add common run conditions to bevy_input (#7806)
# Objective
Common run conditions can be very useful for quick and ergonomic changes to when a system runs.
Specifically what I'd like to be able to do is
```rust
use bevy::prelude::*;
use bevy::input::common_conditions::input_toggle_active;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(
bevy_inspector_egui::quick::WorldInspectorPlugin::default()
.run_if(input_toggle_active(true, KeyCode::Escape)
)
.run();
}
```
## Solution
- add `bevy_input::common_conditions` module with `input_toggle_active`, `input_pressed`, `input_just_pressed`, `input_just_released`
## Changelog
- added common run conditions for `bevy_input`
- you can now use `.add_system(jump.run_if(input_just_pressed(KeyCode::Space)))`
This commit is contained in:
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@ -23,3 +23,6 @@ bevy_reflect = { path = "../bevy_reflect", version = "0.9.0", features = ["glam"
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# other
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# other
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serde = { version = "1", features = ["derive"], optional = true }
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serde = { version = "1", features = ["derive"], optional = true }
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thiserror = "1.0"
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thiserror = "1.0"
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[dev-dependencies]
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bevy = { path = "../../", version = "0.9.0" }
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97
crates/bevy_input/src/common_conditions.rs
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97
crates/bevy_input/src/common_conditions.rs
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@ -0,0 +1,97 @@
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use crate::Input;
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use bevy_ecs::system::Res;
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use std::hash::Hash;
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/// Stateful run condition that can be toggled via a input press using [`Input::just_pressed`].
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///
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/// ```rust,no_run
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/// use bevy::prelude::*;
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/// use bevy::input::common_conditions::input_toggle_active;
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///
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/// fn main() {
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/// App::new()
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/// .add_plugins(DefaultPlugins)
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/// .add_system(pause_menu.run_if(input_toggle_active(false, KeyCode::Escape)))
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/// .run();
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/// }
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///
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/// fn pause_menu() {
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/// println!("in pause menu");
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/// }
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/// ```
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///
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/// If you want other systems to be able to access whether the toggled state is active,
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/// you should use a custom resource or a state for that:
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/// ```rust,no_run
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/// use bevy::prelude::*;
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/// use bevy::input::common_conditions::input_toggle_active;
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///
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/// #[derive(Resource, Default)]
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/// struct Paused(bool);
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///
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/// fn main() {
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/// App::new()
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/// .add_plugins(DefaultPlugins)
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/// .init_resource::<Paused>()
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/// .add_system(pause_menu.run_if(|paused: Res<Paused>| paused.0))
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/// .run();
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/// }
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///
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/// fn update_pause_state(mut paused: ResMut<Paused>, input: Input<KeyCode>) {
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/// if input.just_pressed(KeyCode::Escape) {
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/// paused.0 = !paused.0;
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/// }
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/// }
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///
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/// fn pause_menu() {
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/// println!("in pause menu");
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/// }
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///
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/// ```
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pub fn input_toggle_active<T>(default: bool, input: T) -> impl FnMut(Res<Input<T>>) -> bool
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where
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T: Copy + Eq + Hash + Send + Sync + 'static,
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{
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let mut active = default;
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move |inputs: Res<Input<T>>| {
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active ^= inputs.just_pressed(input);
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active
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}
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}
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/// Run condition that is active if [`Input::pressed`] is true for the given input.
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pub fn input_pressed<T>(input: T) -> impl FnMut(Res<Input<T>>) -> bool
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where
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T: Copy + Eq + Hash + Send + Sync + 'static,
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{
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move |inputs: Res<Input<T>>| inputs.pressed(input)
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}
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/// Run condition that is active if [`Input::just_pressed`] is true for the given input.
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///
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/// ```rust,no_run
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/// use bevy::prelude::*;
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/// use bevy::input::common_conditions::input_just_pressed;
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/// fn main() {
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/// App::new()
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/// .add_plugins(DefaultPlugins)
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/// .add_system(jump.run_if(input_just_pressed(KeyCode::Space)))
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/// .run();
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/// }
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///
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/// # fn jump() {}
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/// ```
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pub fn input_just_pressed<T>(input: T) -> impl FnMut(Res<Input<T>>) -> bool
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where
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T: Copy + Eq + Hash + Send + Sync + 'static,
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{
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move |inputs: Res<Input<T>>| inputs.just_pressed(input)
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}
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/// Run condition that is active if [`Input::just_released`] is true for the given input.
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pub fn input_just_released<T>(input: T) -> impl FnMut(Res<Input<T>>) -> bool
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where
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T: Copy + Eq + Hash + Send + Sync + 'static,
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{
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move |inputs: Res<Input<T>>| inputs.just_released(input)
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}
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@ -1,4 +1,6 @@
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mod axis;
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mod axis;
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/// Common run conditions
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pub mod common_conditions;
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pub mod gamepad;
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pub mod gamepad;
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mod input;
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mod input;
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pub mod keyboard;
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pub mod keyboard;
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