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[Merged by Bors] - Change gamepad.rs
tuples to normal structs
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ghost
added
A-Input
Player input via keyboard, mouse, gamepad, and more
M-Needs-Migration-Guide
A breaking change to Bevy's public API that needs to be noted in a migration guide
and removed
S-Needs-Triage
This issue needs to be labelled
labels
Apr 18, 2022
alice-i-cecile
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Much easier to follow.
Sheepyhead
approved these changes
Apr 25, 2022
james7132
approved these changes
May 1, 2022
james7132
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the
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
label
May 1, 2022
bors r+ |
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May 2, 2022
# Objective - Part of the splitting process of #3692. ## Solution - Remove / change the tuple structs inside of `gamepad.rs` of `bevy_input` to normal structs. ## Reasons - It made the `gamepad_connection_system` cleaner. - It made the `gamepad_input_events.rs` example cleaner (which is probably the most notable change for the user facing API). - Tuple structs are not descriptive (`.0`, `.1`). - Using tuple structs for more than 1 field is a bad idea (This means that the `Gamepad` type might be fine as a tuple struct, but I still prefer normal structs over tuple structs). Feel free to discuss this change as this is more or less just a matter of taste. ## Changelog ### Changed - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. ## Migration Guide - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. To migrate change every instantiation to use the `new()` function instead and use the appropriate field names instead of `.0` and `.1`.
This PR was included in a batch that was canceled, it will be automatically retried |
bors bot
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May 2, 2022
# Objective - Part of the splitting process of #3692. ## Solution - Remove / change the tuple structs inside of `gamepad.rs` of `bevy_input` to normal structs. ## Reasons - It made the `gamepad_connection_system` cleaner. - It made the `gamepad_input_events.rs` example cleaner (which is probably the most notable change for the user facing API). - Tuple structs are not descriptive (`.0`, `.1`). - Using tuple structs for more than 1 field is a bad idea (This means that the `Gamepad` type might be fine as a tuple struct, but I still prefer normal structs over tuple structs). Feel free to discuss this change as this is more or less just a matter of taste. ## Changelog ### Changed - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. ## Migration Guide - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. To migrate change every instantiation to use the `new()` function instead and use the appropriate field names instead of `.0` and `.1`.
Build failed (retrying...): |
bors bot
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May 2, 2022
# Objective - Part of the splitting process of #3692. ## Solution - Remove / change the tuple structs inside of `gamepad.rs` of `bevy_input` to normal structs. ## Reasons - It made the `gamepad_connection_system` cleaner. - It made the `gamepad_input_events.rs` example cleaner (which is probably the most notable change for the user facing API). - Tuple structs are not descriptive (`.0`, `.1`). - Using tuple structs for more than 1 field is a bad idea (This means that the `Gamepad` type might be fine as a tuple struct, but I still prefer normal structs over tuple structs). Feel free to discuss this change as this is more or less just a matter of taste. ## Changelog ### Changed - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. ## Migration Guide - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. To migrate change every instantiation to use the `new()` function instead and use the appropriate field names instead of `.0` and `.1`.
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Change
[Merged by Bors] - Change May 2, 2022
gamepad.rs
tuples to normal structsgamepad.rs
tuples to normal structs
exjam
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to exjam/bevy
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this pull request
May 22, 2022
# Objective - Part of the splitting process of bevyengine#3692. ## Solution - Remove / change the tuple structs inside of `gamepad.rs` of `bevy_input` to normal structs. ## Reasons - It made the `gamepad_connection_system` cleaner. - It made the `gamepad_input_events.rs` example cleaner (which is probably the most notable change for the user facing API). - Tuple structs are not descriptive (`.0`, `.1`). - Using tuple structs for more than 1 field is a bad idea (This means that the `Gamepad` type might be fine as a tuple struct, but I still prefer normal structs over tuple structs). Feel free to discuss this change as this is more or less just a matter of taste. ## Changelog ### Changed - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. ## Migration Guide - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. To migrate change every instantiation to use the `new()` function instead and use the appropriate field names instead of `.0` and `.1`.
ghost
deleted the
remove_gamepad_tuples
branch
August 7, 2022 08:27
ItsDoot
pushed a commit
to ItsDoot/bevy
that referenced
this pull request
Feb 1, 2023
# Objective - Part of the splitting process of bevyengine#3692. ## Solution - Remove / change the tuple structs inside of `gamepad.rs` of `bevy_input` to normal structs. ## Reasons - It made the `gamepad_connection_system` cleaner. - It made the `gamepad_input_events.rs` example cleaner (which is probably the most notable change for the user facing API). - Tuple structs are not descriptive (`.0`, `.1`). - Using tuple structs for more than 1 field is a bad idea (This means that the `Gamepad` type might be fine as a tuple struct, but I still prefer normal structs over tuple structs). Feel free to discuss this change as this is more or less just a matter of taste. ## Changelog ### Changed - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. ## Migration Guide - The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. To migrate change every instantiation to use the `new()` function instead and use the appropriate field names instead of `.0` and `.1`.
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Labels
A-Input
Player input via keyboard, mouse, gamepad, and more
M-Needs-Migration-Guide
A breaking change to Bevy's public API that needs to be noted in a migration guide
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Objective
bevy_input
#3692.Solution
gamepad.rs
ofbevy_input
to normal structs.Reasons
gamepad_connection_system
cleaner.gamepad_input_events.rs
example cleaner (which is probably the most notable change for the user facing API)..0
,.1
).Gamepad
type might be fine as a tuple struct, but I still prefer normal structs over tuple structs).Feel free to discuss this change as this is more or less just a matter of taste.
Changelog
Changed
Gamepad
,GamepadButton
,GamepadAxis
,GamepadEvent
andGamepadEventRaw
types are now normal structs instead of tuple structs and have anew()
function.Migration Guide
Gamepad
,GamepadButton
,GamepadAxis
,GamepadEvent
andGamepadEventRaw
types are now normal structs instead of tuple structs and have anew()
function. To migrate change every instantiation to use thenew()
function instead and use the appropriate field names instead of.0
and.1
.