mod axis; pub mod gamepad; mod input; pub mod keyboard; pub mod mouse; pub mod system; pub mod touch; pub use axis::*; use bevy_ecs::schedule::{ParallelSystemDescriptorCoercion, SystemLabel}; pub use input::*; pub mod prelude { #[doc(hidden)] pub use crate::{ gamepad::{ Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent, GamepadEventType, Gamepads, }, keyboard::KeyCode, mouse::MouseButton, touch::{TouchInput, Touches}, Axis, Input, }; } use bevy_app::prelude::*; use keyboard::{keyboard_input_system, KeyCode, KeyboardInput}; use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel}; use prelude::Gamepads; use touch::{touch_screen_input_system, TouchInput, Touches}; use gamepad::{ gamepad_connection_system, gamepad_event_system, GamepadAxis, GamepadButton, GamepadEvent, GamepadEventRaw, GamepadSettings, }; /// Adds keyboard and mouse input to an App #[derive(Default)] pub struct InputPlugin; #[derive(Debug, PartialEq, Eq, Clone, Hash, SystemLabel)] pub struct InputSystem; impl Plugin for InputPlugin { fn build(&self, app: &mut App) { app // keyboard .add_event::() .init_resource::>() .add_system_to_stage( CoreStage::PreUpdate, keyboard_input_system.label(InputSystem), ) // mouse .add_event::() .add_event::() .add_event::() .init_resource::>() .add_system_to_stage( CoreStage::PreUpdate, mouse_button_input_system.label(InputSystem), ) // gamepad .add_event::() .add_event::() .init_resource::() .init_resource::() .init_resource::>() .init_resource::>() .init_resource::>() .add_system_to_stage( CoreStage::PreUpdate, gamepad_event_system.label(InputSystem), ) .add_system_to_stage( CoreStage::PreUpdate, gamepad_connection_system.label(InputSystem), ) // touch .add_event::() .init_resource::() .add_system_to_stage( CoreStage::PreUpdate, touch_screen_input_system.label(InputSystem), ); } } /// The current "press" state of an element #[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] pub enum ElementState { Pressed, Released, } impl ElementState { pub fn is_pressed(&self) -> bool { matches!(self, ElementState::Pressed) } }