2020-09-18 21:43:47 +00:00
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mod axis;
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pub mod gamepad;
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2020-06-05 05:48:53 +00:00
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mod input;
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2020-04-04 21:59:49 +00:00
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pub mod keyboard;
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2020-04-05 06:42:39 +00:00
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pub mod mouse;
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2020-04-19 19:13:04 +00:00
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pub mod system;
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2020-10-18 19:24:01 +00:00
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pub mod touch;
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2020-04-04 21:59:49 +00:00
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2020-09-18 21:43:47 +00:00
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pub use axis::*;
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2020-06-05 05:48:53 +00:00
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pub use input::*;
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2020-07-17 02:27:19 +00:00
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pub mod prelude {
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2020-09-18 21:43:47 +00:00
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pub use crate::{
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gamepad::{
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Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent,
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GamepadEventType,
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},
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keyboard::KeyCode,
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mouse::MouseButton,
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2020-11-03 19:32:48 +00:00
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touch::{TouchInput, Touches},
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2020-09-18 21:43:47 +00:00
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Axis, Input,
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};
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2020-07-17 02:27:19 +00:00
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}
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2020-07-17 01:47:51 +00:00
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use bevy_app::prelude::*;
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2020-08-09 23:13:04 +00:00
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use keyboard::{keyboard_input_system, KeyCode, KeyboardInput};
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2020-08-21 00:04:01 +00:00
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use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
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2020-10-18 19:24:01 +00:00
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use touch::{touch_screen_input_system, TouchInput, Touches};
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2020-04-04 21:59:49 +00:00
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2020-10-21 22:56:07 +00:00
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use gamepad::{
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gamepad_event_system, GamepadAxis, GamepadButton, GamepadEvent, GamepadEventRaw,
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GamepadSettings,
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};
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2020-07-10 04:18:35 +00:00
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2020-08-09 23:13:04 +00:00
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/// Adds keyboard and mouse input to an App
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2020-04-04 21:59:49 +00:00
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#[derive(Default)]
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pub struct InputPlugin;
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2020-08-08 03:22:17 +00:00
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impl Plugin for InputPlugin {
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2020-04-06 03:19:02 +00:00
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fn build(&self, app: &mut AppBuilder) {
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2020-04-04 21:59:49 +00:00
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app.add_event::<KeyboardInput>()
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2020-04-05 07:32:53 +00:00
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.add_event::<MouseButtonInput>()
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2020-06-05 06:34:21 +00:00
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.add_event::<MouseMotion>()
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2020-08-21 00:04:01 +00:00
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.add_event::<MouseWheel>()
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2020-06-05 06:34:21 +00:00
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.init_resource::<Input<KeyCode>>()
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2020-11-17 02:18:00 +00:00
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.add_system_to_stage(bevy_app::stage::EVENT, keyboard_input_system)
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2020-06-05 06:34:21 +00:00
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.init_resource::<Input<MouseButton>>()
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2020-11-17 02:18:00 +00:00
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.add_system_to_stage(bevy_app::stage::EVENT, mouse_button_input_system)
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2020-09-18 21:43:47 +00:00
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.add_event::<GamepadEvent>()
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2020-10-21 22:56:07 +00:00
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.add_event::<GamepadEventRaw>()
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.init_resource::<GamepadSettings>()
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2020-09-18 21:43:47 +00:00
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.init_resource::<Input<GamepadButton>>()
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2020-10-15 19:45:34 +00:00
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.init_resource::<Axis<GamepadAxis>>()
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2020-10-18 19:24:01 +00:00
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.init_resource::<Axis<GamepadButton>>()
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2020-11-17 02:18:00 +00:00
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.add_system_to_stage(bevy_app::stage::EVENT, gamepad_event_system)
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2020-12-13 02:04:42 +00:00
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.add_startup_system_to_stage(bevy_app::startup_stage::STARTUP, gamepad_event_system)
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2020-10-18 19:24:01 +00:00
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.add_event::<TouchInput>()
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.init_resource::<Touches>()
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2020-11-17 02:18:00 +00:00
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.add_system_to_stage(bevy_app::stage::EVENT, touch_screen_input_system);
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2020-04-04 21:59:49 +00:00
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}
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}
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2020-11-03 02:16:13 +00:00
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/// The current "press" state of an element
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#[derive(Debug, Clone, Eq, PartialEq)]
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pub enum ElementState {
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Pressed,
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Released,
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}
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impl ElementState {
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pub fn is_pressed(&self) -> bool {
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matches!(self, ElementState::Pressed)
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}
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}
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