mirror of
https://github.com/bevyengine/bevy
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f5e53ba6f5
# Objective We are currently inserting an `input` into `pressed` even if it is already pressed. This also applies to releasing an input. This is not a big deal, but since we are already checking if the `input` is pressed or not we might as well remove the cost of the value update caused by the `pressed.insert` method. Related to #4209 ## Solution Only insert or remove input if needed.
215 lines
7.2 KiB
Rust
215 lines
7.2 KiB
Rust
use bevy_utils::HashSet;
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use std::hash::Hash;
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// unused import, but needed for intra doc link to work
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#[allow(unused_imports)]
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use bevy_ecs::schedule::State;
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/// A "press-able" input of type `T`.
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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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/// * [`Input::pressed`] will return `true` between a press and a release event.
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/// * [`Input::just_pressed`] will return `true` for one frame after a press event.
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/// * [`Input::just_released`] will return `true` for one frame after a release event.
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///
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/// In case multiple systems are checking for [`Input::just_pressed`] or [`Input::just_released`]
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/// but only one should react, for example in the case of triggering
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/// [`State`] change, you should consider clearing the input state, either by:
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///
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/// * Using [`Input::clear_just_pressed`] or [`Input::clear_just_released`] instead.
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/// * Calling [`Input::clear`] or [`Input::reset`] immediately after the state change.
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///
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/// ## Notes when adding this resource for a new input type
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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 [`Input::press`] method for each press event.
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/// * Call the [`Input::release`] method for each release event.
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/// * Call the [`Input::clear`] method at each frame start, before processing events.
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#[derive(Debug, Clone)]
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pub struct Input<T: Eq + Hash> {
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pressed: HashSet<T>,
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just_pressed: HashSet<T>,
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just_released: HashSet<T>,
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}
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impl<T: Eq + Hash> Default for Input<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> Input<T>
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where
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T: Copy + Eq + Hash,
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{
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/// Register a press for input `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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/// Check if `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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/// Check 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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/// Register a release for input `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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/// Check if `input` has been just pressed.
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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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/// Check if any item in `inputs` has just been pressed.
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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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/// Clear the "just pressed" state of `input`. Future calls to [`Input::just_pressed`] for the
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/// given input will return false until a new press event occurs.
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/// Returns true if `input` is currently "just pressed"
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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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/// Check if `input` has been just released.
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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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/// Check 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(|it| self.just_released(it))
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}
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/// Clear the "just released" state of `input`. Future calls to [`Input::just_released`] for the
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/// given input will return false until a new release event occurs.
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/// Returns true if `input` is currently "just released"
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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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/// Reset all status for input `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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/// Clear just pressed and just released information.
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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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/// List all inputs that are pressed.
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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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/// List all inputs that are just pressed.
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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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/// List all inputs that are just released.
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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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#[test]
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fn input_test() {
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use crate::Input;
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/// Used for testing `Input` functionality
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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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let mut input = Input::default();
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// Test pressing
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input.press(DummyInput::Input1);
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input.press(DummyInput::Input2);
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// Check if they were "just pressed" (pressed on this update)
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assert!(input.just_pressed(DummyInput::Input1));
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assert!(input.just_pressed(DummyInput::Input2));
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// Check if they are also marked as pressed
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assert!(input.pressed(DummyInput::Input1));
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assert!(input.pressed(DummyInput::Input2));
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// Clear the `input`, removing just pressed and just released
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input.clear();
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// Check if they're marked "just pressed"
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assert!(!input.just_pressed(DummyInput::Input1));
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assert!(!input.just_pressed(DummyInput::Input2));
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// Check if they're marked as pressed
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assert!(input.pressed(DummyInput::Input1));
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assert!(input.pressed(DummyInput::Input2));
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// Release the inputs and check state
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input.release(DummyInput::Input1);
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input.release(DummyInput::Input2);
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// Check if they're marked as "just released" (released on this update)
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assert!(input.just_released(DummyInput::Input1));
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assert!(input.just_released(DummyInput::Input2));
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// Check that they're not incorrectly marked as pressed
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assert!(!input.pressed(DummyInput::Input1));
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assert!(!input.pressed(DummyInput::Input2));
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// Clear the `Input` and check for removal from `just_released`
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input.clear();
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// Check that they're not incorrectly marked as just released
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assert!(!input.just_released(DummyInput::Input1));
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assert!(!input.just_released(DummyInput::Input2));
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// Set up an `Input` to test resetting.
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let mut input = Input::default();
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input.press(DummyInput::Input1);
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input.release(DummyInput::Input2);
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// Reset the `Input` and test it was reset correctly.
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input.reset(DummyInput::Input1);
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input.reset(DummyInput::Input2);
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assert!(!input.just_pressed(DummyInput::Input1));
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assert!(!input.pressed(DummyInput::Input1));
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assert!(!input.just_released(DummyInput::Input2));
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}
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}
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