mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
11b41206eb
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
26 lines
574 B
Rust
26 lines
574 B
Rust
use bevy::{
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input::{keyboard::KeyCode, Input},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_system(keyboard_input_system)
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.run();
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}
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/// This system prints 'A' key state
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fn keyboard_input_system(keyboard_input: Res<Input<KeyCode>>) {
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if keyboard_input.pressed(KeyCode::A) {
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info!("'A' currently pressed");
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}
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if keyboard_input.just_pressed(KeyCode::A) {
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info!("'A' just pressed");
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}
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if keyboard_input.just_released(KeyCode::A) {
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info!("'A' just released");
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}
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}
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