mirror of
https://github.com/bevyengine/bevy
synced 2025-01-04 17:28:56 +00:00
115211161b
# Objective - I wanted to have controls independent from keyboard layout and found that bevy doesn't have a proper implementation for that ## Solution - I created a `ScanCode` enum with two hundreds scan codes and updated `keyboard_input_system` to include and update `ResMut<Input<ScanCode>>` - closes both https://github.com/bevyengine/bevy/issues/2052 and https://github.com/bevyengine/bevy/issues/862 Co-authored-by: Bleb1k <91003089+Bleb1k@users.noreply.github.com>
102 lines
3.1 KiB
Rust
102 lines
3.1 KiB
Rust
mod axis;
|
|
pub mod gamepad;
|
|
mod input;
|
|
pub mod keyboard;
|
|
pub mod mouse;
|
|
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, ScanCode},
|
|
mouse::MouseButton,
|
|
touch::{TouchInput, Touches},
|
|
Axis, Input,
|
|
};
|
|
}
|
|
|
|
use bevy_app::prelude::*;
|
|
use keyboard::{keyboard_input_system, KeyCode, KeyboardInput, ScanCode};
|
|
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::<KeyboardInput>()
|
|
.init_resource::<Input<KeyCode>>()
|
|
.init_resource::<Input<ScanCode>>()
|
|
.add_system_to_stage(
|
|
CoreStage::PreUpdate,
|
|
keyboard_input_system.label(InputSystem),
|
|
)
|
|
// mouse
|
|
.add_event::<MouseButtonInput>()
|
|
.add_event::<MouseMotion>()
|
|
.add_event::<MouseWheel>()
|
|
.init_resource::<Input<MouseButton>>()
|
|
.add_system_to_stage(
|
|
CoreStage::PreUpdate,
|
|
mouse_button_input_system.label(InputSystem),
|
|
)
|
|
// gamepad
|
|
.add_event::<GamepadEvent>()
|
|
.add_event::<GamepadEventRaw>()
|
|
.init_resource::<GamepadSettings>()
|
|
.init_resource::<Gamepads>()
|
|
.init_resource::<Input<GamepadButton>>()
|
|
.init_resource::<Axis<GamepadAxis>>()
|
|
.init_resource::<Axis<GamepadButton>>()
|
|
.add_system_to_stage(
|
|
CoreStage::PreUpdate,
|
|
gamepad_event_system.label(InputSystem),
|
|
)
|
|
.add_system_to_stage(
|
|
CoreStage::PreUpdate,
|
|
gamepad_connection_system.after(InputSystem),
|
|
)
|
|
// touch
|
|
.add_event::<TouchInput>()
|
|
.init_resource::<Touches>()
|
|
.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 ButtonState {
|
|
Pressed,
|
|
Released,
|
|
}
|
|
|
|
impl ButtonState {
|
|
pub fn is_pressed(&self) -> bool {
|
|
matches!(self, ButtonState::Pressed)
|
|
}
|
|
}
|