2020-04-05 06:42:39 +00:00
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use super::keyboard::ElementState;
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2020-06-05 06:34:21 +00:00
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use crate::Input;
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2020-07-17 01:47:51 +00:00
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use bevy_app::prelude::{EventReader, Events};
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2020-08-16 03:27:41 +00:00
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use bevy_ecs::{Local, Res, ResMut};
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2020-07-16 23:51:45 +00:00
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use bevy_math::Vec2;
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2020-04-05 06:42:39 +00:00
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2020-08-09 23:13:04 +00:00
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/// A mouse button input event
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2020-04-05 06:42:39 +00:00
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#[derive(Debug, Clone)]
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2020-04-05 07:32:53 +00:00
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pub struct MouseButtonInput {
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2020-04-05 06:42:39 +00:00
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pub button: MouseButton,
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pub state: ElementState,
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}
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2020-08-09 23:13:04 +00:00
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/// A button on a mouse device
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2020-04-05 06:42:39 +00:00
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#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
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pub enum MouseButton {
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Left,
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Right,
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Middle,
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Other(u8),
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2020-04-05 07:32:53 +00:00
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}
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2020-08-09 23:13:04 +00:00
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/// A mouse motion event
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2020-04-05 07:32:53 +00:00
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#[derive(Debug, Clone)]
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2020-06-05 06:34:21 +00:00
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pub struct MouseMotion {
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2020-06-04 06:22:32 +00:00
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pub delta: Vec2,
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2020-06-05 06:34:21 +00:00
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}
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2020-08-21 00:04:01 +00:00
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/// Unit of scroll
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#[derive(Debug, Clone)]
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pub enum MouseScrollUnit {
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Line,
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Pixel,
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}
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/// A mouse scroll wheel event, where x represents horizontal scroll and y represents vertical scroll.
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#[derive(Debug, Clone)]
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pub struct MouseWheel {
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pub unit: MouseScrollUnit,
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pub x: f32,
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pub y: f32,
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}
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2020-08-09 23:13:04 +00:00
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/// State used by the mouse button input system
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2020-06-05 06:34:21 +00:00
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#[derive(Default)]
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pub struct MouseButtonInputState {
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mouse_button_input_event_reader: EventReader<MouseButtonInput>,
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}
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2020-08-09 23:13:04 +00:00
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/// Updates the Input<MouseButton> resource with the latest MouseButtonInput events
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2020-06-05 06:34:21 +00:00
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pub fn mouse_button_input_system(
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2020-08-09 23:13:04 +00:00
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mut state: Local<MouseButtonInputState>,
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2020-06-05 06:34:21 +00:00
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mut mouse_button_input: ResMut<Input<MouseButton>>,
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mouse_button_input_events: Res<Events<MouseButtonInput>>,
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) {
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mouse_button_input.update();
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for event in state
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.mouse_button_input_event_reader
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.iter(&mouse_button_input_events)
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{
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match event.state {
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ElementState::Pressed => mouse_button_input.press(event.button),
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ElementState::Released => mouse_button_input.release(event.button),
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}
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}
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}
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