bevy/crates/bevy_input/src/button_input.rs
Carter Anderson 00c2edf7b2
Revert most of #16222 and add gamepad accessors (#16425)
# Objective

#16222 regressed the user experience of actually using gamepads:

```rust
// Before 16222
gamepad.just_pressed(GamepadButton::South)

// After 16222
gamepad.digital.just_pressed(GamepadButton::South)

// Before 16222
gamepad.get(GamepadButton::RightTrigger2)

// After 16222
gamepad.analog.get(GamepadButton::RighTrigger2)
```

Users shouldn't need to think about "digital vs analog" when checking if
a button is pressed. This abstraction was intentional and I strongly
believe it is in our users' best interest. Buttons and Axes are _both_
digital and analog, and this is largely an implementation detail. I
don't think reverting this will be controversial.

## Solution

- Revert most of #16222
- Add the `Into<T>` from #16222 to the internals
- Expose read/write `digital` and `analog` accessors on gamepad, in the
interest of enabling the mocking scenarios covered in #16222 (and
allowing the minority of users that care about the "digital" vs "analog"
distinction in this context to make that distinction)

---------

Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-11-19 00:00:16 +00:00

580 lines
22 KiB
Rust

//! The generic input type.
use bevy_ecs::system::Resource;
use bevy_utils::HashSet;
use core::hash::Hash;
#[cfg(feature = "bevy_reflect")]
use {
bevy_ecs::reflect::ReflectResource,
bevy_reflect::{std_traits::ReflectDefault, Reflect},
};
/// A "press-able" input of type `T`.
///
/// ## Usage
///
/// This type can be used as a resource to keep the current state of an input, by reacting to
/// events from the input. For a given input value:
///
/// * [`ButtonInput::pressed`] will return `true` between a press and a release event.
/// * [`ButtonInput::just_pressed`] will return `true` for one frame after a press event.
/// * [`ButtonInput::just_released`] will return `true` for one frame after a release event.
///
/// ## Multiple systems
///
/// In case multiple systems are checking for [`ButtonInput::just_pressed`] or [`ButtonInput::just_released`]
/// but only one should react, for example when modifying a
/// [`Resource`], you should consider clearing the input state, either by:
///
/// * Using [`ButtonInput::clear_just_pressed`] or [`ButtonInput::clear_just_released`] instead.
/// * Calling [`ButtonInput::clear`] or [`ButtonInput::reset`] immediately after the state change.
///
/// ## Performance
///
/// For all operations, the following conventions are used:
/// - **n** is the number of stored inputs.
/// - **m** is the number of input arguments passed to the method.
/// - **\***-suffix denotes an amortized cost.
/// - **~**-suffix denotes an expected cost.
///
/// See Rust's [std::collections doc on performance](https://doc.rust-lang.org/std/collections/index.html#performance) for more details on the conventions used here.
///
/// | **[`ButtonInput`] operations** | **Computational complexity** |
/// |-----------------------------------|------------------------------------|
/// | [`ButtonInput::any_just_pressed`] | *O*(m)~ |
/// | [`ButtonInput::any_just_released`] | *O*(m)~ |
/// | [`ButtonInput::any_pressed`] | *O*(m)~ |
/// | [`ButtonInput::get_just_pressed`] | *O*(n) |
/// | [`ButtonInput::get_just_released`] | *O*(n) |
/// | [`ButtonInput::get_pressed`] | *O*(n) |
/// | [`ButtonInput::just_pressed`] | *O*(1)~ |
/// | [`ButtonInput::just_released`] | *O*(1)~ |
/// | [`ButtonInput::pressed`] | *O*(1)~ |
/// | [`ButtonInput::press`] | *O*(1)~* |
/// | [`ButtonInput::release`] | *O*(1)~* |
/// | [`ButtonInput::release_all`] | *O*(n)~* |
/// | [`ButtonInput::clear_just_pressed`] | *O*(1)~ |
/// | [`ButtonInput::clear_just_released`] | *O*(1)~ |
/// | [`ButtonInput::reset_all`] | *O*(n) |
/// | [`ButtonInput::clear`] | *O*(n) |
///
/// ## Window focus
///
/// `ButtonInput<KeyCode>` is tied to window focus. For example, if the user holds a button
/// while the window loses focus, [`ButtonInput::just_released`] will be triggered. Similarly if the window
/// regains focus, [`ButtonInput::just_pressed`] will be triggered.
///
/// `ButtonInput<GamepadButton>` is independent of window focus.
