bevy/crates/bevy_input/src/lib.rs
2020-12-28 15:24:31 -06:00

79 lines
2.4 KiB
Rust

mod axis;
pub mod gamepad;
mod input;
pub mod keyboard;
pub mod mouse;
pub mod system;
pub mod touch;
pub use axis::*;
use bevy_ecs::IntoSystem;
pub use input::*;
pub mod prelude {
pub use crate::{
gamepad::{
Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent,
GamepadEventType,
},
keyboard::KeyCode,
mouse::MouseButton,
touch::{TouchInput, Touches},
Axis, Input,
};
}
use bevy_app::prelude::*;
use keyboard::{keyboard_input_system, KeyCode, KeyboardInput};
use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
use touch::{touch_screen_input_system, TouchInput, Touches};
use gamepad::{
gamepad_event_system, GamepadAxis, GamepadButton, GamepadEvent, GamepadEventRaw,
GamepadSettings,
};
/// Adds keyboard and mouse input to an App
#[derive(Default)]
pub struct InputPlugin;
impl Plugin for InputPlugin {
fn build(&self, app: &mut AppBuilder) {
app.add_event::<KeyboardInput>()
.add_event::<MouseButtonInput>()
.add_event::<MouseMotion>()
.add_event::<MouseWheel>()
.init_resource::<Input<KeyCode>>()
.add_system_to_stage(bevy_app::stage::EVENT, keyboard_input_system.system())
.init_resource::<Input<MouseButton>>()
.add_system_to_stage(bevy_app::stage::EVENT, mouse_button_input_system.system())
.add_event::<GamepadEvent>()
.add_event::<GamepadEventRaw>()
.init_resource::<GamepadSettings>()
.init_resource::<Input<GamepadButton>>()
.init_resource::<Axis<GamepadAxis>>()
.init_resource::<Axis<GamepadButton>>()
.add_system_to_stage(bevy_app::stage::EVENT, gamepad_event_system.system())
.add_startup_system_to_stage(
bevy_app::startup_stage::STARTUP,
gamepad_event_system.system(),
)
.add_event::<TouchInput>()
.init_resource::<Touches>()
.add_system_to_stage(bevy_app::stage::EVENT, touch_screen_input_system.system());
}
}
/// The current "press" state of an element
#[derive(Debug, Copy, Clone, Eq, PartialEq)]
pub enum ElementState {
Pressed,
Released,
}
impl ElementState {
pub fn is_pressed(&self) -> bool {
matches!(self, ElementState::Pressed)
}
}