bevy/crates/bevy_input/src/lib.rs

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mod axis;
pub mod gamepad;
mod input;
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pub mod keyboard;
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pub mod mouse;
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pub mod system;
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pub use axis::*;
pub use input::*;
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pub mod prelude {
pub use crate::{
gamepad::{
Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent,
GamepadEventType,
},
keyboard::KeyCode,
mouse::MouseButton,
Axis, Input,
};
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}
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use bevy_app::prelude::*;
use keyboard::{keyboard_input_system, KeyCode, KeyboardInput};
use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
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use bevy_ecs::IntoQuerySystem;
use gamepad::{GamepadAxis, GamepadButton, GamepadEvent};
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/// Adds keyboard and mouse input to an App
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#[derive(Default)]
pub struct InputPlugin;
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impl Plugin for InputPlugin {
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fn build(&self, app: &mut AppBuilder) {
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app.add_event::<KeyboardInput>()
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.add_event::<MouseButtonInput>()
.add_event::<MouseMotion>()
.add_event::<MouseWheel>()
.init_resource::<Input<KeyCode>>()
.add_system_to_stage(
bevy_app::stage::EVENT_UPDATE,
keyboard_input_system.system(),
)
.init_resource::<Input<MouseButton>>()
.add_system_to_stage(
bevy_app::stage::EVENT_UPDATE,
mouse_button_input_system.system(),
)
.add_event::<GamepadEvent>()
.init_resource::<Input<GamepadButton>>()
.init_resource::<Axis<GamepadAxis>>()
.init_resource::<Axis<GamepadButton>>();
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}
}