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Mouse input accumulation (#14044)
# Objective - Add the `AccumulatedMouseMotion` and `AccumulatedMouseScroll` resources to make it simpler to track mouse motion/scroll changes - Closes #13915 ## Solution - Created two resources, `AccumulatedMouseMotion` and `AccumulatedMouseScroll`, and a method that tracks the `MouseMotion` and `MouseWheel` events and accumulates their deltas every frame. - Also modified the mouse input example to show how to use the resources. ## Testing - Tested the changes by modifying an existing example to use the newly added resources, and moving/scrolling my trackpad around a ton. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
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3 changed files with 120 additions and 6 deletions
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@ -43,7 +43,11 @@ use bevy_ecs::prelude::*;
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use bevy_reflect::Reflect;
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use bevy_reflect::Reflect;
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use gestures::*;
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use gestures::*;
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use keyboard::{keyboard_input_system, KeyCode, KeyboardFocusLost, KeyboardInput};
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use keyboard::{keyboard_input_system, KeyCode, KeyboardFocusLost, KeyboardInput};
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use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
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use mouse::{
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accumulate_mouse_motion_system, accumulate_mouse_scroll_system, mouse_button_input_system,
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AccumulatedMouseMotion, AccumulatedMouseScroll, MouseButton, MouseButtonInput, MouseMotion,
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MouseWheel,
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};
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use touch::{touch_screen_input_system, TouchInput, Touches};
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use touch::{touch_screen_input_system, TouchInput, Touches};
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use gamepad::{
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use gamepad::{
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@ -77,7 +81,15 @@ impl Plugin for InputPlugin {
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.add_event::<MouseMotion>()
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.add_event::<MouseMotion>()
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.add_event::<MouseWheel>()
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.add_event::<MouseWheel>()
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.init_resource::<ButtonInput<MouseButton>>()
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.init_resource::<ButtonInput<MouseButton>>()
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.add_systems(PreUpdate, mouse_button_input_system.in_set(InputSystem))
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.add_systems(
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PreUpdate,
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(
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mouse_button_input_system,
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accumulate_mouse_motion_system,
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accumulate_mouse_scroll_system,
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)
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.in_set(InputSystem),
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)
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.add_event::<PinchGesture>()
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.add_event::<PinchGesture>()
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.add_event::<RotationGesture>()
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.add_event::<RotationGesture>()
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.add_event::<DoubleTapGesture>()
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.add_event::<DoubleTapGesture>()
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@ -94,6 +106,8 @@ impl Plugin for InputPlugin {
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.init_resource::<ButtonInput<GamepadButton>>()
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.init_resource::<ButtonInput<GamepadButton>>()
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.init_resource::<Axis<GamepadAxis>>()
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.init_resource::<Axis<GamepadAxis>>()
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.init_resource::<Axis<GamepadButton>>()
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.init_resource::<Axis<GamepadButton>>()
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.init_resource::<AccumulatedMouseMotion>()
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.init_resource::<AccumulatedMouseScroll>()
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.add_systems(
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.add_systems(
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PreUpdate,
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PreUpdate,
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(
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(
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@ -124,7 +138,9 @@ impl Plugin for InputPlugin {
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.register_type::<TouchInput>()
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.register_type::<TouchInput>()
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.register_type::<GamepadEvent>()
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.register_type::<GamepadEvent>()
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.register_type::<GamepadButtonInput>()
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.register_type::<GamepadButtonInput>()
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.register_type::<GamepadSettings>();
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.register_type::<GamepadSettings>()
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.register_type::<AccumulatedMouseMotion>()
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.register_type::<AccumulatedMouseScroll>();
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}
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}
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}
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}
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@ -2,13 +2,15 @@
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use crate::{ButtonInput, ButtonState};
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use crate::{ButtonInput, ButtonState};
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use bevy_ecs::entity::Entity;
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use bevy_ecs::entity::Entity;
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use bevy_ecs::reflect::ReflectResource;
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use bevy_ecs::system::Resource;
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use bevy_ecs::{
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use bevy_ecs::{
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change_detection::DetectChangesMut,
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change_detection::DetectChangesMut,
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event::{Event, EventReader},
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event::{Event, EventReader},
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system::ResMut,
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system::ResMut,
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};
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};
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use bevy_math::Vec2;
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use bevy_math::Vec2;
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use bevy_reflect::Reflect;
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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#[cfg(feature = "serialize")]
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#[cfg(feature = "serialize")]
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use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
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use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
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@ -155,3 +157,81 @@ pub fn mouse_button_input_system(
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}
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}
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}
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}
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}
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}
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/// Tracks how much the mouse has moved every frame.
