bevy/crates/bevy_input/src/lib.rs
BD103 6ec6a55645
Unify crate-level preludes (#15080)
# Objective

- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!

## Solution

Format all preludes based on the following rules:

1. All preludes should have brief documentation in the format of:
   > The _name_ prelude.
   >
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)

## Testing

- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-09-08 17:10:57 +00:00

178 lines
5.9 KiB
Rust

#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![forbid(unsafe_code)]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! Input functionality for the [Bevy game engine](https://bevyengine.org/).
//!
//! # Supported input devices
//!
//! `bevy` currently supports keyboard, mouse, gamepad, and touch inputs.
mod axis;
mod button_input;
/// Common run conditions
pub mod common_conditions;
pub mod gamepad;
pub mod gestures;
pub mod keyboard;
pub mod mouse;
pub mod touch;
pub use axis::*;
pub use button_input::*;
/// The input prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[doc(hidden)]
pub use crate::{
gamepad::{
Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, Gamepads,
},
keyboard::KeyCode,
mouse::MouseButton,
touch::{TouchInput, Touches},
Axis, ButtonInput,
};
}
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
#[cfg(feature = "bevy_reflect")]
use bevy_reflect::Reflect;
use gestures::*;
use keyboard::{keyboard_input_system, KeyCode, KeyboardFocusLost, KeyboardInput};
use mouse::{
accumulate_mouse_motion_system, accumulate_mouse_scroll_system, mouse_button_input_system,
AccumulatedMouseMotion, AccumulatedMouseScroll, MouseButton, MouseButtonInput, MouseMotion,
MouseWheel,
};
use touch::{touch_screen_input_system, TouchInput, Touches};
use gamepad::{
gamepad_axis_event_system, gamepad_button_event_system, gamepad_connection_system,
gamepad_event_system, GamepadAxis, GamepadAxisChangedEvent, GamepadButton,
GamepadButtonChangedEvent, GamepadButtonInput, GamepadConnectionEvent, GamepadEvent,
GamepadRumbleRequest, GamepadSettings, Gamepads,
};
#[cfg(all(feature = "serialize", feature = "bevy_reflect"))]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
/// Adds keyboard and mouse input to an App
#[derive(Default)]
pub struct InputPlugin;
/// Label for systems that update the input data.
#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemSet)]
pub struct InputSystem;
impl Plugin for InputPlugin {
fn build(&self, app: &mut App) {
app
// keyboard
.add_event::<KeyboardInput>()
.add_event::<KeyboardFocusLost>()
.init_resource::<ButtonInput<KeyCode>>()
.add_systems(PreUpdate, keyboard_input_system.in_set(InputSystem))
// mouse
.add_event::<MouseButtonInput>()
.add_event::<MouseMotion>()
.add_event::<MouseWheel>()
.init_resource::<ButtonInput<MouseButton>>()
.add_systems(
PreUpdate,
(
mouse_button_input_system,
accumulate_mouse_motion_system,
accumulate_mouse_scroll_system,
)
.in_set(InputSystem),
)
.add_event::<PinchGesture>()
.add_event::<RotationGesture>()
.add_event::<DoubleTapGesture>()
.add_event::<PanGesture>()
// gamepad
.add_event::<GamepadConnectionEvent>()
.add_event::<GamepadButtonChangedEvent>()
.add_event::<GamepadButtonInput>()
.add_event::<GamepadAxisChangedEvent>()
.add_event::<GamepadEvent>()
.add_event::<GamepadRumbleRequest>()
.init_resource::<GamepadSettings>()
.init_resource::<Gamepads>()
.init_resource::<ButtonInput<GamepadButton>>()
.init_resource::<Axis<GamepadAxis>>()
.init_resource::<Axis<GamepadButton>>()
.init_resource::<AccumulatedMouseMotion>()
.init_resource::<AccumulatedMouseScroll>()
.add_systems(
PreUpdate,
(
gamepad_event_system,
gamepad_connection_system.after(gamepad_event_system),
gamepad_button_event_system
.after(gamepad_event_system)
.after(gamepad_connection_system),
gamepad_axis_event_system
.after(gamepad_event_system)
.after(gamepad_connection_system),
)
.in_set(InputSystem),
)
// touch
.add_event::<TouchInput>()
.init_resource::<Touches>()
.add_systems(PreUpdate, touch_screen_input_system.in_set(InputSystem));
#[cfg(feature = "bevy_reflect")]
{
// Register common types
app.register_type::<ButtonState>()
.register_type::<KeyboardInput>()
.register_type::<MouseButtonInput>()
.register_type::<PinchGesture>()
.register_type::<RotationGesture>()
.register_type::<DoubleTapGesture>()
.register_type::<PanGesture>()
.register_type::<TouchInput>()
.register_type::<GamepadEvent>()
.register_type::<GamepadButtonInput>()
.register_type::<GamepadSettings>()
.register_type::<AccumulatedMouseMotion>()
.register_type::<AccumulatedMouseScroll>();
}
}
}
/// The current "press" state of an element
#[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, Hash, PartialEq)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum ButtonState {
/// The button is pressed.
Pressed,
/// The button is not pressed.
Released,
}
impl ButtonState {
/// Is this button pressed?
pub fn is_pressed(&self) -> bool {
matches!(self, ButtonState::Pressed)
}
}