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https://github.com/bevyengine/bevy
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687e379800
# Objective - Updates for rust 1.73 ## Solution - new doc check for `redundant_explicit_links` - updated to text for compile fail tests --- ## Changelog - updates for rust 1.73
463 lines
11 KiB
Rust
463 lines
11 KiB
Rust
//! The keyboard input functionality.
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use crate::{ButtonState, Input};
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use bevy_ecs::entity::Entity;
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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_reflect::Reflect;
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#[cfg(feature = "serialize")]
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use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
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/// A keyboard input event.
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///
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/// This event is the translated version of the `WindowEvent::KeyboardInput` from the `winit` crate.
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/// It is available to the end user and can be used for game logic.
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///
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/// ## Usage
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///
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/// The event is consumed inside of the [`keyboard_input_system`]
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/// to update the [`Input<KeyCode>`](crate::Input<KeyCode>) resource.
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#[derive(Event, Debug, Clone, Copy, PartialEq, Eq, Reflect)]
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#[reflect(Debug, PartialEq)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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pub struct KeyboardInput {
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/// The scan code of the key.
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pub scan_code: u32,
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/// The key code of the key.
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pub key_code: Option<KeyCode>,
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/// The press state of the key.
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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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/// Updates the [`Input<KeyCode>`] resource with the latest [`KeyboardInput`] events.
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///
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/// ## Differences
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///
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/// The main difference between the [`KeyboardInput`] event and the [`Input<KeyCode>`] or [`Input<ScanCode>`] resources is that
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/// the latter have convenient functions such as [`Input::pressed`], [`Input::just_pressed`] and [`Input::just_released`].
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pub fn keyboard_input_system(
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mut scan_input: ResMut<Input<ScanCode>>,
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mut key_input: ResMut<Input<KeyCode>>,
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mut keyboard_input_events: EventReader<KeyboardInput>,
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) {
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// Avoid clearing if it's not empty to ensure change detection is not triggered.
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scan_input.bypass_change_detection().clear();
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key_input.bypass_change_detection().clear();
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for event in keyboard_input_events.read() {
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let KeyboardInput {
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scan_code, state, ..
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} = event;
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if let Some(key_code) = event.key_code {
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match state {
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ButtonState::Pressed => key_input.press(key_code),
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ButtonState::Released => key_input.release(key_code),
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}
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}
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match state {
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ButtonState::Pressed => scan_input.press(ScanCode(*scan_code)),
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ButtonState::Released => scan_input.release(ScanCode(*scan_code)),
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}
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}
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}
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/// The key code of a [`KeyboardInput`].
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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 [`Input`] to create a `Res<Input<KeyCode>>`.
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/// The resource values are mapped to the current layout of the keyboard and correlate to an [`ScanCode`].
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///
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/// ## Updating
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///
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/// The resource is updated inside of the [`keyboard_input_system`].
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#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy, Reflect)]
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#[reflect(Debug, Hash, PartialEq)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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#[repr(u32)]
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pub enum KeyCode {
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/// The `1` key over the letters.
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Key1,
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/// The `2` key over the letters.
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Key2,
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/// The `3` key over the letters.
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Key3,
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/// The `4` key over the letters.
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Key4,
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/// The `5` key over the letters.
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Key5,
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/// The `6` key over the letters.
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Key6,
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/// The `7` key over the letters.
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Key7,
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/// The `8` key over the letters.
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Key8,
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/// The `9` key over the letters.
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Key9,
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/// The `0` key over the letters.
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Key0,
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/// The `A` key.
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A,
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/// The `B` key.
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B,
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/// The `C` key.
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C,
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/// The `D` key.
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D,
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/// The `E` key.
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E,
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/// The `F` key.
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F,
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/// The `G` key.
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G,
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/// The `H` key.
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H,
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/// The `I` key.
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I,
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/// The `J` key.
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J,
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/// The `K` key.
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K,
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/// The `L` key.
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L,
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/// The `M` key.
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M,
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/// The `N` key.
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N,
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/// The `O` key.
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O,
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/// The `P` key.
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P,
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/// The `Q` key.
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Q,
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/// The `R` key.
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R,
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/// The `S` key.
