
# Objective While `KeyCode` is very often the correct way to interact with keyboard input there are a bunch of cases where it isn't, notably most of the symbols (e.g. plus, minus, different parentheses). Currently the only way to get these is to read from `EventReader<KeyboardInput>`, but then you'd have to redo the `ButtonInput` logic for pressed/released to e.g. make zoom functionality that depends on plus/minus keys. This has led to confusion previously, like https://github.com/bevyengine/bevy/issues/3278 ## Solution Add a `ButtonInput<Key>` resource. ## Testing Modified the `keyboard_input` example to test it. ## Open questions I'm not 100% sure this is the right way forward, since it duplicates the key processing logic and might make people use the shorter `ButtonInput<Key>` even when it's not appropriate. Another option is to add a new struct with both `Key` and `KeyCode`, and use `ButtonInput` with that instead. That would make it more explanatory, but that is a lot of churn. The third alternative is to not do this because it's too niche. I'll add more documentation and take it out of draft if we want to move forward with it.
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ButtonInput for Key |
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Bevy now has a ButtonInput<Key>
resource, similarly to the existing ButtonInput<KeyCode>
resource.
The difference between KeyCode
and Key
is that the former refers to the
button location on a US keyboard independent of the actual layout in use, while
Key
gives you the actual letter or symbol that was entered. In most cases you
still want to use KeyCode
, but in some cases it makes more sense to use Key
,
for example when using '+'/'-' to zoom.