bevy/crates/bevy_input/src/common_conditions.rs

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use crate::ButtonInput;
use bevy_ecs::system::Res;
use std::hash::Hash;
/// Stateful run condition that can be toggled via a input press using [`ButtonInput::just_pressed`].
///
/// ```no_run
/// use bevy::prelude::*;
/// use bevy::input::common_conditions::input_toggle_active;
///
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_systems(Update, pause_menu.run_if(input_toggle_active(false, KeyCode::Escape)))
/// .run();
/// }
///
/// fn pause_menu() {
/// println!("in pause menu");
/// }
/// ```
///
/// If you want other systems to be able to access whether the toggled state is active,
/// you should use a custom resource or a state for that:
/// ```no_run
/// use bevy::prelude::*;
/// use bevy::input::common_conditions::input_just_pressed;
///
/// #[derive(Resource, Default)]
/// struct Paused(bool);
///
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .init_resource::<Paused>()
/// .add_systems(Update, toggle_pause_state.run_if(input_just_pressed(KeyCode::Escape)))
/// .add_systems(Update, pause_menu.run_if(|paused: Res<Paused>| paused.0))
/// .run();
/// }
///
/// fn toggle_pause_state(mut paused: ResMut<Paused>) {
/// paused.0 = !paused.0;
/// }
///
/// fn pause_menu() {
/// println!("in pause menu");
/// }
///
/// ```
pub fn input_toggle_active<T>(
default: bool,
input: T,
) -> impl FnMut(Res<ButtonInput<T>>) -> bool + Clone
where
T: Copy + Eq + Hash + Send + Sync + 'static,
{
let mut active = default;
move |inputs: Res<ButtonInput<T>>| {
active ^= inputs.just_pressed(input);
active
}
}
/// Run condition that is active if [`ButtonInput::pressed`] is true for the given input.
pub fn input_pressed<T>(input: T) -> impl FnMut(Res<ButtonInput<T>>) -> bool + Clone
where
T: Copy + Eq + Hash + Send + Sync + 'static,
{
move |inputs: Res<ButtonInput<T>>| inputs.pressed(input)
}
/// Run condition that is active if [`ButtonInput::just_pressed`] is true for the given input.
///
/// ```no_run
/// use bevy::prelude::*;
/// use bevy::input::common_conditions::input_just_pressed;
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_systems(Update, jump.run_if(input_just_pressed(KeyCode::Space)))
/// .run();
/// }
///
/// # fn jump() {}
/// ```
pub fn input_just_pressed<T>(input: T) -> impl FnMut(Res<ButtonInput<T>>) -> bool + Clone
where
T: Copy + Eq + Hash + Send + Sync + 'static,
{
move |inputs: Res<ButtonInput<T>>| inputs.just_pressed(input)
}
/// Run condition that is active if [`ButtonInput::just_released`] is true for the given input.
pub fn input_just_released<T>(input: T) -> impl FnMut(Res<ButtonInput<T>>) -> bool + Clone
where
T: Copy + Eq + Hash + Send + Sync + 'static,
{
move |inputs: Res<ButtonInput<T>>| inputs.just_released(input)
}
2023-03-13 19:38:04 +00:00
#[cfg(test)]
mod tests {
use super::*;
use bevy::prelude::{IntoSystemConfigs, KeyCode, Schedule};
fn test_system() {}
// Ensure distributive_run_if compiles with the common conditions.
#[test]
fn distributive_run_if_compiles() {
Schedule::default().add_systems(
(test_system, test_system)
.distributive_run_if(input_toggle_active(false, KeyCode::Escape))
.distributive_run_if(input_pressed(KeyCode::Escape))
.distributive_run_if(input_just_pressed(KeyCode::Escape))
.distributive_run_if(input_just_released(KeyCode::Escape)),
);
}
}