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https://github.com/bevyengine/bevy
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break up input examples
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5 changed files with 65 additions and 23 deletions
16
Cargo.toml
16
Cargo.toml
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@ -152,12 +152,20 @@ name = "ecs_guide"
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path = "examples/ecs/ecs_guide.rs"
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[[example]]
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name = "input_mouse"
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path = "examples/input/input_mouse.rs"
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name = "mouse_input"
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path = "examples/input/mouse_input.rs"
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[[example]]
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name = "input_keyboard"
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path = "examples/input/input_keyboard.rs"
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name = "mouse_input_events"
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path = "examples/input/mouse_input_events.rs"
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[[example]]
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name = "keyboard_input"
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path = "examples/input/keyboard_input.rs"
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[[example]]
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name = "keyboard_input_events"
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path = "examples/input/keyboard_input_events.rs"
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[[example]]
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name = "load_scene"
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@ -1,5 +1,7 @@
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use bevy::{input::keyboard::KeyCode, prelude::*};
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use bevy_input::Input;
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use bevy::{
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input::{keyboard::KeyCode, Input},
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prelude::*,
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};
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fn main() {
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App::build()
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@ -9,7 +11,7 @@ fn main() {
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.run();
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}
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/// moves our cube left when the "left" key is pressed. moves it right when the "right" key is pressed
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/// This system moves our cube left when the "left" key is pressed and moves it right when the "right" key is pressed
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fn move_on_input(
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world: &mut SubWorld,
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time: Res<Time>,
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@ -39,7 +41,7 @@ fn move_on_input(
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}
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}
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/// creates a simple scene
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/// Creates a simple scene containing the cube we will be controlling
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fn setup(
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command_buffer: &mut CommandBuffer,
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mut meshes: ResMut<Assets<Mesh>>,
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@ -68,7 +70,7 @@ fn setup(
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// camera
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.add_entity(PerspectiveCameraEntity {
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local_to_world: LocalToWorld::new_sync_disabled(Mat4::look_at_rh(
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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)),
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24
examples/input/keyboard_input_events.rs
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24
examples/input/keyboard_input_events.rs
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@ -0,0 +1,24 @@
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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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#[derive(Default)]
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struct State {
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event_reader: EventReader<KeyboardInput>,
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}
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/// This system prints out all mouse 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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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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println!("{:?}", event);
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}
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}
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19
examples/input/mouse_input.rs
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19
examples/input/mouse_input.rs
Normal file
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@ -0,0 +1,19 @@
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use bevy::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(mouse_click_system.system())
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.run();
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}
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// This system prints messages when you press or release the left mouse button:
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fn mouse_click_system(mouse_button_input: Res<Input<MouseButton>>) {
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if mouse_button_input.just_pressed(MouseButton::Left) {
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println!("left mouse clicked");
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}
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if mouse_button_input.just_released(MouseButton::Left) {
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println!("left mouse released");
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}
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}
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@ -8,21 +8,10 @@ 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(mouse_click_system.system())
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.add_system(mouse_input_event_system.system())
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.add_system(print_mouse_events_system.system())
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.run();
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}
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fn mouse_click_system(mouse_button_input: Res<Input<MouseButton>>) {
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if mouse_button_input.just_pressed(MouseButton::Left) {
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println!("left mouse clicked");
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}
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if mouse_button_input.just_released(MouseButton::Left) {
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println!("left mouse released");
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}
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}
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#[derive(Default)]
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struct State {
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mouse_button_event_reader: EventReader<MouseButtonInput>,
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@ -30,8 +19,8 @@ struct State {
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cursor_moved_event_reader: EventReader<CursorMoved>,
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}
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/// prints out all mouse events as they come in
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fn mouse_input_event_system(
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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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mouse_button_input_events: Res<Events<MouseButtonInput>>,
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mouse_motion_events: Res<Events<MouseMotion>>,
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