mirror of
https://github.com/bevyengine/bevy
synced 2024-12-25 04:23:08 +00:00
be1c317d4e
* Adds labels and orderings to systems that need them (uses the new many-to-many labels for InputSystem) * Removes the Event, PreEvent, Scene, and Ui stages in favor of First, PreUpdate, and PostUpdate (there is more collapsing potential, such as the Asset stages and _maybe_ removing First, but those have more nuance so they should be handled separately) * Ambiguity detection now prints component conflicts * Removed broken change filters from flex calculation (which implicitly relied on the z-update system always modifying translation.z). This will require more work to make it behave as expected so i just removed it (and it was already doing this work every frame).
98 lines
2.8 KiB
Rust
98 lines
2.8 KiB
Rust
mod axis;
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pub mod gamepad;
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mod input;
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pub mod keyboard;
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pub mod mouse;
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pub mod system;
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pub mod touch;
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pub use axis::*;
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use bevy_ecs::{
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schedule::{ParallelSystemDescriptorCoercion, SystemLabel},
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system::IntoSystem,
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};
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pub use input::*;
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pub mod prelude {
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pub use crate::{
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gamepad::{
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Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent,
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GamepadEventType,
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},
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keyboard::KeyCode,
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mouse::MouseButton,
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touch::{TouchInput, Touches},
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Axis, Input,
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};
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}
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use bevy_app::prelude::*;
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use keyboard::{keyboard_input_system, KeyCode, KeyboardInput};
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use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
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use touch::{touch_screen_input_system, TouchInput, Touches};
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use gamepad::{
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gamepad_event_system, GamepadAxis, GamepadButton, GamepadEvent, GamepadEventRaw,
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GamepadSettings,
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};
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/// Adds keyboard and mouse input to an App
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#[derive(Default)]
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pub struct InputPlugin;
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#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemLabel)]
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pub struct InputSystem;
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impl Plugin for InputPlugin {
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fn build(&self, app: &mut AppBuilder) {
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app
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// keyboard
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.add_event::<KeyboardInput>()
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.init_resource::<Input<KeyCode>>()
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.add_system_to_stage(
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CoreStage::PreUpdate,
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keyboard_input_system.system().label(InputSystem),
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)
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// mouse
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.add_event::<MouseButtonInput>()
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.add_event::<MouseMotion>()
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.add_event::<MouseWheel>()
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.init_resource::<Input<MouseButton>>()
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.add_system_to_stage(
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CoreStage::PreUpdate,
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mouse_button_input_system.system().label(InputSystem),
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)
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// gamepad
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.add_event::<GamepadEvent>()
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.add_event::<GamepadEventRaw>()
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.init_resource::<GamepadSettings>()
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.init_resource::<Input<GamepadButton>>()
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.init_resource::<Axis<GamepadAxis>>()
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.init_resource::<Axis<GamepadButton>>()
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.add_system_to_stage(
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CoreStage::PreUpdate,
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gamepad_event_system.system().label(InputSystem),
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)
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// touch
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.add_event::<TouchInput>()
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.init_resource::<Touches>()
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.add_system_to_stage(
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CoreStage::PreUpdate,
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touch_screen_input_system.system().label(InputSystem),
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);
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}
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}
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/// The current "press" state of an element
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#[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub enum ElementState {
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Pressed,
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Released,
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}
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impl ElementState {
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pub fn is_pressed(&self) -> bool {
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matches!(self, ElementState::Pressed)
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}
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}
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