GamepadVirtualAxis
impl Debug for GamepadVirtualAxis
source§impl<'de> Deserialize<'de> for GamepadVirtualAxis
impl<'de> Deserialize<'de> for GamepadVirtualAxis
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 GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl FromReflect for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: 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 GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl GetTypeRegistration for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: 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 GamepadVirtualAxis
impl Hash for GamepadVirtualAxis
source§impl PartialEq for GamepadVirtualAxis
impl PartialEq for GamepadVirtualAxis
source§impl Reflect for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl Reflect for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: 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 reflect_hash(&self) -> Option<u64>
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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 Axislike> for GamepadVirtualAxis
impl<'de> RegisterTypeTag<'de, dyn Axislike> for GamepadVirtualAxis
source§fn register_typetag(registry: &mut InfallibleMapRegistry<dyn Axislike>)
fn register_typetag(registry: &mut InfallibleMapRegistry<dyn Axislike>)
InfallibleMapRegistry
.source§impl Serialize for GamepadVirtualAxis
impl Serialize for GamepadVirtualAxis
source§impl Struct for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl Struct for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: 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
.source§fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
name
as a
&mut dyn Reflect
.source§fn field_at(&self, index: usize) -> Option<&dyn Reflect>
fn field_at(&self, index: usize) -> Option<&dyn Reflect>
index
as a
&dyn Reflect
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fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
index
as a &mut dyn Reflect
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fn name_at(&self, index: usize) -> Option<&str>
index
.source§fn iter_fields(&self) -> FieldIter<'_>
fn iter_fields(&self) -> FieldIter<'_>
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.source§impl TypePath for GamepadVirtualAxis
impl TypePath for GamepadVirtualAxis
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 GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl Typed for GamepadVirtualAxiswhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<AxisProcessor>: FromReflect + TypePath + RegisterForReflection,
source§impl UserInput for GamepadVirtualAxis
impl UserInput for GamepadVirtualAxis
source§fn kind(&self) -> InputControlKind
fn kind(&self) -> InputControlKind
GamepadVirtualAxis
acts as an axis input.
source§fn decompose(&self) -> BasicInputs
fn decompose(&self) -> BasicInputs
Returns the two GamepadButtonType
s used by this axis.
source§impl WithAxisProcessingPipelineExt for GamepadVirtualAxis
impl WithAxisProcessingPipelineExt for GamepadVirtualAxis
source§fn reset_processing_pipeline(self) -> Self
fn reset_processing_pipeline(self) -> Self
source§fn replace_processing_pipeline(
self,
processors: impl IntoIterator<Item = AxisProcessor>,
) -> Self
fn replace_processing_pipeline( self, processors: impl IntoIterator<Item = AxisProcessor>, ) -> Self
AxisProcessor
s.source§fn with_processor(self, processor: impl Into<AxisProcessor>) -> Self
fn with_processor(self, processor: impl Into<AxisProcessor>) -> Self
AxisProcessor
as the next processing step.source§fn digital(self) -> Self
fn digital(self) -> Self
AxisProcessor::Digital
processor as the next processing step,
similar to f32::signum
but returning 0.0
for zero values.source§fn inverted(self) -> Self
fn inverted(self) -> Self
AxisProcessor::Inverted
processor as the next processing step,
flipping the sign of values on the axis.source§fn sensitivity(self, sensitivity: f32) -> Self
fn sensitivity(self, sensitivity: f32) -> Self
AxisProcessor::Sensitivity
processor as the next processing step,
multiplying values on the axis with the given sensitivity factor.source§fn with_bounds(self, min: f32, max: f32) -> Self
fn with_bounds(self, min: f32, max: f32) -> Self
AxisBounds
processor as the next processing step,
restricting values within the range [min, max]
on the axis.source§fn with_bounds_symmetric(self, threshold: f32) -> Self
fn with_bounds_symmetric(self, threshold: f32) -> Self
AxisBounds
processor as the next processing step,
restricting values within the range [-threshold, threshold]
.source§fn at_least(self, min: f32) -> Self
fn at_least(self, min: f32) -> Self
AxisBounds
processor as the next processing step,
restricting values to a minimum value.source§fn at_most(self, max: f32) -> Self
fn at_most(self, max: f32) -> Self
AxisBounds
processor as the next processing step,
restricting values to a maximum value.source§fn with_deadzone(self, negative_max: f32, positive_min: f32) -> Self
fn with_deadzone(self, negative_max: f32, positive_min: f32) -> Self
AxisDeadZone
processor as the next processing step,
excluding values within the dead zone range [negative_max, positive_min]
on the axis,
treating them as zeros, then normalizing non-excluded input values into the “live zone”,
the remaining range within the AxisBounds::magnitude(1.0)
after dead zone exclusion. Read moresource§fn with_deadzone_symmetric(self, threshold: f32) -> Self
fn with_deadzone_symmetric(self, threshold: f32) -> Self
AxisDeadZone
processor as the next processing step,
excluding values within the dead zone range [-threshold, threshold]
on the axis,
treating them as zeros, then normalizing non-excluded input values into the “live zone”,
the remaining range within the AxisBounds::magnitude(1.0)
after dead zone exclusion. Read moresource§fn only_positive(self, positive_min: f32) -> Self
fn only_positive(self, positive_min: f32) -> Self
AxisDeadZone
processor as the next processing step,
only passing positive values that greater than positive_min
and then normalizing them into the “live zone” range [positive_min, 1.0]
. Read moresource§fn only_negative(self, negative_max: f32) -> Self
fn only_negative(self, negative_max: f32) -> Self
AxisDeadZone
processor as the next processing step,
only passing negative values that less than negative_max
and then normalizing them into the “live zone” range [-1.0, negative_max]
. Read moresource§fn with_deadzone_unscaled(self, negative_max: f32, positive_min: f32) -> Self
fn with_deadzone_unscaled(self, negative_max: f32, positive_min: f32) -> Self
AxisExclusion
processor as the next processing step,
ignoring values within the dead zone range [negative_max, positive_min]
on the axis,
treating them as zeros. Read moresource§fn with_deadzone_symmetric_unscaled(self, threshold: f32) -> Self
fn with_deadzone_symmetric_unscaled(self, threshold: f32) -> Self
AxisExclusion
processor as the next processing step,
ignoring values within the dead zone range [-threshold, threshold]
on the axis,
treating them as zeros. Read moresource§fn only_positive_unscaled(self, positive_min: f32) -> Self
fn only_positive_unscaled(self, positive_min: f32) -> Self
AxisExclusion
processor as the next processing step,
only passing positive values that greater than positive_min
. Read moresource§fn only_negative_unscaled(self, negative_max: f32) -> Self
fn only_negative_unscaled(self, negative_max: f32) -> Self
AxisExclusion
processor as the next processing step,
only passing negative values that less than negative_max
. Read moreimpl Eq for GamepadVirtualAxis
impl StructuralPartialEq for GamepadVirtualAxis
Auto Trait Implementations§
impl Freeze for GamepadVirtualAxis
impl !RefUnwindSafe for GamepadVirtualAxis
impl Send for GamepadVirtualAxis
impl Sync for GamepadVirtualAxis
impl Unpin for GamepadVirtualAxis
impl !UnwindSafe for GamepadVirtualAxis
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