bevy/crates/bevy_input/src/mouse.rs
Torstein Grindvik 70c0223112
bevy_input: allow use without bevy_reflect (#14167)
# Objective

Allow use of `bevy_input` types without needing `bevy_reflect`.

## Solution

Make `bevy_reflect` within `bevy_input` optional. It's compiled in by
default.
Turn on reflect in dependencies as well when this feature is on.

## Testing

- Did you test these changes? If so, how?

I did a `cargo hack -p bevy_input --each-feature build`.

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-07-08 01:09:07 +00:00

251 lines
8.3 KiB
Rust

//! The mouse input functionality.
use crate::{ButtonInput, ButtonState};
use bevy_ecs::entity::Entity;
#[cfg(feature = "bevy_reflect")]
use bevy_ecs::reflect::ReflectResource;
use bevy_ecs::system::Resource;
use bevy_ecs::{
change_detection::DetectChangesMut,
event::{Event, EventReader},
system::ResMut,
};
use bevy_math::Vec2;
#[cfg(feature = "bevy_reflect")]
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
#[cfg(all(feature = "serialize", feature = "bevy_reflect"))]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
/// A mouse button input event.
///
/// This event is the translated version of the `WindowEvent::MouseInput` from the `winit` crate.
///
/// ## Usage
///
/// The event is read inside of the [`mouse_button_input_system`]
/// to update the [`ButtonInput<MouseButton>`] resource.
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct MouseButtonInput {
/// The mouse button assigned to the event.
pub button: MouseButton,
/// The pressed state of the button.
pub state: ButtonState,
/// Window that received the input.
pub window: Entity,
}
/// A button on a mouse device.
///
/// ## Usage
///
/// It is used as the generic `T` value of an [`ButtonInput`] to create a `bevy`
/// resource.
///
/// ## Updating
///
/// The resource is updated inside of the [`mouse_button_input_system`].
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, Hash, PartialEq)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum MouseButton {
/// The left mouse button.
Left,
/// The right mouse button.
Right,
/// The middle mouse button.
Middle,
/// The back mouse button.
Back,
/// The forward mouse button.
Forward,
/// Another mouse button with the associated number.
Other(u16),
}
/// An event reporting the change in physical position of a pointing device.
///
/// This represents raw, unfiltered physical motion.
/// It is the translated version of [`DeviceEvent::MouseMotion`] from the `winit` crate.
///
/// All pointing devices connected to a single machine at the same time can emit the event independently.
/// However, the event data does not make it possible to distinguish which device it is referring to.
///
/// [`DeviceEvent::MouseMotion`]: https://docs.rs/winit/latest/winit/event/enum.DeviceEvent.html#variant.MouseMotion
#[derive(Event, Debug, Clone, Copy, PartialEq)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct MouseMotion {
/// The change in the position of the pointing device since the last event was sent.
pub delta: Vec2,
}
/// The scroll unit.
///
/// Describes how a value of a [`MouseWheel`] event has to be interpreted.
///
/// The value of the event can either be interpreted as the amount of lines or the amount of pixels
/// to scroll.
#[derive(Debug, Clone, Copy, Eq, PartialEq)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum MouseScrollUnit {
/// The line scroll unit.
///
/// The delta of the associated [`MouseWheel`] event corresponds
/// to the amount of lines or rows to scroll.
Line,
/// The pixel scroll unit.
///
/// The delta of the associated [`MouseWheel`] event corresponds
/// to the amount of pixels to scroll.
Pixel,
}
/// A mouse wheel event.
///
/// This event is the translated version of the `WindowEvent::MouseWheel` from the `winit` crate.
#[derive(Event, Debug, Clone, Copy, PartialEq)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct MouseWheel {
/// The mouse scroll unit.
pub unit: MouseScrollUnit,
/// The horizontal scroll value.
pub x: f32,
/// The vertical scroll value.
pub y: f32,
/// Window that received the input.
pub window: Entity,
}
/// Updates the [`ButtonInput<MouseButton>`] resource with the latest [`MouseButtonInput`] events.
///
/// ## Differences
///
/// The main difference between the [`MouseButtonInput`] event and the [`ButtonInput<MouseButton>`] resource is that
/// the latter has convenient functions like [`ButtonInput::pressed`], [`ButtonInput::just_pressed`] and [`ButtonInput::just_released`].
pub fn mouse_button_input_system(
mut mouse_button_input: ResMut<ButtonInput<MouseButton>>,
mut mouse_button_input_events: EventReader<MouseButtonInput>,
) {
mouse_button_input.bypass_change_detection().clear();
for event in mouse_button_input_events.read() {
match event.state {
ButtonState::Pressed => mouse_button_input.press(event.button),
ButtonState::Released => mouse_button_input.release(event.button),
}
}
}
/// Tracks how much the mouse has moved every frame.
///
/// This resource is reset to zero every frame.
///
/// This resource sums the total [`MouseMotion`] events received this frame.
#[derive(Resource, Debug, Clone, Copy, PartialEq, Default)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, Default, Resource, PartialEq)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct AccumulatedMouseMotion {
/// The change in mouse position.
pub delta: Vec2,
}
/// Tracks how much the mouse has scrolled every frame.
///
/// This resource is reset to zero every frame.
///
/// This resource sums the total [`MouseWheel`] events received this frame.
#[derive(Resource, Debug, Clone, Copy, PartialEq)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, Default, Resource, PartialEq)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct AccumulatedMouseScroll {
/// The mouse scroll unit.
/// If this value changes while scrolling, then the
/// result of the accumulation could be incorrect
pub unit: MouseScrollUnit,
/// The change in scroll position.
pub delta: Vec2,
}
impl Default for AccumulatedMouseScroll {
fn default() -> Self {
Self {
unit: MouseScrollUnit::Line,
delta: Vec2::ZERO,
}
}
}
/// Updates the [`AccumulatedMouseMotion`] resource using the [`MouseMotion`] event.
/// The value of [`AccumulatedMouseMotion`] is reset to zero every frame
pub fn accumulate_mouse_motion_system(
mut mouse_motion_event: EventReader<MouseMotion>,
mut accumulated_mouse_motion: ResMut<AccumulatedMouseMotion>,
) {
let mut delta = Vec2::ZERO;
for event in mouse_motion_event.read() {
delta += event.delta;
}
accumulated_mouse_motion.delta = delta;
}
/// Updates the [`AccumulatedMouseScroll`] resource using the [`MouseWheel`] event.
/// The value of [`AccumulatedMouseScroll`] is reset to zero every frame
pub fn accumulate_mouse_scroll_system(
mut mouse_scroll_event: EventReader<MouseWheel>,
mut accumulated_mouse_scroll: ResMut<AccumulatedMouseScroll>,
) {
let mut delta = Vec2::ZERO;
let mut unit = MouseScrollUnit::Line;
for event in mouse_scroll_event.read() {
if event.unit != unit {
unit = event.unit;
}
delta += Vec2::new(event.x, event.y);
}
accumulated_mouse_scroll.delta = delta;
accumulated_mouse_scroll.unit = unit;
}