bevy/examples/wasm/winit_wasm.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
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).
2021-09-14 06:14:19 +00:00

89 lines
2.2 KiB
Rust

use bevy::{
input::{
keyboard::KeyboardInput,
mouse::{MouseButtonInput, MouseMotion, MouseWheel},
},
prelude::*,
};
fn main() {
App::new()
.insert_resource(WindowDescriptor {
width: 300.,
height: 300.,
..Default::default()
})
.add_plugins(DefaultPlugins)
// One time greet
.add_startup_system(hello_wasm_system)
// Track ticks (sanity check, whether game loop is running)
.add_system(counter)
// Track input events
.add_system(track_input_events)
.run();
}
fn hello_wasm_system() {
info!("hello wasm");
}
fn counter(mut state: Local<CounterState>, time: Res<Time>) {
if state.count % 60 == 0 {
info!(
"tick {} @ {:?} [Δ{}]",
state.count,
time.time_since_startup(),
time.delta_seconds()
);
}
state.count += 1;
}
#[derive(Default)]
struct CounterState {
count: u32,
}
fn track_input_events(
mut ev_keys: EventReader<KeyboardInput>,
mut ev_cursor: EventReader<CursorMoved>,
mut ev_motion: EventReader<MouseMotion>,
mut ev_mousebtn: EventReader<MouseButtonInput>,
mut ev_scroll: EventReader<MouseWheel>,
) {
// Keyboard input
for ev in ev_keys.iter() {
if ev.state.is_pressed() {
info!("Just pressed key: {:?}", ev.key_code);
} else {
info!("Just released key: {:?}", ev.key_code);
}
}
// Absolute cursor position (in window coordinates)
for ev in ev_cursor.iter() {
info!("Cursor at: {}", ev.position);
}
// Relative mouse motion
for ev in ev_motion.iter() {
info!("Mouse moved {} pixels", ev.delta);
}
// Mouse buttons
for ev in ev_mousebtn.iter() {
if ev.state.is_pressed() {
info!("Just pressed mouse button: {:?}", ev.button);
} else {
info!("Just released mouse button: {:?}", ev.button);
}
}
// scrolling (mouse wheel, touchpad, etc.)
for ev in ev_scroll.iter() {
info!(
"Scrolled vertically by {} and horizontally by {}.",
ev.y, ev.x
);
}
}