
# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
146 lines
4.8 KiB
Rust
146 lines
4.8 KiB
Rust
mod axis;
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pub mod gamepad;
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mod input;
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pub mod keyboard;
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pub mod mouse;
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pub mod touch;
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pub use axis::*;
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pub use input::*;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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gamepad::{
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Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, Gamepads,
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},
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keyboard::{KeyCode, ScanCode},
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mouse::MouseButton,
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touch::{TouchInput, Touches},
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Axis, Input,
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};
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}
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use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_reflect::{FromReflect, Reflect};
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use keyboard::{keyboard_input_system, KeyCode, KeyboardInput, ScanCode};
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use mouse::{
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mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseScrollUnit,
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MouseWheel,
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};
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use touch::{touch_screen_input_system, ForceTouch, TouchInput, TouchPhase, Touches};
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use gamepad::{
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gamepad_axis_event_system, gamepad_button_event_system, gamepad_connection_system,
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gamepad_event_system, AxisSettings, ButtonAxisSettings, ButtonSettings, Gamepad, GamepadAxis,
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GamepadAxisChangedEvent, GamepadAxisType, GamepadButton, GamepadButtonChangedEvent,
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GamepadButtonType, GamepadConnection, GamepadConnectionEvent, GamepadEvent, GamepadSettings,
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Gamepads,
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};
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#[cfg(feature = "serialize")]
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use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
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/// Adds keyboard and mouse input to an App
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#[derive(Default)]
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pub struct InputPlugin;
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#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemSet)]
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pub struct InputSystem;
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impl Plugin for InputPlugin {
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fn build(&self, app: &mut App) {
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app.configure_set(InputSystem.in_base_set(CoreSet::PreUpdate))
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// keyboard
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.add_event::<KeyboardInput>()
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.init_resource::<Input<KeyCode>>()
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.init_resource::<Input<ScanCode>>()
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.add_system(keyboard_input_system.in_set(InputSystem))
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// mouse
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.add_event::<MouseButtonInput>()
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.add_event::<MouseMotion>()
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.add_event::<MouseWheel>()
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.init_resource::<Input<MouseButton>>()
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.add_system(mouse_button_input_system.in_set(InputSystem))
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// gamepad
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.add_event::<GamepadConnectionEvent>()
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.add_event::<GamepadButtonChangedEvent>()
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.add_event::<GamepadAxisChangedEvent>()
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.add_event::<GamepadEvent>()
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.init_resource::<GamepadSettings>()
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.init_resource::<Gamepads>()
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.init_resource::<Input<GamepadButton>>()
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.init_resource::<Axis<GamepadAxis>>()
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.init_resource::<Axis<GamepadButton>>()
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.add_systems(
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(
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gamepad_event_system,
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gamepad_connection_system.after(gamepad_event_system),
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gamepad_button_event_system
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.after(gamepad_event_system)
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.after(gamepad_connection_system),
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gamepad_axis_event_system
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.after(gamepad_event_system)
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.after(gamepad_connection_system),
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)
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.in_set(InputSystem),
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)
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// touch
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.add_event::<TouchInput>()
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.init_resource::<Touches>()
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.add_system(touch_screen_input_system.in_set(InputSystem));
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// Register common types
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app.register_type::<ButtonState>();
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// Register keyboard types
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app.register_type::<KeyboardInput>()
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.register_type::<KeyCode>()
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.register_type::<ScanCode>();
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// Register mouse types
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app.register_type::<MouseButtonInput>()
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.register_type::<MouseButton>()
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.register_type::<MouseMotion>()
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.register_type::<MouseScrollUnit>()
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.register_type::<MouseWheel>();
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// Register touch types
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app.register_type::<TouchInput>()
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.register_type::<ForceTouch>()
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.register_type::<TouchPhase>();
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// Register gamepad types
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app.register_type::<Gamepad>()
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.register_type::<GamepadConnection>()
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.register_type::<GamepadButtonType>()
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.register_type::<GamepadButton>()
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.register_type::<GamepadAxisType>()
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.register_type::<GamepadAxis>()
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.register_type::<GamepadSettings>()
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.register_type::<ButtonSettings>()
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.register_type::<AxisSettings>()
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.register_type::<ButtonAxisSettings>();
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}
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}
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/// The current "press" state of an element
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#[derive(Debug, Copy, Clone, Eq, PartialEq, Hash, Reflect, FromReflect)]
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#[reflect(Debug, Hash, PartialEq)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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pub enum ButtonState {
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Pressed,
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Released,
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}
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impl ButtonState {
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pub fn is_pressed(&self) -> bool {
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matches!(self, ButtonState::Pressed)
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}
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}
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