bevy/crates/bevy_input/src/lib.rs
Carter Anderson be1c317d4e Resolve (most) internal system ambiguities (#1606)
* 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).
2021-03-10 22:37:02 +00:00

98 lines
2.8 KiB
Rust

mod axis;
pub mod gamepad;
mod input;
pub mod keyboard;
pub mod mouse;
pub mod system;
pub mod touch;
pub use axis::*;
use bevy_ecs::{
schedule::{ParallelSystemDescriptorCoercion, SystemLabel},
system::IntoSystem,
};
pub use input::*;
pub mod prelude {
pub use crate::{
gamepad::{
Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent,
GamepadEventType,
},
keyboard::KeyCode,
mouse::MouseButton,
touch::{TouchInput, Touches},
Axis, Input,
};
}
use bevy_app::prelude::*;
use keyboard::{keyboard_input_system, KeyCode, KeyboardInput};
use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
use touch::{touch_screen_input_system, TouchInput, Touches};
use gamepad::{
gamepad_event_system, GamepadAxis, GamepadButton, GamepadEvent, GamepadEventRaw,
GamepadSettings,
};
/// Adds keyboard and mouse input to an App
#[derive(Default)]
pub struct InputPlugin;
#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemLabel)]
pub struct InputSystem;
impl Plugin for InputPlugin {
fn build(&self, app: &mut AppBuilder) {
app
// keyboard
.add_event::<KeyboardInput>()
.init_resource::<Input<KeyCode>>()
.add_system_to_stage(
CoreStage::PreUpdate,
keyboard_input_system.system().label(InputSystem),
)
// mouse
.add_event::<MouseButtonInput>()
.add_event::<MouseMotion>()
.add_event::<MouseWheel>()
.init_resource::<Input<MouseButton>>()
.add_system_to_stage(
CoreStage::PreUpdate,
mouse_button_input_system.system().label(InputSystem),
)
// gamepad
.add_event::<GamepadEvent>()
.add_event::<GamepadEventRaw>()
.init_resource::<GamepadSettings>()
.init_resource::<Input<GamepadButton>>()
.init_resource::<Axis<GamepadAxis>>()
.init_resource::<Axis<GamepadButton>>()
.add_system_to_stage(
CoreStage::PreUpdate,
gamepad_event_system.system().label(InputSystem),
)
// touch
.add_event::<TouchInput>()
.init_resource::<Touches>()
.add_system_to_stage(
CoreStage::PreUpdate,
touch_screen_input_system.system().label(InputSystem),
);
}
}
/// The current "press" state of an element
#[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub enum ElementState {
Pressed,
Released,
}
impl ElementState {
pub fn is_pressed(&self) -> bool {
matches!(self, ElementState::Pressed)
}
}