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https://github.com/bevyengine/bevy
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70c0223112
# 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>
251 lines
8.3 KiB
Rust
251 lines
8.3 KiB
Rust
//! The mouse input functionality.
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use crate::{ButtonInput, ButtonState};
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use bevy_ecs::entity::Entity;
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#[cfg(feature = "bevy_reflect")]
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use bevy_ecs::reflect::ReflectResource;
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use bevy_ecs::system::Resource;
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use bevy_ecs::{
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change_detection::DetectChangesMut,
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event::{Event, EventReader},
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system::ResMut,
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};
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use bevy_math::Vec2;
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#[cfg(feature = "bevy_reflect")]
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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#[cfg(all(feature = "serialize", feature = "bevy_reflect"))]
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use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
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/// A mouse button input event.
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///
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/// This event is the translated version of the `WindowEvent::MouseInput` from the `winit` crate.
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///
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/// ## Usage
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///
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/// The event is read inside of the [`mouse_button_input_system`]
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/// to update the [`ButtonInput<MouseButton>`] resource.
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#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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#[cfg_attr(
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all(feature = "serialize", feature = "bevy_reflect"),
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reflect(Serialize, Deserialize)
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)]
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pub struct MouseButtonInput {
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/// The mouse button assigned to the event.
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pub button: MouseButton,
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/// The pressed state of the button.
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pub state: ButtonState,
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/// Window that received the input.
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pub window: Entity,
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}
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/// A button on a mouse device.
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///
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/// ## Usage
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///
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/// It is used as the generic `T` value of an [`ButtonInput`] to create a `bevy`
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/// resource.
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///
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/// ## Updating
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///
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/// The resource is updated inside of the [`mouse_button_input_system`].
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#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
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#[cfg_attr(
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feature = "bevy_reflect",
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derive(Reflect),
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reflect(Debug, Hash, PartialEq)
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)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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#[cfg_attr(
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all(feature = "serialize", feature = "bevy_reflect"),
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reflect(Serialize, Deserialize)
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)]
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pub enum MouseButton {
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/// The left mouse button.
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Left,
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/// The right mouse button.
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Right,
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/// The middle mouse button.
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Middle,
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/// The back mouse button.
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Back,
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/// The forward mouse button.
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Forward,
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/// Another mouse button with the associated number.
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Other(u16),
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}
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/// An event reporting the change in physical position of a pointing device.
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///
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/// This represents raw, unfiltered physical motion.
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/// It is the translated version of [`DeviceEvent::MouseMotion`] from the `winit` crate.
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///
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/// All pointing devices connected to a single machine at the same time can emit the event independently.
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/// However, the event data does not make it possible to distinguish which device it is referring to.
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///
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/// [`DeviceEvent::MouseMotion`]: https://docs.rs/winit/latest/winit/event/enum.DeviceEvent.html#variant.MouseMotion
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#[derive(Event, Debug, Clone, Copy, PartialEq)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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#[cfg_attr(
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all(feature = "serialize", feature = "bevy_reflect"),
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reflect(Serialize, Deserialize)
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)]
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pub struct MouseMotion {
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/// The change in the position of the pointing device since the last event was sent.
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pub delta: Vec2,
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}
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/// The scroll unit.
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///
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/// Describes how a value of a [`MouseWheel`] event has to be interpreted.
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///
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/// The value of the event can either be interpreted as the amount of lines or the amount of pixels
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/// to scroll.
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#[derive(Debug, Clone, Copy, Eq, PartialEq)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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#[cfg_attr(
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all(feature = "serialize", feature = "bevy_reflect"),
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reflect(Serialize, Deserialize)
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)]
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pub enum MouseScrollUnit {
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/// The line scroll unit.
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///
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/// The delta of the associated [`MouseWheel`] event corresponds
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/// to the amount of lines or rows to scroll.
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Line,
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/// The pixel scroll unit.
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///
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/// The delta of the associated [`MouseWheel`] event corresponds
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/// to the amount of pixels to scroll.
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Pixel,
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}
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/// A mouse wheel event.
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///
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/// This event is the translated version of the `WindowEvent::MouseWheel` from the `winit` crate.
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#[derive(Event, Debug, Clone, Copy, PartialEq)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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#[cfg_attr(
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all(feature = "serialize", feature = "bevy_reflect"),
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reflect(Serialize, Deserialize)
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)]
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pub struct MouseWheel {
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/// The mouse scroll unit.
