bevy/crates/bevy_input/src/lib.rs
Aztro 6dcff2bfe8
Mouse input accumulation (#14044)
# Objective

- Add the `AccumulatedMouseMotion` and `AccumulatedMouseScroll`
resources to make it simpler to track mouse motion/scroll changes
- Closes #13915

## Solution

- Created two resources, `AccumulatedMouseMotion` and
`AccumulatedMouseScroll`, and a method that tracks the `MouseMotion` and
`MouseWheel` events and accumulates their deltas every frame.
- Also modified the mouse input example to show how to use the
resources.

## Testing

- Tested the changes by modifying an existing example to use the newly
added resources, and moving/scrolling my trackpad around a ton.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-07-01 14:27:21 +00:00

168 lines
5.5 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::*;
/// Most commonly used re-exported types.
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::*;
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(feature = "serialize")]
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));
// 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, Reflect)]
#[reflect(Debug, Hash, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
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)
}
}