///
/// ## Examples
///
/// Reading and checking against the current set of pressed buttons:
/// ```no_run
/// # use bevy_app::{App, NoopPluginGroup as DefaultPlugins, Update};
/// # use bevy_ecs::{prelude::{IntoSystemConfigs, Res, Resource, resource_changed}, schedule::Condition};
/// # use bevy_input::{ButtonInput, prelude::{KeyCode, MouseButton}};
///
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_systems(
/// Update,
/// print_mouse.run_if(resource_changed::<ButtonInput<MouseButton>>),
/// )
/// .add_systems(
/// Update,
/// print_keyboard.run_if(resource_changed::<ButtonInput<KeyCode>>),
/// )
/// .run();
/// }
///
/// fn print_mouse(mouse: Res<ButtonInput<MouseButton>>) {
/// println!("Mouse: {:?}", mouse.get_pressed().collect::<Vec<_>>());
/// }
///
/// fn print_keyboard(keyboard: Res<ButtonInput<KeyCode>>) {
/// if keyboard.any_pressed([KeyCode::ControlLeft, KeyCode::ControlRight])
/// && keyboard.any_pressed([KeyCode::AltLeft, KeyCode::AltRight])
/// && keyboard.any_pressed([KeyCode::ShiftLeft, KeyCode::ShiftRight])
/// && keyboard.any_pressed([KeyCode::SuperLeft, KeyCode::SuperRight])
/// && keyboard.pressed(KeyCode::KeyL)
/// {
/// println!("On Windows this opens LinkedIn.");
/// } else {
/// println!("keyboard: {:?}", keyboard.get_pressed().collect::<Vec<_>>());
/// }
/// }
/// ```
///
/// ## Note
///
/// When adding this resource for a new input type, you should:
///
/// * Call the [`ButtonInput::press`] method for each press event.
/// * Call the [`ButtonInput::release`] method for each release event.
/// * Call the [`ButtonInput::clear`] method at each frame start, before processing events.
///
/// Note: Calling `clear` from a [`ResMut`] will trigger change detection.
/// It may be preferable to use [`DetectChangesMut::bypass_change_detection`]
/// to avoid causing the resource to always be marked as changed.
///
/// [`ResMut`]: bevy_ecs::system::ResMut
/// [`DetectChangesMut::bypass_change_detection`]: bevy_ecs::change_detection::DetectChangesMut::bypass_change_detection
#[derive(Debug, Clone, Resource)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Default, Resource))]
pub struct ButtonInput<T: Copy + Eq + Hash + Send + Sync + 'static> {
/// A collection of every button that is currently being pressed.
pressed: HashSet<T>,
/// A collection of every button that has just been pressed.
just_pressed: HashSet<T>,
/// A collection of every button that has just been released.
just_released: HashSet<T>,
}
impl<T: Copy + Eq + Hash + Send + Sync + 'static> Default for ButtonInput<T> {
fn default() -> Self {
Self {
pressed: Default::default(),
just_pressed: Default::default(),
just_released: Default::default(),
}
}
}
impl<T> ButtonInput<T>
where
T: Copy + Eq + Hash + Send + Sync + 'static,
{
/// Registers a press for the given `input`.
pub fn press(&mut self, input: T) {
// Returns `true` if the `input` wasn't pressed.
if self.pressed.insert(input) {
self.just_pressed.insert(input);
}
}
/// Returns `true` if the `input` has been pressed.
pub fn pressed(&self, input: T) -> bool {
self.pressed.contains(&input)
}
/// Returns `true` if any item in `inputs` has been pressed.
pub fn any_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
inputs.into_iter().any(|it| self.pressed(it))
}
/// Returns `true` if all items in `inputs` have been pressed.
pub fn all_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
inputs.into_iter().all(|it| self.pressed(it))
}
/// Registers a release for the given `input`.
pub fn release(&mut self, input: T) {
// Returns `true` if the `input` was pressed.
if self.pressed.remove(&input) {
self.just_released.insert(input);
}
}
/// Registers a release for all currently pressed inputs.
pub fn release_all(&mut self) {
// Move all items from pressed into just_released
self.just_released.extend(self.pressed.drain());
}
/// Returns `true` if the `input` has been pressed during the current frame.
///
/// Note: This function does not imply information regarding the current state of [`ButtonInput::pressed`] or [`ButtonInput::just_released`].
pub fn just_pressed(&self, input: T) -> bool {
self.just_pressed.contains(&input)
}
/// Returns `true` if any item in `inputs` has been pressed during the current frame.
pub fn any_just_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
inputs.into_iter().any(|it| self.just_pressed(it))
}
/// Clears the `just_pressed` state of the `input` and returns `true` if the `input` has just been pressed.
