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https://github.com/bevyengine/bevy
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056f12236e
# Objective - Fixes #5083 ## Solution I looked at the implementation of those events. I noticed that they both are adaptations of `winit`'s `DeviceEvent`/`WindowEvent` enum variants. Therefore I based the description of the items on the documentation provided by the upstream crate. I also added a link to `CursorMoved`, just like `MouseMotion` already has. ## Observations - Looking at the implementation of `MouseMotion`, I noticed the `DeviceId` field of the `winit` event is discarded by `bevy_input`. This means that in the case a machine has multiple pointing devices, it is impossible to distinguish to which one the event is referring to. **EDIT:** just tested, `MouseMotion` events are emitted for movement of both mice.
109 lines
3.8 KiB
Rust
109 lines
3.8 KiB
Rust
use crate::{ButtonState, Input};
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use bevy_ecs::{event::EventReader, system::ResMut};
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use bevy_math::Vec2;
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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`](crate::mouse::mouse_button_input_system)
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/// to update the [`Input<MouseButton>`](crate::Input<MouseButton>) resource.
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#[derive(Debug, Clone)]
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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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}
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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 [`Input`](crate::Input) 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`](crate::mouse::mouse_button_input_system).
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#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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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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/// 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(Debug, Clone)]
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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`](crate::mouse::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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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`](crate::mouse::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`](crate::mouse::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(Debug, Clone)]
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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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}
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/// Updates the [`Input<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 [`Input<MouseButton>`] resource is that
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/// the latter has convenient functions like [`Input::pressed`], [`Input::just_pressed`] and [`Input::just_released`].
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pub fn mouse_button_input_system(
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mut mouse_button_input: ResMut<Input<MouseButton>>,
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mut mouse_button_input_events: EventReader<MouseButtonInput>,
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) {
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mouse_button_input.clear();
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for event in mouse_button_input_events.iter() {
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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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