Enum bevy::input::gamepad::GamepadRumbleRequest
source · pub enum GamepadRumbleRequest {
Add {
duration: Duration,
intensity: GamepadRumbleIntensity,
gamepad: Gamepad,
},
Stop {
gamepad: Gamepad,
},
}
Expand description
An event that controls force-feedback rumbling of a Gamepad
.
§Notes
Does nothing if the gamepad or platform does not support rumble.
§Example
fn rumble_gamepad_system(
mut rumble_requests: EventWriter<GamepadRumbleRequest>,
gamepads: Res<Gamepads>
) {
for gamepad in gamepads.iter() {
rumble_requests.send(GamepadRumbleRequest::Add {
gamepad,
intensity: GamepadRumbleIntensity::MAX,
duration: Duration::from_secs_f32(0.5),
});
}
}
Variants§
Add
Add a rumble to the given gamepad.
Simultaneous rumble effects add up to the sum of their strengths.
Consequently, if two rumbles at half intensity are added at the same time, their intensities will be added up, and the controller will rumble at full intensity until one of the rumbles finishes, then the rumble will continue at the intensity of the remaining event.
To replace an existing rumble, send a GamepadRumbleRequest::Stop
event first.
Fields
§
intensity: GamepadRumbleIntensity
How intense the rumble should be.
Stop
Stop all running rumbles on the given Gamepad
.
Implementations§
Trait Implementations§
source§impl Clone for GamepadRumbleRequest
impl Clone for GamepadRumbleRequest
source§fn clone(&self) -> GamepadRumbleRequest
fn clone(&self) -> GamepadRumbleRequest
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Component for GamepadRumbleRequest
impl Component for GamepadRumbleRequest
source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
A constant indicating the storage type used for this component.
source§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
Called when registering this component, allowing mutable access to its
ComponentHooks
.impl Event for GamepadRumbleRequest
Auto Trait Implementations§
impl Freeze for GamepadRumbleRequest
impl RefUnwindSafe for GamepadRumbleRequest
impl Send for GamepadRumbleRequest
impl Sync for GamepadRumbleRequest
impl Unpin for GamepadRumbleRequest
impl UnwindSafe for GamepadRumbleRequest
Blanket Implementations§
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impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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T
ShaderType
for self
. When used in AsBindGroup
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impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
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components: &Components,
ids: &mut impl FnMut(Option<ComponentId>)
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>) )
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