Gamepads cannot be easily manually registered or deregistered #4911
Labels
A-Input
Player input via keyboard, mouse, gamepad, and more
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
X-Controversial
There is active debate or serious implications around merging this PR
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
andderegister
methods onGamepads
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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