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`.
///
/// 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.
///
/// 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`] 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.
///
/// ## Notes when adding this resource for a new input type
///
/// 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)]
pub struct Input<T> {
pressed: HashSet<T>,
just_pressed: HashSet<T>,
just_released: HashSet<T>,
}
impl<T> 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,
{
/// Register a press for input `input`.
pub fn press(&mut self, input: T) {
if !self.pressed(input) {
self.just_pressed.insert(input);
}
self.pressed.insert(input);
}
/// Check if `input` has been pressed.
pub fn pressed(&self, input: T) -> bool {
self.pressed.contains(&input)
}
/// Register a release for input `input`.
pub fn release(&mut self, input: T) {
self.pressed.remove(&input);
self.just_released.insert(input);
}
/// Check if `input` has been just pressed.
pub fn just_pressed(&self, input: T) -> bool {
self.just_pressed.contains(&input)
}
/// Clear the "just pressed" state of `input`. Future calls to [`Input::just_pressed`] for the
/// given input will return false until a new press event occurs.
/// Returns true if `input` is currently "just pressed"
pub fn clear_just_pressed(&mut self, input: T) -> bool {
self.just_pressed.remove(&input)
}
/// Check if `input` has been just released.
pub fn just_released(&self, input: T) -> bool {
self.just_released.contains(&input)
}
/// Clear the "just released" state of `input`. Future calls to [`Input::just_released`] for the
/// given input will return false until a new release event occurs.
/// Returns true if `input` is currently "just released"
pub fn clear_just_released(&mut self, input: T) -> bool {
self.just_released.remove(&input)
}
/// Reset all status for input `input`.
pub fn reset(&mut self, input: T) {
self.pressed.remove(&input);
self.just_pressed.remove(&input);
self.just_released.remove(&input);
}
/// Clear just pressed and just released information.
pub fn clear(&mut self) {
self.just_pressed.clear();
self.just_released.clear();
}
/// List all inputs that are pressed.
pub fn get_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
self.pressed.iter()
}
/// List all inputs that are just pressed.
pub fn get_just_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
self.just_pressed.iter()
}
/// List all inputs that are just released.
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();
// 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));
}
}