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pub unit: MouseScrollUnit,
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/// The horizontal scroll value.
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pub x: f32,
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/// The vertical scroll value.
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pub y: f32,
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/// Window that received the input.
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pub window: Entity,
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}
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/// Updates the [`ButtonInput<MouseButton>`] resource with the latest [`MouseButtonInput`] events.
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///
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/// ## Differences
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///
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/// The main difference between the [`MouseButtonInput`] event and the [`ButtonInput<MouseButton>`] resource is that
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/// the latter has convenient functions like [`ButtonInput::pressed`], [`ButtonInput::just_pressed`] and [`ButtonInput::just_released`].
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pub fn mouse_button_input_system(
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mut mouse_button_input: ResMut<ButtonInput<MouseButton>>,
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mut mouse_button_input_events: EventReader<MouseButtonInput>,
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) {
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mouse_button_input.bypass_change_detection().clear();
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for event in mouse_button_input_events.read() {
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match event.state {
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ButtonState::Pressed => mouse_button_input.press(event.button),
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ButtonState::Released => mouse_button_input.release(event.button),
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}
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}
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}
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/// Tracks how much the mouse has moved every frame.
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///
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/// This resource is reset to zero every frame.
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///
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/// This resource sums the total [`MouseMotion`] events received this frame.
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#[derive(Resource, Debug, Clone, Copy, PartialEq, Default)]
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#[cfg_attr(
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feature = "bevy_reflect",
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derive(Reflect),
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reflect(Debug, Default, Resource, PartialEq)
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)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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#[cfg_attr(
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all(feature = "serialize", feature = "bevy_reflect"),
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reflect(Serialize, Deserialize)
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)]
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pub struct AccumulatedMouseMotion {
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/// The change in mouse position.
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pub delta: Vec2,
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}
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/// Tracks how much the mouse has scrolled every frame.
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///
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/// This resource is reset to zero every frame.
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///
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/// This resource sums the total [`MouseWheel`] events received this frame.
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#[derive(Resource, Debug, Clone, Copy, PartialEq)]
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#[cfg_attr(
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feature = "bevy_reflect",
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derive(Reflect),
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reflect(Debug, Default, Resource, PartialEq)
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)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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#[cfg_attr(
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all(feature = "serialize", feature = "bevy_reflect"),
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reflect(Serialize, Deserialize)
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)]
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pub struct AccumulatedMouseScroll {
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/// The mouse scroll unit.
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/// If this value changes while scrolling, then the
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/// result of the accumulation could be incorrect
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pub unit: MouseScrollUnit,
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/// The change in scroll position.
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pub delta: Vec2,
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}
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impl Default for AccumulatedMouseScroll {
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fn default() -> Self {
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Self {
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unit: MouseScrollUnit::Line,
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delta: Vec2::ZERO,
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}
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}
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}
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/// Updates the [`AccumulatedMouseMotion`] resource using the [`MouseMotion`] event.
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/// The value of [`AccumulatedMouseMotion`] is reset to zero every frame
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pub fn accumulate_mouse_motion_system(
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mut mouse_motion_event: EventReader<MouseMotion>,
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mut accumulated_mouse_motion: ResMut<AccumulatedMouseMotion>,
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) {
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let mut delta = Vec2::ZERO;
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for event in mouse_motion_event.read() {
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delta += event.delta;
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}
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accumulated_mouse_motion.delta = delta;
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}
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/// Updates the [`AccumulatedMouseScroll`] resource using the [`MouseWheel`] event.
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/// The value of [`AccumulatedMouseScroll`] is reset to zero every frame
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pub fn accumulate_mouse_scroll_system(
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mut mouse_scroll_event: EventReader<MouseWheel>,
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mut accumulated_mouse_scroll: ResMut<AccumulatedMouseScroll>,
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) {
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let mut delta = Vec2::ZERO;
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let mut unit = MouseScrollUnit::Line;
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for event in mouse_scroll_event.read() {
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if event.unit != unit {
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unit = event.unit;
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}
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delta += Vec2::new(event.x, event.y);
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}
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accumulated_mouse_scroll.delta = delta;
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accumulated_mouse_scroll.unit = unit;
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}
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