///
/// Future calls to [`ButtonInput::just_pressed`] for the given input will return false until a new press event occurs.
pub fn clear_just_pressed(&mut self, input: T) -> bool {
self.just_pressed.remove(&input)
}
/// Returns `true` if the `input` has been released during the current frame.
///
/// Note: This function does not imply information regarding the current state of [`ButtonInput::pressed`] or [`ButtonInput::just_pressed`].
pub fn just_released(&self, input: T) -> bool {
self.just_released.contains(&input)
}
/// Returns `true` if any item in `inputs` has just been released.
pub fn any_just_released(&self, inputs: impl IntoIterator<Item = T>) -> bool {
inputs.into_iter().any(|input| self.just_released(input))
}
/// Returns `true` if all items in `inputs` have just been released.
pub fn all_just_released(&self, inputs: impl IntoIterator<Item = T>) -> bool {
inputs.into_iter().all(|input| self.just_released(input))
}
/// Returns `true` if all items in `inputs` have been just pressed.
pub fn all_just_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
inputs.into_iter().all(|input| self.just_pressed(input))
}
/// Clears the `just_released` state of the `input` and returns `true` if the `input` has just been released.
///
/// Future calls to [`ButtonInput::just_released`] for the given input will return false until a new release event occurs.
pub fn clear_just_released(&mut self, input: T) -> bool {
self.just_released.remove(&input)
}
/// Clears the `pressed`, `just_pressed` and `just_released` data of the `input`.
pub fn reset(&mut self, input: T) {
self.pressed.remove(&input);
self.just_pressed.remove(&input);
self.just_released.remove(&input);
}
/// Clears the `pressed`, `just_pressed`, and `just_released` data for every input.
///
/// See also [`ButtonInput::clear`] for simulating elapsed time steps.
pub fn reset_all(&mut self) {
self.pressed.clear();
self.just_pressed.clear();
self.just_released.clear();
}
/// Clears the `just pressed` and `just released` data for every input.
///
/// See also [`ButtonInput::reset_all`] for a full reset.
pub fn clear(&mut self) {
self.just_pressed.clear();
self.just_released.clear();
}
/// An iterator visiting every pressed input in arbitrary order.
pub fn get_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
self.pressed.iter()
}
/// An iterator visiting every just pressed input in arbitrary order.
///
/// Note: Returned elements do not imply information regarding the current state of [`ButtonInput::pressed`] or [`ButtonInput::just_released`].
pub fn get_just_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
self.just_pressed.iter()
}
/// An iterator visiting every just released input in arbitrary order.
///
/// Note: Returned elements do not imply information regarding the current state of [`ButtonInput::pressed`] or [`ButtonInput::just_pressed`].
pub fn get_just_released(&self) -> impl ExactSizeIterator<Item = &T> {
self.just_released.iter()
}
}
#[cfg(test)]
mod test {
use crate::ButtonInput;
/// Used for testing the functionality of [`ButtonInput`].
#[derive(Copy, Clone, Eq, PartialEq, Hash)]
enum DummyInput {
Input1,
Input2,
}
#[test]
fn test_press() {
let mut input = ButtonInput::default();
assert!(!input.pressed.contains(&DummyInput::Input1));
assert!(!input.just_pressed.contains(&DummyInput::Input1));
input.press(DummyInput::Input1);
assert!(input.just_pressed.contains(&DummyInput::Input1));
assert!(input.pressed.contains(&DummyInput::Input1));
}
#[test]
fn test_pressed() {
let mut input = ButtonInput::default();
assert!(!input.pressed(DummyInput::Input1));
input.press(DummyInput::Input1);
assert!(input.pressed(DummyInput::Input1));
}
#[test]
fn test_any_pressed() {
let mut input = ButtonInput::default();
assert!(!input.any_pressed([DummyInput::Input1]));
assert!(!input.any_pressed([DummyInput::Input2]));
assert!(!input.any_pressed([DummyInput::Input1, DummyInput::Input2]));
input.press(DummyInput::Input1);
assert!(input.any_pressed([DummyInput::Input1]));
assert!(!input.any_pressed([DummyInput::Input2]));
assert!(input.any_pressed([DummyInput::Input1, DummyInput::Input2]));
}
