mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
11b41206eb
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
89 lines
2.2 KiB
Rust
89 lines
2.2 KiB
Rust
use bevy::{
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input::{
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keyboard::KeyboardInput,
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mouse::{MouseButtonInput, MouseMotion, MouseWheel},
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},
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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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.insert_resource(WindowDescriptor {
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width: 300.,
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height: 300.,
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..Default::default()
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})
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.add_plugins(DefaultPlugins)
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// One time greet
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.add_startup_system(hello_wasm_system)
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// Track ticks (sanity check, whether game loop is running)
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.add_system(counter)
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// Track input events
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.add_system(track_input_events)
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.run();
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}
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fn hello_wasm_system() {
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info!("hello wasm");
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}
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fn counter(mut state: Local<CounterState>, time: Res<Time>) {
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if state.count % 60 == 0 {
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info!(
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"tick {} @ {:?} [Δ{}]",
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state.count,
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time.time_since_startup(),
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time.delta_seconds()
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);
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}
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state.count += 1;
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}
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#[derive(Default)]
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struct CounterState {
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count: u32,
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}
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fn track_input_events(
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mut ev_keys: EventReader<KeyboardInput>,
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mut ev_cursor: EventReader<CursorMoved>,
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mut ev_motion: EventReader<MouseMotion>,
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mut ev_mousebtn: EventReader<MouseButtonInput>,
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mut ev_scroll: EventReader<MouseWheel>,
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) {
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// Keyboard input
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for ev in ev_keys.iter() {
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if ev.state.is_pressed() {
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info!("Just pressed key: {:?}", ev.key_code);
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} else {
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info!("Just released key: {:?}", ev.key_code);
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}
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}
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// Absolute cursor position (in window coordinates)
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for ev in ev_cursor.iter() {
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info!("Cursor at: {}", ev.position);
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}
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// Relative mouse motion
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for ev in ev_motion.iter() {
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info!("Mouse moved {} pixels", ev.delta);
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}
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// Mouse buttons
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for ev in ev_mousebtn.iter() {
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if ev.state.is_pressed() {
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info!("Just pressed mouse button: {:?}", ev.button);
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} else {
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info!("Just released mouse button: {:?}", ev.button);
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}
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}
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// scrolling (mouse wheel, touchpad, etc.)
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for ev in ev_scroll.iter() {
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info!(
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"Scrolled vertically by {} and horizontally by {}.",
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ev.y, ev.x
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);
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}
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}
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