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S,
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/// The `T` key.
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T,
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/// The `U` key.
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U,
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/// The `V` key.
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V,
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/// The `W` key.
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W,
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/// The `X` key.
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X,
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/// The `Y` key.
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Y,
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/// The `Z` key.
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Z,
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/// The `Escape` / `ESC` key, next to the `F1` key.
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Escape,
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/// The `F1` key.
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F1,
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/// The `F2` key.
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F2,
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/// The `F3` key.
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F3,
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/// The `F4` key.
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F4,
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/// The `F5` key.
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F5,
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/// The `F6` key.
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F6,
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/// The `F7` key.
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F7,
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/// The `F8` key.
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F8,
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/// The `F9` key.
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F9,
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/// The `F10` key.
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F10,
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/// The `F11` key.
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F11,
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/// The `F12` key.
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F12,
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/// The `F13` key.
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F13,
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/// The `F14` key.
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F14,
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/// The `F15` key.
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F15,
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/// The `F16` key.
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F16,
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/// The `F17` key.
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F17,
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/// The `F18` key.
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F18,
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/// The `F19` key.
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F19,
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/// The `F20` key.
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F20,
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/// The `F21` key.
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F21,
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/// The `F22` key.
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F22,
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/// The `F23` key.
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F23,
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/// The `F24` key.
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F24,
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/// The `Snapshot` / `Print Screen` key.
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Snapshot,
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/// The `Scroll` / `Scroll Lock` key.
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Scroll,
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/// The `Pause` / `Break` key, next to the `Scroll` key.
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Pause,
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/// The `Insert` key, next to the `Backspace` key.
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Insert,
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/// The `Home` key.
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Home,
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/// The `Delete` key.
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Delete,
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/// The `End` key.
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End,
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/// The `PageDown` key.
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PageDown,
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/// The `PageUp` key.
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PageUp,
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/// The `Left` / `Left Arrow` key.
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Left,
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/// The `Up` / `Up Arrow` key.
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Up,
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/// The `Right` / `Right Arrow` key.
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Right,
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/// The `Down` / `Down Arrow` key.
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Down,
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/// The `Back` / `Backspace` key.
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Back,
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/// The `Return` / `Enter` key.
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Return,
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/// The `Space` / `Spacebar` / ` ` key.
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Space,
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/// The `Compose` key on Linux.
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Compose,
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/// The `Caret` / `^` key.
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Caret,
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/// The `Numlock` key.
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Numlock,
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/// The `Numpad0` / `0` key.
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Numpad0,
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/// The `Numpad1` / `1` key.
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Numpad1,
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/// The `Numpad2` / `2` key.
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Numpad2,
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/// The `Numpad3` / `3` key.
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Numpad3,
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/// The `Numpad4` / `4` key.
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Numpad4,
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/// The `Numpad5` / `5` key.
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Numpad5,
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/// The `Numpad6` / `6` key.
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Numpad6,
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/// The `Numpad7` / `7` key.
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Numpad7,
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/// The `Numpad8` / `8` key.
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Numpad8,
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/// The `Numpad9` / `9` key.
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Numpad9,
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/// The `AbntC1` key.
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AbntC1,
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/// The `AbntC2` key.
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AbntC2,
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/// The `NumpadAdd` / `+` key.
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NumpadAdd,
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/// The `Apostrophe` / `'` key.
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Apostrophe,
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/// The `Apps` key.
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Apps,
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/// The `Asterisk` / `*` key.
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Asterisk,
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/// The `Plus` / `+` key.
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Plus,
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/// The `At` / `@` key.
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At,
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/// The `Ax` key.
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Ax,
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/// The `Backslash` / `\` key.
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Backslash,
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/// The `Calculator` key.
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Calculator,
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/// The `Capital` key.
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Capital,
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/// The `Colon` / `:` key.
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Colon,
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/// The `Comma` / `,` key.
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Comma,
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/// The `Convert` key.
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Convert,
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/// The `NumpadDecimal` / `.` key.
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NumpadDecimal,
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/// The `NumpadDivide` / `/` key.
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NumpadDivide,
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/// The `Equals` / `=` key.