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///
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/// This resource is reset to zero every frame.
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///
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/// This resource sums the total [`MouseMotion`] events received this frame.
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#[derive(Resource, Debug, Clone, Copy, PartialEq, Reflect, Default)]
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#[reflect(Debug, Default, Resource, PartialEq)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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pub struct AccumulatedMouseMotion {
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/// The change in mouse position.
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pub delta: Vec2,
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}
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/// Tracks how much the mouse has scrolled every frame.
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///
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/// This resource is reset to zero every frame.
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///
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/// This resource sums the total [`MouseWheel`] events received this frame.
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#[derive(Resource, Debug, Clone, Copy, PartialEq, Reflect)]
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#[reflect(Debug, Default, Resource, PartialEq)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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pub struct AccumulatedMouseScroll {
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/// The mouse scroll unit.
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/// If this value changes while scrolling, then the
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/// result of the accumulation could be incorrect
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pub unit: MouseScrollUnit,
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/// The change in scroll position.
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pub delta: Vec2,
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}
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impl Default for AccumulatedMouseScroll {
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fn default() -> Self {
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Self {
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unit: MouseScrollUnit::Line,
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delta: Vec2::ZERO,
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}
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}
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}
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/// Updates the [`AccumulatedMouseMotion`] resource using the [`MouseMotion`] event.
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/// The value of [`AccumulatedMouseMotion`] is reset to zero every frame
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pub fn accumulate_mouse_motion_system(
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mut mouse_motion_event: EventReader<MouseMotion>,
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mut accumulated_mouse_motion: ResMut<AccumulatedMouseMotion>,
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) {
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let mut delta = Vec2::ZERO;
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for event in mouse_motion_event.read() {
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delta += event.delta;
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}
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accumulated_mouse_motion.delta = delta;
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}
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/// Updates the [`AccumulatedMouseScroll`] resource using the [`MouseWheel`] event.
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/// The value of [`AccumulatedMouseScroll`] is reset to zero every frame
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pub fn accumulate_mouse_scroll_system(
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mut mouse_scroll_event: EventReader<MouseWheel>,
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mut accumulated_mouse_scroll: ResMut<AccumulatedMouseScroll>,
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) {
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let mut delta = Vec2::ZERO;
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let mut unit = MouseScrollUnit::Line;
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for event in mouse_scroll_event.read() {
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if event.unit != unit {
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unit = event.unit;
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}
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delta += Vec2::new(event.x, event.y);
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}
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accumulated_mouse_scroll.delta = delta;
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accumulated_mouse_scroll.unit = unit;
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}
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@ -1,11 +1,14 @@
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//! Prints mouse button events.
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//! Prints mouse button events.
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use bevy::prelude::*;
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use bevy::{
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input::mouse::{AccumulatedMouseMotion, AccumulatedMouseScroll},
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prelude::*,
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};
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fn main() {
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fn main() {
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App::new()
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_systems(Update, mouse_click_system)
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.add_systems(Update, (mouse_click_system, mouse_move_system))
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.run();
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.run();
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}
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}
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@ -23,3 +26,18 @@ fn mouse_click_system(mouse_button_input: Res<ButtonInput<MouseButton>>) {
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info!("left mouse just released");
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info!("left mouse just released");
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}
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}
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}
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}
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// This system prints messages when you finish dragging or scrolling with your mouse
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fn mouse_move_system(
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accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
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accumulated_mouse_scroll: Res<AccumulatedMouseScroll>,
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) {
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if accumulated_mouse_motion.delta != Vec2::ZERO {
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let delta = accumulated_mouse_motion.delta;
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info!("mouse moved ({}, {})", delta.x, delta.y);
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}
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if accumulated_mouse_scroll.delta != Vec2::ZERO {
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let delta = accumulated_mouse_scroll.delta;
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info!("mouse scrolled ({}, {})", delta.x, delta.y);
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}
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}
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