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https://github.com/bevyengine/bevy
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1ba7429371
# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
28 lines
622 B
Rust
28 lines
622 B
Rust
//! Demonstrates handling a key press/release.
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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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