bevy/crates/bevy_input/src/input.rs

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use bevy_utils::HashSet;
use std::hash::Hash;
// unused import, but needed for intra doc link to work
#[allow(unused_imports)]
use bevy_ecs::schedule::State;
/// A "press-able" input of type `T`.
///
/// ## Usage
///
/// This type can be used as a resource to keep the current state of an input, by reacting to
/// events from the input. For a given input value:
///
/// * [`Input::pressed`] will return `true` between a press and a release event.
/// * [`Input::just_pressed`] will return `true` for one frame after a press event.
/// * [`Input::just_released`] will return `true` for one frame after a release event.
///
/// ## Multiple systems
///
/// In case multiple systems are checking for [`Input::just_pressed`] or [`Input::just_released`]
/// but only one should react, for example in the case of triggering
/// [`State`](bevy_ecs::schedule::State) change, you should consider clearing the input state, either by:
///
/// * Using [`Input::clear_just_pressed`] or [`Input::clear_just_released`] instead.
/// * Calling [`Input::clear`] or [`Input::reset`] immediately after the state change.
///
/// ## Note
///
/// When adding this resource for a new input type, you should:
///
/// * Call the [`Input::press`] method for each press event.
/// * Call the [`Input::release`] method for each release event.
/// * Call the [`Input::clear`] method at each frame start, before processing events.
#[derive(Debug, Clone)]
Proper prehashing (#3963) For some keys, it is too expensive to hash them on every lookup. Historically in Bevy, we have regrettably done the "wrong" thing in these cases (pre-computing hashes, then re-hashing them) because Rust's built in hashed collections don't give us the tools we need to do otherwise. Doing this is "wrong" because two different values can result in the same hash. Hashed collections generally get around this by falling back to equality checks on hash collisions. You can't do that if the key _is_ the hash. Additionally, re-hashing a hash increase the odds of collision! #3959 needs pre-hashing to be viable, so I decided to finally properly solve the problem. The solution involves two different changes: 1. A new generalized "pre-hashing" solution in bevy_utils: `Hashed<T>` types, which store a value alongside a pre-computed hash. And `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . `PreHashMap` is just an alias for a normal HashMap that uses `Hashed<T>` as the key and a new `PassHash` implementation as the Hasher. 2. Replacing the `std::collections` re-exports in `bevy_utils` with equivalent `hashbrown` impls. Avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. The latest version of `hashbrown` adds support for the `entity_ref` api, so we can move to that in preparation for an std migration, if thats the direction they seem to be going in. Note that adding hashbrown doesn't increase our dependency count because it was already in our tree. In addition to providing these core tools, I also ported the "table identity hashing" in `bevy_ecs` to `raw_entry_mut`, which was a particularly egregious case. The biggest outstanding case is `AssetPathId`, which stores a pre-hash. We need AssetPathId to be cheaply clone-able (and ideally Copy), but `Hashed<AssetPath>` requires ownership of the AssetPath, which makes cloning ids way more expensive. We could consider doing `Hashed<Arc<AssetPath>>`, but cloning an arc is still a non-trivial expensive that needs to be considered. I would like to handle this in a separate PR. And given that we will be re-evaluating the Bevy Assets implementation in the very near future, I'd prefer to hold off until after that conversation is concluded.
2022-02-18 03:26:01 +00:00
pub struct Input<T: Eq + Hash> {
/// A collection of every button that is currently being pressed.
pressed: HashSet<T>,
/// A collection of every button that has just been pressed.
just_pressed: HashSet<T>,
/// A collection of every button that has just been released.
just_released: HashSet<T>,
}
Proper prehashing (#3963) For some keys, it is too expensive to hash them on every lookup. Historically in Bevy, we have regrettably done the "wrong" thing in these cases (pre-computing hashes, then re-hashing them) because Rust's built in hashed collections don't give us the tools we need to do otherwise. Doing this is "wrong" because two different values can result in the same hash. Hashed collections generally get around this by falling back to equality checks on hash collisions. You can't do that if the key _is_ the hash. Additionally, re-hashing a hash increase the odds of collision! #3959 needs pre-hashing to be viable, so I decided to finally properly solve the problem. The solution involves two different changes: 1. A new generalized "pre-hashing" solution in bevy_utils: `Hashed<T>` types, which store a value alongside a pre-computed hash. And `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . `PreHashMap` is just an alias for a normal HashMap that uses `Hashed<T>` as the key and a new `PassHash` implementation as the Hasher. 2. Replacing the `std::collections` re-exports in `bevy_utils` with equivalent `hashbrown` impls. Avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. The latest version of `hashbrown` adds support for the `entity_ref` api, so we can move to that in preparation for an std migration, if thats the direction they seem to be going in. Note that adding hashbrown doesn't increase our dependency count because it was already in our tree. In addition to providing these core tools, I also ported the "table identity hashing" in `bevy_ecs` to `raw_entry_mut`, which was a particularly egregious case. The biggest outstanding case is `AssetPathId`, which stores a pre-hash. We need AssetPathId to be cheaply clone-able (and ideally Copy), but `Hashed<AssetPath>` requires ownership of the AssetPath, which makes cloning ids way more expensive. We could consider doing `Hashed<Arc<AssetPath>>`, but cloning an arc is still a non-trivial expensive that needs to be considered. I would like to handle this in a separate PR. And given that we will be re-evaluating the Bevy Assets implementation in the very near future, I'd prefer to hold off until after that conversation is concluded.
