7 releases
0.1.6 | Sep 19, 2023 |
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0.1.5 | Sep 19, 2023 |
#573 in Game dev
Used in sokoworld
42KB
564 lines
gamepads
Rust gamepad input library with a focus on ease of use.
use gamepads::Gamepads;
fn main() {
let mut gamepads = Gamepads::new();
loop {
gamepads.poll();
for gamepad in gamepads.all() {
println!("Gamepad id: {:?}", gamepad.id());
for button in gamepad.all_currently_pressed() {
println!("Pressed button: {:?}", button);
}
println!("Left thumbstick: {:?}", gamepad.left_stick());
println!("Right thumbstick: {:?}", gamepad.right_stick());
}
std::thread::sleep(std::time::Duration::from_millis(500));
}
}
See the crate documentation and the examples for documentation and sample code.
What it is
- On desktop this library is implemented on top of gilrs.
- On web this is implemented on top of the Gamepad API exposed by browsers, including support for haptic feedback (aka "dual rumble" or "force feedback").
- It can be used in a
wasm-bindgen
-using project without any setup necessary. - It can be used without
wasm-bindgen
(by specifyingdefault-features = false
), allowing it to be used as amacroquad
plugin (see more below) or in a direct wasm build (example).
- It can be used in a
How to use as a macroquad plugin
For non-web targets, nothing special needs to be done to use this library with macroquad. But for a web build to work properly, two things needs to be done.
First, since macroquad
does not use wasm-bindgen
, that feature in gamepads
needs to be turned off by setting default-features = false
:
gamepads = { version = "*", default-features = false }
Second, a javascript plug-in (source) needs to be registered in the page embedding the built wasm file:
<script src="https://not-fl3.github.io/miniquad-samples/mq_js_bundle.js"></script>
<script src="https://fornwall.github.io/gamepads/js/macroquad-gamepads-0.1.js"></script>
<script>
load("your-wasm-file.wasm");
</script>
See the gamepads-macroquad example.
Feedback
Please report any issues found or discuss questions and ideas!
Dependencies
~0.7–4MB
~74K SLoC