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add documentation on Input
(#1781)
related to #1700 This PR: * documents all methods on `Input<T>` * adds documentation on the struct about how to use it, and how to implement it for a new input type * renames method `update` to a easier to understand `clear` * adds two methods to check for state and clear it after, allowing easier use in the case of #1700 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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4 changed files with 59 additions and 10 deletions
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@ -209,7 +209,7 @@ pub fn gamepad_event_system(
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mut events: EventWriter<GamepadEvent>,
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settings: Res<GamepadSettings>,
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) {
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button_input.update();
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button_input.clear();
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for event in raw_events.iter() {
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let (gamepad, event) = (event.0, &event.1);
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match event {
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@ -1,7 +1,33 @@
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use bevy_utils::HashSet;
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use std::hash::Hash;
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/// A "press-able" input of type `T`
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// unused import, but needed for intra doc link to work
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#[allow(unused_imports)]
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use bevy_ecs::schedule::State;
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/// A "press-able" input of type `T`.
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///
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/// This type can be used as a resource to keep the current state of an input, by reacting to
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/// events from the input. For a given input value:
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///
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/// * [`Input::pressed`] will return `true` between a press and a release event.
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/// * [`Input::just_pressed`] will return `true` for one frame after a press event.
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/// * [`Input::just_released`] will return `true` for one frame after a release event.
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///
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/// In case multiple systems are checking for [`Input::just_pressed`] or [`Input::just_released`]
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/// but only one should react, for example in the case of triggering
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/// [`State`] change, you should consider clearing the input state, either by:
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///
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/// * Using [`Input::just_pressed_and_clear`] or [`Input::just_released_and_clear`] instead.
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/// * Calling [`Input::clear`] or [`Input::reset`] immediately after the state change.
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///
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/// ## Notes when adding this resource for a new input type
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///
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/// When adding this resource for a new input type, you should:
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///
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/// * Call the [`Input::press`] method for each press event.
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/// * Call the [`Input::release`] method for each release event.
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/// * Call the [`Input::clear`] method at each frame start, before processing events.
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#[derive(Debug)]
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pub struct Input<T> {
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pressed: HashSet<T>,
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@ -23,6 +49,7 @@ impl<T> Input<T>
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where
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T: Copy + Eq + Hash,
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{
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/// Register a press for input `input`.
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pub fn press(&mut self, input: T) {
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if !self.pressed(input) {
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self.just_pressed.insert(input);
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@ -31,42 +58,65 @@ where
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self.pressed.insert(input);
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}
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/// Check if `input` has been pressed.
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pub fn pressed(&self, input: T) -> bool {
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self.pressed.contains(&input)
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}
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/// Register a release for input `input`.
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pub fn release(&mut self, input: T) {
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self.pressed.remove(&input);
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self.just_released.insert(input);
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}
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/// Check if `input` has been just pressed.
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pub fn just_pressed(&self, input: T) -> bool {
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self.just_pressed.contains(&input)
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}
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/// Clear the "just pressed" state of `input`. Future calls to [`Input::just_pressed`] for the given
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/// input will return false until a new press event occurs.
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/// Returns true if `input` is currently "just pressed"
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pub fn clear_just_pressed(&mut self, input: T) -> bool {
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self.just_pressed.remove(&input)
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}
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/// Check if `input` has been just released.
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pub fn just_released(&self, input: T) -> bool {
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self.just_released.contains(&input)
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}
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/// Clear the "just released" state of `input`. Future calls to [`Input::just_released`] for the given
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/// input will return false until a new release event occurs.
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/// Returns true if `input` is currently "just released"
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pub fn clear_just_released(&mut self, input: T) -> bool {
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self.just_released.remove(&input)
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}
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/// Reset all status for input `input`.
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pub fn reset(&mut self, input: T) {
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self.pressed.remove(&input);
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self.just_pressed.remove(&input);
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self.just_released.remove(&input);
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}
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pub fn update(&mut self) {
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/// Clear just pressed and just released information.
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pub fn clear(&mut self) {
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self.just_pressed.clear();
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self.just_released.clear();
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}
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/// List all inputs that are pressed.
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pub fn get_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
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self.pressed.iter()
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}
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/// List all inputs that are just pressed.
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pub fn get_just_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
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self.just_pressed.iter()
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}
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/// List all inputs that are just released.
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pub fn get_just_released(&self) -> impl ExactSizeIterator<Item = &T> {
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self.just_released.iter()
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}
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@ -100,8 +150,8 @@ mod test {
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assert!(input.pressed(DummyInput::Input1));
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assert!(input.pressed(DummyInput::Input2));
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// Update the `Input` and check press state
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input.update();
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// Clear the `input`, removing just pressed and just released
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input.clear();
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// Check if they're marked "just pressed"
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assert!(!input.just_pressed(DummyInput::Input1));
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@ -124,9 +174,8 @@ mod test {
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assert!(!input.pressed(DummyInput::Input1));
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assert!(!input.pressed(DummyInput::Input2));
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// Update the `Input` and check for removal from `just_released`
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input.update();
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// Clear the `Input` and check for removal from `just_released`
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input.clear();
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// Check that they're not incorrectly marked as just released
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assert!(!input.just_released(DummyInput::Input1));
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@ -15,7 +15,7 @@ pub fn keyboard_input_system(
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mut keyboard_input: ResMut<Input<KeyCode>>,
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mut keyboard_input_events: EventReader<KeyboardInput>,
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) {
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keyboard_input.update();
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keyboard_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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@ -47,7 +47,7 @@ pub fn mouse_button_input_system(
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mut mouse_button_input: ResMut<Input<MouseButton>>,
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mut mouse_button_input_events: EventReader<MouseButtonInput>,
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) {
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mouse_button_input.update();
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mouse_button_input.clear();
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for event in mouse_button_input_events.iter() {
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match event.state {
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ElementState::Pressed => mouse_button_input.press(event.button),
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