mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 14:10:19 +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).
89 lines
2.2 KiB
Rust
89 lines
2.2 KiB
Rust
use bevy::{
|
|
input::{
|
|
keyboard::KeyboardInput,
|
|
mouse::{MouseButtonInput, MouseMotion, MouseWheel},
|
|
},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(WindowDescriptor {
|
|
width: 300.,
|
|
height: 300.,
|
|
..Default::default()
|
|
})
|
|
.add_plugins(DefaultPlugins)
|
|
// One time greet
|
|
.add_startup_system(hello_wasm_system)
|
|
// Track ticks (sanity check, whether game loop is running)
|
|
.add_system(counter)
|
|
// Track input events
|
|
.add_system(track_input_events)
|
|
.run();
|
|
}
|
|
|
|
fn hello_wasm_system() {
|
|
info!("hello wasm");
|
|
}
|
|
|
|
fn counter(mut state: Local<CounterState>, time: Res<Time>) {
|
|
if state.count % 60 == 0 {
|
|
info!(
|
|
"tick {} @ {:?} [Δ{}]",
|
|
state.count,
|
|
time.time_since_startup(),
|
|
time.delta_seconds()
|
|
);
|
|
}
|
|
state.count += 1;
|
|
}
|
|
|
|
#[derive(Default)]
|
|
struct CounterState {
|
|
count: u32,
|
|
}
|
|
|
|
fn track_input_events(
|
|
mut ev_keys: EventReader<KeyboardInput>,
|
|
mut ev_cursor: EventReader<CursorMoved>,
|
|
mut ev_motion: EventReader<MouseMotion>,
|
|
mut ev_mousebtn: EventReader<MouseButtonInput>,
|
|
mut ev_scroll: EventReader<MouseWheel>,
|
|
) {
|
|
// Keyboard input
|
|
for ev in ev_keys.iter() {
|
|
if ev.state.is_pressed() {
|
|
info!("Just pressed key: {:?}", ev.key_code);
|
|
} else {
|
|
info!("Just released key: {:?}", ev.key_code);
|
|
}
|
|
}
|
|
|
|
// Absolute cursor position (in window coordinates)
|
|
for ev in ev_cursor.iter() {
|
|
info!("Cursor at: {}", ev.position);
|
|
}
|
|
|
|
// Relative mouse motion
|
|
for ev in ev_motion.iter() {
|
|
info!("Mouse moved {} pixels", ev.delta);
|
|
}
|
|
|
|
// Mouse buttons
|
|
for ev in ev_mousebtn.iter() {
|
|
if ev.state.is_pressed() {
|
|
info!("Just pressed mouse button: {:?}", ev.button);
|
|
} else {
|
|
info!("Just released mouse button: {:?}", ev.button);
|
|
}
|
|
}
|
|
|
|
// scrolling (mouse wheel, touchpad, etc.)
|
|
for ev in ev_scroll.iter() {
|
|
info!(
|
|
"Scrolled vertically by {} and horizontally by {}.",
|
|
ev.y, ev.x
|
|
);
|
|
}
|
|
}
|