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Added keyboard scan input event (#5495)
# Objective - I wanted to have controls independent from keyboard layout and found that bevy doesn't have a proper implementation for that ## Solution - I created a `ScanCode` enum with two hundreds scan codes and updated `keyboard_input_system` to include and update `ResMut<Input<ScanCode>>` - closes both https://github.com/bevyengine/bevy/issues/2052 and https://github.com/bevyengine/bevy/issues/862 Co-authored-by: Bleb1k <91003089+Bleb1k@users.noreply.github.com>
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2 changed files with 34 additions and 15 deletions
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@ -24,25 +24,29 @@ pub struct KeyboardInput {
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///
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/// ## Differences
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///
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/// The main difference between the [`KeyboardInput`] event and the [`Input<KeyCode>`] resource is that
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/// the latter has convenient functions like [`Input::pressed`], [`Input::just_pressed`] and [`Input::just_released`].
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/// The main difference between the [`KeyboardInput`] event and the [`Input<KeyCode>`] or [`Input<ScanCode>`] resources is that
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/// the latter have convenient functions such as [`Input::pressed`], [`Input::just_pressed`] and [`Input::just_released`].
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pub fn keyboard_input_system(
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mut keyboard_input: ResMut<Input<KeyCode>>,
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mut scan_input: ResMut<Input<ScanCode>>,
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mut key_input: ResMut<Input<KeyCode>>,
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mut keyboard_input_events: EventReader<KeyboardInput>,
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) {
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keyboard_input.clear();
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scan_input.clear();
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key_input.clear();
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for event in keyboard_input_events.iter() {
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if let KeyboardInput {
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key_code: Some(key_code),
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state,
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..
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} = event
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{
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let KeyboardInput {
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scan_code, state, ..
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} = event;
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if let Some(key_code) = event.key_code {
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match state {
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ButtonState::Pressed => keyboard_input.press(*key_code),
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ButtonState::Released => keyboard_input.release(*key_code),
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ButtonState::Pressed => key_input.press(key_code),
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ButtonState::Released => key_input.release(key_code),
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}
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}
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match state {
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ButtonState::Pressed => scan_input.press(ScanCode(*scan_code)),
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ButtonState::Released => scan_input.release(ScanCode(*scan_code)),
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}
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}
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}
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@ -51,7 +55,7 @@ pub fn keyboard_input_system(
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/// ## Usage
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///
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/// It is used as the generic `T` value of an [`Input`](crate::Input) to create a `Res<Input<KeyCode>>`.
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/// The resource stores the data of the buttons of a keyboard and can be accessed inside of a system.
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/// The resource values are mapped to the current layout of the keyboard and correlate to an [`ScanCode`](ScanCode).
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///
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/// ## Updating
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///
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@ -407,3 +411,17 @@ pub enum KeyCode {
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/// The `Cut` key.
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Cut,
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}
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/// The scan code of a [`KeyboardInput`](crate::keyboard::KeyboardInput).
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///
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/// ## Usage
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///
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/// It is used as the generic <T> value of an [`Input`](crate::Input) to create a `Res<Input<ScanCode>>`.
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/// The resource values are mapped to the physical location of a key on the keyboard and correlate to an [`KeyCode`](KeyCode)
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///
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/// ## Updating
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///
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/// The resource is updated inside of the [`keyboard_input_system`](crate::keyboard::keyboard_input_system).
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#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub struct ScanCode(pub u32);
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@ -16,7 +16,7 @@ pub mod prelude {
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Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent,
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GamepadEventType, Gamepads,
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},
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keyboard::KeyCode,
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keyboard::{KeyCode, ScanCode},
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mouse::MouseButton,
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touch::{TouchInput, Touches},
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Axis, Input,
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@ -24,7 +24,7 @@ pub mod prelude {
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}
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use bevy_app::prelude::*;
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use keyboard::{keyboard_input_system, KeyCode, KeyboardInput};
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use keyboard::{keyboard_input_system, KeyCode, KeyboardInput, ScanCode};
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use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
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use prelude::Gamepads;
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use touch::{touch_screen_input_system, TouchInput, Touches};
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@ -47,6 +47,7 @@ impl Plugin for InputPlugin {
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// keyboard
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.add_event::<KeyboardInput>()
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.init_resource::<Input<KeyCode>>()
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.init_resource::<Input<ScanCode>>()
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.add_system_to_stage(
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CoreStage::PreUpdate,
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keyboard_input_system.label(InputSystem),
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