2022-02-18 03:26:01 +00:00
impl<T: Eq + Hash> Default for Input<T> {
fn default() -> Self {
Self {
pressed: Default::default(),
just_pressed: Default::default(),
just_released: Default::default(),
}
}
}
impl<T> Input<T>
where
T: Copy + Eq + Hash,
{
/// Registers a press for the given `input`.
pub fn press(&mut self, input: T) {
// Returns `true` if the `input` wasn't pressed.
if self.pressed.insert(input) {
self.just_pressed.insert(input);
}
}
/// Returns `true` if the `input` has been pressed.
pub fn pressed(&self, input: T) -> bool {
self.pressed.contains(&input)
}
/// Returns `true` if any item in `inputs` has been pressed.
pub fn any_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
inputs.into_iter().any(|it| self.pressed(it))
}
/// Registers a release for the given `input`.
pub fn release(&mut self, input: T) {
// Returns `true` if the `input` was pressed.
if self.pressed.remove(&input) {
self.just_released.insert(input);
}
}
/// Returns `true` if the `input` has just been pressed.
pub fn just_pressed(&self, input: T) -> bool {
self.just_pressed.contains(&input)
}
/// Returns `true` if any item in `inputs` has just been pressed.
pub fn any_just_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
inputs.into_iter().any(|it| self.just_pressed(it))
}
/// Clears the `just_pressed` state of the `input` and returns `true` if the `input` has just been pressed.
///
/// Future calls to [`Input::just_pressed`] for the given input will return false until a new press event occurs.
pub fn clear_just_pressed(&mut self, input: T) -> bool {
self.just_pressed.remove(&input)
}
/// Returns `true` if the `input` has just been released.
pub fn just_released(&self, input: T) -> bool {
self.just_released.contains(&input)
}
/// Returns `true` if any item in `inputs` has just been released.
pub fn any_just_released(&self, inputs: impl IntoIterator<Item = T>) -> bool {
inputs.into_iter().any(|it| self.just_released(it))
}
/// Clears the `just_released` state of the `input` and returns `true` if the `input` has just been released.
///
/// Future calls to [`Input::just_released`] for the given input will return false until a new release event occurs.
pub fn clear_just_released(&mut self, input: T) -> bool {
self.just_released.remove(&input)
}
/// Clears the `pressed`, `just_pressed` and `just_released` data of the `input`.
pub fn reset(&mut self, input: T) {
self.pressed.remove(&input);
self.just_pressed.remove(&input);
self.just_released.remove(&input);
}
/// Clears the `just pressed` and `just released` data for every input.
pub fn clear(&mut self) {
self.just_pressed.clear();
self.just_released.clear();
}
/// An iterator visiting every pressed input in arbitrary order.
pub fn get_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
self.pressed.iter()
}
/// An iterator visiting every just pressed input in arbitrary order.
pub fn get_just_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
self.just_pressed.iter()
}
/// An iterator visiting every just released input in arbitrary order.
pub fn get_just_released(&self) -> impl ExactSizeIterator<Item = &T> {
self.just_released.iter()
}
}
#[cfg(test)]
mod test {
#[test]
fn input_test() {
use crate::Input;
/// Used for testing `Input` functionality
#[derive(Copy, Clone, Eq, PartialEq, Hash)]
enum DummyInput {
Input1,
Input2,
}
let mut input = Input::default();
// Test pressing
input.press(DummyInput::Input1);
input.press(DummyInput::Input2);
// Check if they were "just pressed" (pressed on this update)
assert!(input.just_pressed(DummyInput::Input1));
assert!(input.just_pressed(DummyInput::Input2));
// Check if they are also marked as pressed
assert!(input.pressed(DummyInput::Input1));
assert!(input.pressed(DummyInput::Input2));
// Clear the `input`, removing just pressed and just released
input.clear();
// After calling clear, inputs should still be pressed but not be just_pressed
// Check if they're marked "just pressed"
assert!(!input.just_pressed(DummyInput::Input1));
assert!(!input.just_pressed(DummyInput::Input2));
// Check if they're marked as pressed
assert!(input.pressed(DummyInput::Input1));
assert!(input.pressed(DummyInput::Input2));
// Release the inputs and check state
input.release(DummyInput::Input1);
input.release(DummyInput::Input2);
// Check if they're marked as "just released" (released on this update)
assert!(input.just_released(DummyInput::Input1));
assert!(input.just_released(DummyInput::Input2));
// Check that they're not incorrectly marked as pressed
assert!(!input.pressed(DummyInput::Input1));
assert!(!input.pressed(DummyInput::Input2));
// Clear the `Input` and check for removal from `just_released`
input.clear();
// Check that they're not incorrectly marked as just released
assert!(!input.just_released(DummyInput::Input1));
assert!(!input.just_released(DummyInput::Input2));
// Set up an `Input` to test resetting.
let mut input = Input::default();
input.press(DummyInput::Input1);
input.release(DummyInput::Input2);
// Reset the `Input` and test it was reset correctly.
input.reset(DummyInput::Input1);
input.reset(DummyInput::Input2);
assert!(!input.just_pressed(DummyInput::Input1));
assert!(!input.pressed(DummyInput::Input1));
assert!(!input.just_released(DummyInput::Input2));
}
}