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GamepadEventsRaw vs GamepadEvents is confusing and undocumented #5544
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alice-i-cecile
added
C-Bug
An unexpected or incorrect behavior
C-Docs
An addition or correction to our documentation
A-Input
Player input via keyboard, mouse, gamepad, and more
and removed
C-Bug
An unexpected or incorrect behavior
labels
Aug 1, 2022
I'd like to reconsider this design down the road, or at least give these more descriptive names, but docs should be done first to make that work easier to review. |
ghost
self-assigned this
Aug 2, 2022
Going to document the |
ghost
mentioned this issue
Aug 2, 2022
maccesch
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Sep 28, 2022
# Objective - Fixes bevyengine#5544 - Part of the splitting process of bevyengine#3692. ## Solution - Document everything in the `gamepad.rs` file. - Add a doc example for mocking gamepad input. --- ## Changelog - Added and updated the documentation inside of the `gamepad.rs` file.
james7132
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Oct 28, 2022
# Objective - Fixes bevyengine#5544 - Part of the splitting process of bevyengine#3692. ## Solution - Document everything in the `gamepad.rs` file. - Add a doc example for mocking gamepad input. --- ## Changelog - Added and updated the documentation inside of the `gamepad.rs` file.
ItsDoot
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Feb 1, 2023
# Objective - Fixes bevyengine#5544 - Part of the splitting process of bevyengine#3692. ## Solution - Document everything in the `gamepad.rs` file. - Add a doc example for mocking gamepad input. --- ## Changelog - Added and updated the documentation inside of the `gamepad.rs` file.
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What problem does this solve or what need does it fill?
When mocking gamepad input, you must send
GamepadEventsRaw
, or it will not be transformed intoInput
andAxis
data correctly.However, there are not docs to explain the difference or warn users of this footgun.
What solution would you like?
GamepadEvents
andGamepadEventsRaw
explaining their purpose.GamepadEventsRaw
to mock gamepad input.The text was updated successfully, but these errors were encountered: