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https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
small input example improvements (#701)
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parent
5acebed731
commit
a602f50c2c
8 changed files with 56 additions and 72 deletions
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@ -235,8 +235,8 @@ name = "touch_input"
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path = "examples/input/touch_input.rs"
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[[example]]
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name = "touch_input_highlevel"
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path = "examples/input/touch_input_highlevel.rs"
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name = "touch_input_events"
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path = "examples/input/touch_input_events.rs"
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[[example]]
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name = "scene"
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@ -98,22 +98,18 @@ pub fn touch_screen_input_system(
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mut touch_state: ResMut<Touches>,
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touch_input_events: Res<Events<TouchInput>>,
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) {
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touch_state.just_pressed.clear();
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let released_touch_ids: HashSet<_> = touch_state.just_released.iter().cloned().collect();
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let cancelled_touch_ids: HashSet<_> = touch_state.just_released.iter().cloned().collect();
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touch_state.just_released.clear();
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touch_state.just_cancelled.clear();
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for released_id in released_touch_ids {
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let touch_state = &mut *touch_state;
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for released_id in touch_state.just_released.iter() {
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touch_state.active_touches.remove(&released_id);
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}
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for cancelled_id in cancelled_touch_ids {
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for cancelled_id in touch_state.just_cancelled.iter() {
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touch_state.active_touches.remove(&cancelled_id);
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}
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touch_state.just_pressed.clear();
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touch_state.just_cancelled.clear();
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for event in state.touch_event_reader.iter(&touch_input_events) {
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let active_touch = touch_state.active_touches.get(&event.id);
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match event.phase {
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@ -9,25 +9,25 @@ fn main() {
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.add_system(connection_system.system())
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.add_system(button_system.system())
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.add_system(axis_system.system())
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.add_resource(Lobby::default())
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.init_resource::<GamepadLobby>()
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.run();
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}
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#[derive(Default)]
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struct Lobby {
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gamepad: HashSet<Gamepad>,
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struct GamepadLobby {
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gamepads: HashSet<Gamepad>,
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gamepad_event_reader: EventReader<GamepadEvent>,
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}
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fn connection_system(mut lobby: ResMut<Lobby>, gamepad_event: Res<Events<GamepadEvent>>) {
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fn connection_system(mut lobby: ResMut<GamepadLobby>, gamepad_event: Res<Events<GamepadEvent>>) {
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for event in lobby.gamepad_event_reader.iter(&gamepad_event) {
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match &event {
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GamepadEvent(gamepad, GamepadEventType::Connected) => {
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lobby.gamepad.insert(*gamepad);
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lobby.gamepads.insert(*gamepad);
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println!("Connected {:?}", gamepad);
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}
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GamepadEvent(gamepad, GamepadEventType::Disconnected) => {
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lobby.gamepad.remove(gamepad);
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lobby.gamepads.remove(gamepad);
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println!("Disconnected {:?}", gamepad);
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}
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}
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@ -35,7 +35,7 @@ fn connection_system(mut lobby: ResMut<Lobby>, gamepad_event: Res<Events<Gamepad
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}
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fn button_system(
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manager: Res<Lobby>,
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lobby: Res<GamepadLobby>,
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inputs: Res<Input<GamepadButton>>,
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button_axes: Res<Axis<GamepadButton>>,
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) {
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@ -60,7 +60,7 @@ fn button_system(
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GamepadButtonType::DPadLeft,
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GamepadButtonType::DPadRight,
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];
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for gamepad in manager.gamepad.iter() {
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for gamepad in lobby.gamepads.iter() {
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for button_type in button_types.iter() {
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if inputs.just_pressed(GamepadButton(*gamepad, *button_type)) {
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println!("Pressed {:?}", GamepadButton(*gamepad, *button_type));
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@ -80,7 +80,7 @@ fn button_system(
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}
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}
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fn axis_system(manager: Res<Lobby>, axes: Res<Axis<GamepadAxis>>) {
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fn axis_system(lobby: Res<GamepadLobby>, axes: Res<Axis<GamepadAxis>>) {
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let axis_types = [
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GamepadAxisType::LeftStickX,
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GamepadAxisType::LeftStickY,
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@ -91,7 +91,7 @@ fn axis_system(manager: Res<Lobby>, axes: Res<Axis<GamepadAxis>>) {
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GamepadAxisType::DPadX,
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GamepadAxisType::DPadY,
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];
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for gamepad in manager.gamepad.iter() {
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for gamepad in lobby.gamepads.iter() {
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for axis_type in axis_types.iter() {
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if let Some(value) = axes.get(&GamepadAxis(*gamepad, *axis_type)) {
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if value_check(value) {
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@ -3,7 +3,6 @@ use bevy::{input::keyboard::KeyboardInput, prelude::*};
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fn main() {
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App::build()
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.add_default_plugins()
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.init_resource::<State>()
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.add_system(print_keyboard_event_system.system())
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.run();
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}
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@ -15,7 +14,7 @@ struct State {
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/// This system prints out all keyboard events as they come in
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fn print_keyboard_event_system(
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mut state: ResMut<State>,
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mut state: Local<State>,
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keyboard_input_events: Res<Events<KeyboardInput>>,
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) {
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for event in state.event_reader.iter(&keyboard_input_events) {
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@ -7,7 +7,6 @@ use bevy::{
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fn main() {
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App::build()
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.add_default_plugins()
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.init_resource::<State>()
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.add_system(print_mouse_events_system.system())
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.run();
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}
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@ -22,7 +21,7 @@ struct State {
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/// This system prints out all mouse events as they come in
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fn print_mouse_events_system(
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mut state: ResMut<State>,
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mut state: Local<State>,
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mouse_button_input_events: Res<Events<MouseButtonInput>>,
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mouse_motion_events: Res<Events<MouseMotion>>,
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cursor_moved_events: Res<Events<CursorMoved>>,
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@ -8,28 +8,27 @@ fn main() {
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}
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fn touch_system(touches: Res<Touches>) {
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for touch in touches.iter() {
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for touch in touches.iter_just_pressed() {
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println!(
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"active touch: {} {} {} {}",
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touch.id, touch.position, touch.previous_position, touch.start_position
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"just pressed touch with id: {:?}, at: {:?}",
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touch.id, touch.position
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);
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}
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if touches.just_pressed(touch.id) {
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println!(
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"just pressed touch with id: {:?}, at: {:?}",
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touch.id, touch.position
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);
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}
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for touch in touches.iter_just_released() {
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println!(
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"just released touch with id: {:?}, at: {:?}",
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touch.id, touch.position
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);
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}
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if touches.just_released(touch.id) {
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println!(
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"just released touch with id: {:?}, at: {:?}",
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touch.id, touch.position
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);
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}
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for touch in touches.iter_just_cancelled() {
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println!("cancelled touch with id: {:?}", touch.id);
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}
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if touches.just_cancelled(touch.id) {
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println!("cancelled touch with id: {:?}", touch.id);
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}
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// you can also iterate all current touches and retrieve their state like this:
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for touch in touches.iter() {
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println!("active touch: {:?}", touch);
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println!(" just_pressed: {}", touches.just_pressed(touch.id));
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}
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}
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19
examples/input/touch_input_events.rs
Normal file
19
examples/input/touch_input_events.rs
Normal file
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@ -0,0 +1,19 @@
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use bevy::{input::touch::*, prelude::*};
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fn main() {
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App::build()
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.add_default_plugins()
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.add_system(touch_event_system.system())
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.run();
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}
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#[derive(Default)]
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struct State {
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event_reader: EventReader<TouchInput>,
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}
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fn touch_event_system(mut state: Local<State>, touch_events: Res<Events<TouchInput>>) {
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for event in state.event_reader.iter(&touch_events) {
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println!("{:?}", event);
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}
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}
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@ -1,28 +0,0 @@
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use bevy::{input::touch::*, prelude::*};
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fn main() {
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App::build()
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.add_default_plugins()
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.add_system(touch_system.system())
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.run();
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}
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fn touch_system(touches: Res<Touches>) {
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for touch in touches.iter_just_pressed() {
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println!(
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"just pressed touch with id: {:?}, at: {:?}",
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touch.id, touch.position
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);
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}
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for touch in touches.iter_just_released() {
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println!(
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"just released touch with id: {:?}, at: {:?}",
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touch.id, touch.position
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);
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}
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for touch in touches.iter_just_cancelled() {
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println!("cancelled touch with id: {:?}", touch.id);
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}
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}
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