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Allow mocking inputs for Gamepad #16221
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A-InputPlayer input via keyboard, mouse, gamepad, and morePlayer input via keyboard, mouse, gamepad, and moreC-UsabilityA targeted quality-of-life change that makes Bevy easier to useA targeted quality-of-life change that makes Bevy easier to useP-RegressionFunctionality that used to work but no longer does. Add a test for this!Functionality that used to work but no longer does. Add a test for this!
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What problem does this solve or what need does it fill?
After #15685 it became inconvenient to mock inputs. On 0.14 we could call set_pressed or set. But these methods are no longer exposed.
It's still possible to do this by sending events, but it's inconsistent with the rest of the input and not very ergonomic.
What solution would you like?
I would like to bring back set_pressed and set.
Additional context
There is a similar issue regardless gamepad creation that predates the gamepads rework: #4911. Could be solved by adding a constructor for Gamepad component.
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A-InputPlayer input via keyboard, mouse, gamepad, and morePlayer input via keyboard, mouse, gamepad, and moreC-UsabilityA targeted quality-of-life change that makes Bevy easier to useA targeted quality-of-life change that makes Bevy easier to useP-RegressionFunctionality that used to work but no longer does. Add a test for this!Functionality that used to work but no longer does. Add a test for this!