#[test]
fn test_all_pressed() {
let mut input = ButtonInput::default();
assert!(!input.all_pressed([DummyInput::Input1]));
assert!(!input.all_pressed([DummyInput::Input2]));
assert!(!input.all_pressed([DummyInput::Input1, DummyInput::Input2]));
input.press(DummyInput::Input1);
assert!(input.all_pressed([DummyInput::Input1]));
assert!(!input.all_pressed([DummyInput::Input1, DummyInput::Input2]));
input.press(DummyInput::Input2);
assert!(input.all_pressed([DummyInput::Input1, DummyInput::Input2]));
}
#[test]
fn test_release() {
let mut input = ButtonInput::default();
input.press(DummyInput::Input1);
assert!(input.pressed.contains(&DummyInput::Input1));
assert!(!input.just_released.contains(&DummyInput::Input1));
input.release(DummyInput::Input1);
assert!(!input.pressed.contains(&DummyInput::Input1));
assert!(input.just_released.contains(&DummyInput::Input1));
}
#[test]
fn test_release_all() {
let mut input = ButtonInput::default();
input.press(DummyInput::Input1);
input.press(DummyInput::Input2);
input.release_all();
assert!(input.pressed.is_empty());
assert!(input.just_released.contains(&DummyInput::Input1));
assert!(input.just_released.contains(&DummyInput::Input2));
}
#[test]
fn test_just_pressed() {
let mut input = ButtonInput::default();
assert!(!input.just_pressed(DummyInput::Input1));
input.press(DummyInput::Input1);
assert!(input.just_pressed(DummyInput::Input1));
}
#[test]
fn test_any_just_pressed() {
let mut input = ButtonInput::default();
assert!(!input.any_just_pressed([DummyInput::Input1]));
assert!(!input.any_just_pressed([DummyInput::Input2]));
assert!(!input.any_just_pressed([DummyInput::Input1, DummyInput::Input2]));
input.press(DummyInput::Input1);
assert!(input.any_just_pressed([DummyInput::Input1]));
assert!(!input.any_just_pressed([DummyInput::Input2]));
assert!(input.any_just_pressed([DummyInput::Input1, DummyInput::Input2]));
}
#[test]
fn test_clear_just_pressed() {
let mut input = ButtonInput::default();
input.press(DummyInput::Input1);
assert!(input.just_pressed(DummyInput::Input1));
input.clear_just_pressed(DummyInput::Input1);
assert!(!input.just_pressed(DummyInput::Input1));
}
#[test]
fn test_just_released() {
let mut input = ButtonInput::default();
input.press(DummyInput::Input1);
assert!(!input.just_released(DummyInput::Input1));
input.release(DummyInput::Input1);
assert!(input.just_released(DummyInput::Input1));
}
#[test]
fn test_any_just_released() {
let mut input = ButtonInput::default();
input.press(DummyInput::Input1);
assert!(!input.any_just_released([DummyInput::Input1]));
assert!(!input.any_just_released([DummyInput::Input2]));
assert!(!input.any_just_released([DummyInput::Input1, DummyInput::Input2]));
input.release(DummyInput::Input1);
assert!(input.any_just_released([DummyInput::Input1]));
assert!(!input.any_just_released([DummyInput::Input2]));
assert!(input.any_just_released([DummyInput::Input1, DummyInput::Input2]));
}
#[test]
fn test_clear_just_released() {
let mut input = ButtonInput::default();
input.press(DummyInput::Input1);
input.release(DummyInput::Input1);
assert!(input.just_released(DummyInput::Input1));
input.clear_just_released(DummyInput::Input1);
assert!(!input.just_released(DummyInput::Input1));
}
#[test]
fn test_reset() {
let mut input = ButtonInput::default();
// Pressed
input.press(DummyInput::Input1);
assert!(input.pressed(DummyInput::Input1));
assert!(input.just_pressed(DummyInput::Input1));
assert!(!input.just_released(DummyInput::Input1));
input.reset(DummyInput::Input1);
assert!(!input.pressed(DummyInput::Input1));
assert!(!input.just_pressed(DummyInput::Input1));
assert!(!input.just_released(DummyInput::Input1));
// Released
input.press(DummyInput::Input1);
input.release(DummyInput::Input1);
assert!(!input.pressed(DummyInput::Input1));
assert!(input.just_pressed(DummyInput::Input1));
assert!(input.just_released(DummyInput::Input1));
input.reset(DummyInput::Input1);
assert!(!input.pressed(DummyInput::Input1));
assert!(!input.just_pressed(DummyInput::Input1));
assert!(!input.just_released(DummyInput::Input1));
}
#[test]
fn test_reset_all() {
let mut input = ButtonInput::default();
