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