bevy/crates/bevy_input/src/mouse.rs

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use super::keyboard::ElementState;
use crate::Input;
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use bevy_app::prelude::{EventReader, Events};
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use bevy_ecs::{Local, Res, ResMut};
use bevy_math::Vec2;
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/// A mouse button input event
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#[derive(Debug, Clone)]
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pub struct MouseButtonInput {
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pub button: MouseButton,
pub state: ElementState,
}
/// A button on a mouse device
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#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
pub enum MouseButton {
Left,
Right,
Middle,
Other(u8),
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}
/// A mouse motion event
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#[derive(Debug, Clone)]
pub struct MouseMotion {
pub delta: Vec2,
}
/// Unit of scroll
#[derive(Debug, Clone)]
pub enum MouseScrollUnit {
Line,
Pixel,
}
/// A mouse scroll wheel event, where x represents horizontal scroll and y represents vertical scroll.
#[derive(Debug, Clone)]
pub struct MouseWheel {
pub unit: MouseScrollUnit,
pub x: f32,
pub y: f32,
}
/// State used by the mouse button input system
#[derive(Default)]
pub struct MouseButtonInputState {
mouse_button_input_event_reader: EventReader<MouseButtonInput>,
}
/// Updates the Input<MouseButton> resource with the latest MouseButtonInput events
pub fn mouse_button_input_system(
mut state: Local<MouseButtonInputState>,
mut mouse_button_input: ResMut<Input<MouseButton>>,
mouse_button_input_events: Res<Events<MouseButtonInput>>,
) {
mouse_button_input.update();
for event in state
.mouse_button_input_event_reader
.iter(&mouse_button_input_events)
{
match event.state {
ElementState::Pressed => mouse_button_input.press(event.button),
ElementState::Released => mouse_button_input.release(event.button),
}
}
}