pub fn default_gamepad_input(
    mut nav_cmds: EventWriter<NavRequest>,
    input_mapping: Res<InputMapping>,
    buttons: Res<Input<GamepadButton>>,
    axis: Res<Axis<GamepadAxis>>,
    mut ui_input_status: Local<bool>,
) {
    use Direction::*;
    use NavRequest::{Action, Cancel, Move, ScopeMove};

    let pad = Gamepad(0);
    macro_rules! axis_delta {
        ($dir:ident, $axis:ident) => {
            axis.get(GamepadAxis(pad, input_mapping.$axis))
                .map_or(Vec2::ZERO, |v| Vec2::$dir * v)
        };
    }

    let stick_move = axis_delta!(Y, move_y) + axis_delta!(X, move_x);
    let dpad_move = axis_delta!(Y, move_y_dpad) + axis_delta!(X, move_x_dpad);
    let dpad_greater = dpad_move.length_squared() > stick_move.length_squared();
    let delta = if dpad_greater { dpad_move } else { stick_move };
    if delta.length_squared() > input_mapping.joystick_ui_deadzone && !*ui_input_status {
        let direction = match () {
            () if delta.y < delta.x && delta.y < -delta.x => South,
            () if delta.y > delta.x && delta.y > -delta.x => North,
            () if delta.y < delta.x && delta.y > -delta.x => East,
            () if delta.y > delta.x && delta.y < -delta.x => West,
            () => unreachable!(),
        };
        nav_cmds.send(Move(direction));
        *ui_input_status = true;
    } else if delta.length_squared() <= input_mapping.joystick_ui_deadzone {
        *ui_input_status = false;
    }

    let command_mapping = mapping! {
        input_mapping.action_button => Action,
        input_mapping.cancel_button => Cancel,
        input_mapping.next_button => ScopeMove(ScopeDirection::Next),
        input_mapping.previous_button => ScopeMove(ScopeDirection::Previous)
    };
    for (key, request) in command_mapping {
        if buttons.just_pressed(GamepadButton(pad, key)) {
            nav_cmds.send(request)
        }
    }
}
/// A system to send gamepad control events to the focus system
///
/// Dpad and left stick for movement, `LT` and `RT` for scopped menus, `A` `B`
/// for selection and cancel.
///
/// The button mapping may be controlled through the [`InputMapping`] resource.
/// You may however need to customize the behavior of this system (typically
/// when integrating in the game) in this case, you should write your own
/// system that sends [`NavRequest`](crate::NavRequest) events


