use bevy_utils::HashSet; use std::hash::Hash; // unused import, but needed for intra doc link to work #[allow(unused_imports)] use bevy_ecs::schedule::State; /// A "press-able" input of type `T`. /// /// This type can be used as a resource to keep the current state of an input, by reacting to /// events from the input. For a given input value: /// /// * [`Input::pressed`] will return `true` between a press and a release event. /// * [`Input::just_pressed`] will return `true` for one frame after a press event. /// * [`Input::just_released`] will return `true` for one frame after a release event. /// /// In case multiple systems are checking for [`Input::just_pressed`] or [`Input::just_released`] /// but only one should react, for example in the case of triggering /// [`State`] change, you should consider clearing the input state, either by: /// /// * Using [`Input::just_pressed_and_clear`] or [`Input::just_released_and_clear`] instead. /// * Calling [`Input::clear`] or [`Input::reset`] immediately after the state change. /// /// ## Notes when adding this resource for a new input type /// /// When adding this resource for a new input type, you should: /// /// * Call the [`Input::press`] method for each press event. /// * Call the [`Input::release`] method for each release event. /// * Call the [`Input::clear`] method at each frame start, before processing events. #[derive(Debug)] pub struct Input { pressed: HashSet, just_pressed: HashSet, just_released: HashSet, } impl Default for Input { fn default() -> Self { Self { pressed: Default::default(), just_pressed: Default::default(), just_released: Default::default(), } } } impl Input where T: Copy + Eq + Hash, { /// Register a press for input `input`. pub fn press(&mut self, input: T) { if !self.pressed(input) { self.just_pressed.insert(input); } self.pressed.insert(input); } /// Check if `input` has been pressed. pub fn pressed(&self, input: T) -> bool { self.pressed.contains(&input) } /// Register a release for input `input`. pub fn release(&mut self, input: T) { self.pressed.remove(&input); self.just_released.insert(input); } /// Check if `input` has been just pressed. pub fn just_pressed(&self, input: T) -> bool { self.just_pressed.contains(&input) } /// Clear the "just pressed" state of `input`. Future calls to [`Input::just_pressed`] for the given /// input will return false until a new press event occurs. /// Returns true if `input` is currently "just pressed" pub fn clear_just_pressed(&mut self, input: T) -> bool { self.just_pressed.remove(&input) } /// Check if `input` has been just released. pub fn just_released(&self, input: T) -> bool { self.just_released.contains(&input) } /// Clear the "just released" state of `input`. Future calls to [`Input::just_released`] for the given /// input will return false until a new release event occurs. /// Returns true if `input` is currently "just released" pub fn clear_just_released(&mut self, input: T) -> bool { self.just_released.remove(&input) } /// Reset all status for input `input`. pub fn reset(&mut self, input: T) { self.pressed.remove(&input); self.just_pressed.remove(&input); self.just_released.remove(&input); } /// Clear just pressed and just released information. pub fn clear(&mut self) { self.just_pressed.clear(); self.just_released.clear(); } /// List all inputs that are pressed. pub fn get_pressed(&self) -> impl ExactSizeIterator { self.pressed.iter() } /// List all inputs that are just pressed. pub fn get_just_pressed(&self) -> impl ExactSizeIterator { self.just_pressed.iter() } /// List all inputs that are just released. pub fn get_just_released(&self) -> impl ExactSizeIterator { self.just_released.iter() } } #[cfg(test)] mod test { #[test] fn input_test() { use crate::Input; /// Used for testing `Input` functionality #[derive(Copy, Clone, Eq, PartialEq, Hash)] enum DummyInput { Input1, Input2, } let mut input = Input::default(); // Test pressing input.press(DummyInput::Input1); input.press(DummyInput::Input2); // Check if they were "just pressed" (pressed on this update) assert!(input.just_pressed(DummyInput::Input1)); assert!(input.just_pressed(DummyInput::Input2)); // Check if they are also marked as pressed assert!(input.pressed(DummyInput::Input1)); assert!(input.pressed(DummyInput::Input2)); // Clear the `input`, removing just pressed and just released input.clear(); // Check if they're marked "just pressed" assert!(!input.just_pressed(DummyInput::Input1)); assert!(!input.just_pressed(DummyInput::Input2)); // Check if they're marked as pressed assert!(input.pressed(DummyInput::Input1)); assert!(input.pressed(DummyInput::Input2)); // Release the inputs and check state input.release(DummyInput::Input1); input.release(DummyInput::Input2); // Check if they're marked as "just released" (released on this update) assert!(input.just_released(DummyInput::Input1)); assert!(input.just_released(DummyInput::Input2)); // Check that they're not incorrectly marked as pressed assert!(!input.pressed(DummyInput::Input1)); assert!(!input.pressed(DummyInput::Input2)); // Clear the `Input` and check for removal from `just_released` input.clear(); // Check that they're not incorrectly marked as just released assert!(!input.just_released(DummyInput::Input1)); assert!(!input.just_released(DummyInput::Input2)); // Set up an `Input` to test resetting. let mut input = Input::default(); input.press(DummyInput::Input1); input.release(DummyInput::Input2); // Reset the `Input` and test it was reset correctly. input.reset(DummyInput::Input1); input.reset(DummyInput::Input2); assert!(!input.just_pressed(DummyInput::Input1)); assert!(!input.pressed(DummyInput::Input1)); assert!(!input.just_released(DummyInput::Input2)); } }