input.press(DummyInput::Input1);
input.press(DummyInput::Input2);
input.release(DummyInput::Input2);
assert!(input.pressed.contains(&DummyInput::Input1));
assert!(input.just_pressed.contains(&DummyInput::Input1));
assert!(input.just_released.contains(&DummyInput::Input2));
input.reset_all();
assert!(input.pressed.is_empty());
assert!(input.just_pressed.is_empty());
assert!(input.just_released.is_empty());
}
#[test]
fn test_clear() {
let mut input = ButtonInput::default();
// Pressed
input.press(DummyInput::Input1);
assert!(input.pressed(DummyInput::Input1));
assert!(input.just_pressed(DummyInput::Input1));
assert!(!input.just_released(DummyInput::Input1));
input.clear();
assert!(input.pressed(DummyInput::Input1));
assert!(!input.just_pressed(DummyInput::Input1));
assert!(!input.just_released(DummyInput::Input1));
// Released
input.press(DummyInput::Input1);
input.release(DummyInput::Input1);
assert!(!input.pressed(DummyInput::Input1));
assert!(!input.just_pressed(DummyInput::Input1));
assert!(input.just_released(DummyInput::Input1));
input.clear();
assert!(!input.pressed(DummyInput::Input1));
assert!(!input.just_pressed(DummyInput::Input1));
assert!(!input.just_released(DummyInput::Input1));
}
#[test]
fn test_get_pressed() {
let mut input = ButtonInput::default();
input.press(DummyInput::Input1);
input.press(DummyInput::Input2);
let pressed = input.get_pressed();
assert_eq!(pressed.len(), 2);
for pressed_input in pressed {
assert!(input.pressed.contains(pressed_input));
}
}
#[test]
fn test_get_just_pressed() {
let mut input = ButtonInput::default();
input.press(DummyInput::Input1);
input.press(DummyInput::Input2);
let just_pressed = input.get_just_pressed();
assert_eq!(just_pressed.len(), 2);
for just_pressed_input in just_pressed {
assert!(input.just_pressed.contains(just_pressed_input));
}
}
#[test]
fn test_get_just_released() {
let mut input = ButtonInput::default();
input.press(DummyInput::Input1);
input.press(DummyInput::Input2);
input.release(DummyInput::Input1);
input.release(DummyInput::Input2);
let just_released = input.get_just_released();
assert_eq!(just_released.len(), 2);
for just_released_input in just_released {
assert!(input.just_released.contains(just_released_input));
}
}
#[test]
fn test_general_input_handling() {
let mut input = ButtonInput::default();
// Test pressing
input.press(DummyInput::Input1);
input.press(DummyInput::Input2);
// Check if they were `just_pressed` (pressed on this update)
assert!(input.just_pressed(DummyInput::Input1));
assert!(input.just_pressed(DummyInput::Input2));
// Check if they are also marked as pressed
assert!(input.pressed(DummyInput::Input1));
assert!(input.pressed(DummyInput::Input2));
// Clear the `input`, removing `just_pressed` and `just_released`
input.clear();
// Check if they're marked `just_pressed`
assert!(!input.just_pressed(DummyInput::Input1));
assert!(!input.just_pressed(DummyInput::Input2));
// Check if they're marked as pressed
assert!(input.pressed(DummyInput::Input1));
assert!(input.pressed(DummyInput::Input2));
// Release the inputs and check state
input.release(DummyInput::Input1);
input.release(DummyInput::Input2);
// Check if they're marked as `just_released` (released on this update)
assert!(input.just_released(DummyInput::Input1));
assert!(input.just_released(DummyInput::Input2));
// Check that they're not incorrectly marked as pressed
assert!(!input.pressed(DummyInput::Input1));
assert!(!input.pressed(DummyInput::Input2));
// Clear the `Input` and check for removal from `just_released`
input.clear();
// Check that they're not incorrectly marked as just released
assert!(!input.just_released(DummyInput::Input1));
assert!(!input.just_released(DummyInput::Input2));
// Set up an `Input` to test resetting
let mut input = ButtonInput::default();
input.press(DummyInput::Input1);
input.release(DummyInput::Input2);
// Reset the `Input` and test if it was reset correctly
input.reset(DummyInput::Input1);
input.reset(DummyInput::Input2);
assert!(!input.just_pressed(DummyInput::Input1));
assert!(!input.pressed(DummyInput::Input1));
assert!(!input.just_released(DummyInput::Input2));
}
}