The button mapping may be controlled through the [`InputMapping`] resource.
You may however need to customize the behavior of this system (typically
when integrating in the game) in this case, you should write your own
system that sends [`NavRequest`](crate::NavRequest) events
The button mapping may be controlled through the [ ` InputMapping ` ] resource . You may however need to customize the behavior of this system ( typically when integrating in the game ) in this case you should write your own system that sends [ ` NavRequest ` ] ( crate :: NavRequest ) events
pub fn default_gamepad_input(
    mut nav_cmds: EventWriter<NavRequest>,
    input_mapping: Res<InputMapping>,
    buttons: Res<Input<GamepadButton>>,
    axis: Res<Axis<GamepadAxis>>,
    mut ui_input_status: Local<bool>,
) {
    use Direction::*;
    use NavRequest::{Action, Cancel, Move, ScopeMove};
    let pad = Gamepad(0);
    macro_rules! axis_delta {
        ($dir:ident, $axis:ident) => {
            axis.get(GamepadAxis(pad, input_mapping.$axis))
                .map_or(Vec2::ZERO, |v| Vec2::$dir * v)
        };
    }
    let stick_move = axis_delta!(Y, move_y) + axis_delta!(X, move_x);
    let dpad_move = axis_delta!(Y, move_y_dpad) + axis_delta!(X, move_x_dpad);
    let dpad_greater = dpad_move.length_squared() > stick_move.length_squared();
    let delta = if dpad_greater { dpad_move } else { stick_move };
    if delta.length_squared() > input_mapping.joystick_ui_deadzone && !*ui_input_status {
        let direction = match () {
            () if delta.y < delta.x && delta.y < -delta.x => South,
            () if delta.y > delta.x && delta.y > -delta.x => North,
            () if delta.y < delta.x && delta.y > -delta.x => East,
            () if delta.y > delta.x && delta.y < -delta.x => West,
            () => unreachable!(),
        };
        nav_cmds.send(Move(direction));
        *ui_input_status = true;
    } else if delta.length_squared() <= input_mapping.joystick_ui_deadzone {
        *ui_input_status = false;
    }
    let command_mapping = mapping! {
        input_mapping.action_button => Action,
        input_mapping.cancel_button => Cancel,
        input_mapping.next_button => ScopeMove(ScopeDirection::Next),
        input_mapping.previous_button => ScopeMove(ScopeDirection::Previous)
    };
    for (key, request) in command_mapping {
        if buttons.just_pressed(GamepadButton(pad, key)) {
            nav_cmds.send(request)
        }
    }
}
pub fn default_gamepad_input ( mut nav_cmds : EventWriter < NavRequest > , input_mapping : Res < InputMapping > , buttons : Res < Input < GamepadButton > > , axis : Res < Axis < GamepadAxis > > , mut ui_input_status : Local < bool > , ) { use Direction :: * ; use NavRequest :: { Action , Cancel , Move , ScopeMove } ; let pad = Gamepad ( 0 ) ; macro_rules! axis_delta { ( $dir : ident $axis : ident ) => { axis get ( GamepadAxis ( pad input_mapping $axis ) ) map_or ( Vec2 ZERO v Vec2 $dir v ) } ; } let stick_move = axis_delta ! ( Y move_y ) + axis_delta ! ( X move_x ) ; let dpad_move = axis_delta ! ( Y move_y_dpad ) + axis_delta ! ( X move_x_dpad ) ; let dpad_greater = dpad_move . length_squared ( ) > stick_move . length_squared ( ) ; let delta = if dpad_greater { dpad_move } else { stick_move } ; if delta . length_squared ( ) > input_mapping . joystick_ui_deadzone && ! * ui_input_status { let direction = match ( ) { ( ) if delta . y < delta . x && delta . y < - delta . x => South , ( ) if delta . y > delta . x && delta . y > - delta . x => North , ( ) if delta . y < delta . x && delta . y > - delta . x => East , ( ) if delta . y > delta . x && delta . y < - delta . x => West , ( ) => unreachable ! ( ) , } ; nav_cmds . send ( Move ( direction ) ) ; * ui_input_status = true ; } else if delta . length_squared ( ) <= input_mapping . joystick_ui_deadzone { * ui_input_status = false ; } let command_mapping = mapping ! { input_mapping action_button Action input_mapping cancel_button Cancel input_mapping next_button ScopeMove ( ScopeDirection Next ) input_mapping previous_button ScopeMove ( ScopeDirection Previous ) } ; for ( key , request ) in command_mapping { if buttons . just_pressed ( GamepadButton ( pad , key ) ) { nav_cmds . send ( request ) } } }
A system to send gamepad control events to the focus system
Dpad and left stick for movement, `LT` and `RT` for scopped menus, `A` `B`
for selection and cancel.
A system to send gamepad control events to the focus system Dpad and left stick for movement ` LT ` and ` RT ` for scopped menus ` A ` ` B ` for selection and cancel .
nav_cmds
EventWriter<NavRequest>
input_mapping
Res<InputMapping>
buttons
Res<Input<GamepadButton>>
axis
Res<Axis<GamepadAxis>>
ui_input_status
Local<bool>
nav_cmds
EventWriter<NavRequest>
input_mapping
Res<InputMapping>
buttons
Res<Input<GamepadButton>>
axis
Res<Axis<GamepadAxis>>
ui_input_status
Local<bool>