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Equals,
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/// The `Grave` / `Backtick` / `` ` `` key.
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Grave,
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/// The `Kana` key.
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Kana,
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/// The `Kanji` key.
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Kanji,
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/// The `Left Alt` key. Maps to `Left Option` on Mac.
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AltLeft,
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/// The `Left Bracket` / `[` key.
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BracketLeft,
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/// The `Left Control` key.
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ControlLeft,
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/// The `Left Shift` key.
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ShiftLeft,
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/// The `Left Super` key.
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/// Generic keyboards usually display this key with the *Microsoft Windows* logo.
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/// Apple keyboards call this key the *Command Key* and display it using the ⌘ character.
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#[doc(alias("LWin", "LMeta", "LLogo"))]
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SuperLeft,
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/// The `Mail` key.
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Mail,
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/// The `MediaSelect` key.
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MediaSelect,
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/// The `MediaStop` key.
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MediaStop,
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/// The `Minus` / `-` key.
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Minus,
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/// The `NumpadMultiply` / `*` key.
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NumpadMultiply,
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/// The `Mute` key.
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Mute,
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/// The `MyComputer` key.
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MyComputer,
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/// The `NavigateForward` / `Prior` key.
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NavigateForward,
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/// The `NavigateBackward` / `Next` key.
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NavigateBackward,
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/// The `NextTrack` key.
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NextTrack,
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/// The `NoConvert` key.
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NoConvert,
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/// The `NumpadComma` / `,` key.
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NumpadComma,
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/// The `NumpadEnter` key.
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NumpadEnter,
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/// The `NumpadEquals` / `=` key.
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NumpadEquals,
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/// The `Oem102` key.
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Oem102,
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/// The `Period` / `.` key.
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Period,
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/// The `PlayPause` key.
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PlayPause,
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/// The `Power` key.
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Power,
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/// The `PrevTrack` key.
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PrevTrack,
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/// The `Right Alt` key. Maps to `Right Option` on Mac.
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AltRight,
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/// The `Right Bracket` / `]` key.
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BracketRight,
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/// The `Right Control` key.
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ControlRight,
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/// The `Right Shift` key.
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ShiftRight,
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/// The `Right Super` key.
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/// Generic keyboards usually display this key with the *Microsoft Windows* logo.
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/// Apple keyboards call this key the *Command Key* and display it using the ⌘ character.
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#[doc(alias("RWin", "RMeta", "RLogo"))]
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SuperRight,
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/// The `Semicolon` / `;` key.
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Semicolon,
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/// The `Slash` / `/` key.
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Slash,
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/// The `Sleep` key.
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Sleep,
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/// The `Stop` key.
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Stop,
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/// The `NumpadSubtract` / `-` key.
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NumpadSubtract,
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/// The `Sysrq` key.
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Sysrq,
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/// The `Tab` / ` ` key.
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Tab,
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/// The `Underline` / `_` key.
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Underline,
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/// The `Unlabeled` key.
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Unlabeled,
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/// The `VolumeDown` key.
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VolumeDown,
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/// The `VolumeUp` key.
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VolumeUp,
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/// The `Wake` key.
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Wake,
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/// The `WebBack` key.
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WebBack,
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/// The `WebFavorites` key.
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WebFavorites,
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/// The `WebForward` key.
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WebForward,
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/// The `WebHome` key.
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WebHome,
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/// The `WebRefresh` key.
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WebRefresh,
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/// The `WebSearch` key.
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WebSearch,
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/// The `WebStop` key.
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WebStop,
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/// The `Yen` key.
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Yen,
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/// The `Copy` key.
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Copy,
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/// The `Paste` key.
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Paste,
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/// The `Cut` key.
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Cut,
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}
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/// The scan code of a [`KeyboardInput`].
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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 [`Input`] to create a `Res<Input<ScanCode>>`.
|
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/// The resource values are mapped to the physical location of a key on the keyboard and correlate to an [`KeyCode`]
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///
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/// ## Updating
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///
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/// The resource is updated inside of the [`keyboard_input_system`].
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#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy, Reflect)]
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#[reflect(Debug, Hash, PartialEq)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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pub struct ScanCode(pub u32);
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