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Gamepads cannot be easily manually registered or deregistered #4911
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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 useX-Needs-SMEThis type of work requires an SME to approve it.This type of work requires an SME to approve it.
Description
What problem does this solve or what need does it fill?
Users want to manually register and deregister gamepads as part of tests to verify that gamepad inputs are working correctly.
The critical methods / fields on the Gamepads struct are private however, which makes doing so rather convoluted.
What solution would you like?
Make the register and deregister methods on Gamepads public.
What alternative(s) have you considered?
We could expose the underlying HashSet directly, but that flavor of API is somewhat harder to read.
Users can already do this with a horrible workaround where they manually run the public gamepad_connection_system.
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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 useX-Needs-SMEThis type of work requires an SME to approve it.This type of work requires an SME to approve it.