# 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.
581 lines
23 KiB
Rust
581 lines
23 KiB
Rust
//! The generic input type.
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use bevy_ecs::resource::Resource;
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use bevy_platform::collections::HashSet;
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use core::hash::Hash;
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#[cfg(feature = "bevy_reflect")]
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use {
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bevy_ecs::reflect::ReflectResource,
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bevy_reflect::{std_traits::ReflectDefault, Reflect},
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};
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/// A "press-able" input of type `T`.
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///
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/// ## Usage
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///
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/// This type can be used as a resource to keep the current state of an input, by reacting to
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/// events from the input. For a given input value:
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///
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/// * [`ButtonInput::pressed`] will return `true` between a press and a release event.
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/// * [`ButtonInput::just_pressed`] will return `true` for one frame after a press event.
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/// * [`ButtonInput::just_released`] will return `true` for one frame after a release event.
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///
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/// ## Multiple systems
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///
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/// In case multiple systems are checking for [`ButtonInput::just_pressed`] or [`ButtonInput::just_released`]
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/// but only one should react, for example when modifying a
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/// [`Resource`], you should consider clearing the input state, either by:
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///
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/// * Using [`ButtonInput::clear_just_pressed`] or [`ButtonInput::clear_just_released`] instead.
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/// * Calling [`ButtonInput::clear`] or [`ButtonInput::reset`] immediately after the state change.
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///
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/// ## Performance
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///
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/// For all operations, the following conventions are used:
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/// - **n** is the number of stored inputs.
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/// - **m** is the number of input arguments passed to the method.
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/// - **\***-suffix denotes an amortized cost.
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/// - **~**-suffix denotes an expected cost.
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///
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/// See Rust's [std::collections doc on performance](https://doc.rust-lang.org/std/collections/index.html#performance) for more details on the conventions used here.
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///
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/// | **[`ButtonInput`] operations** | **Computational complexity** |
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/// |-----------------------------------|------------------------------------|
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/// | [`ButtonInput::any_just_pressed`] | *O*(m)~ |
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/// | [`ButtonInput::any_just_released`] | *O*(m)~ |
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/// | [`ButtonInput::any_pressed`] | *O*(m)~ |
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/// | [`ButtonInput::get_just_pressed`] | *O*(n) |
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/// | [`ButtonInput::get_just_released`] | *O*(n) |
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/// | [`ButtonInput::get_pressed`] | *O*(n) |
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/// | [`ButtonInput::just_pressed`] | *O*(1)~ |
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/// | [`ButtonInput::just_released`] | *O*(1)~ |
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/// | [`ButtonInput::pressed`] | *O*(1)~ |
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/// | [`ButtonInput::press`] | *O*(1)~* |
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/// | [`ButtonInput::release`] | *O*(1)~* |
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/// | [`ButtonInput::release_all`] | *O*(n)~* |
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/// | [`ButtonInput::clear_just_pressed`] | *O*(1)~ |
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/// | [`ButtonInput::clear_just_released`] | *O*(1)~ |
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/// | [`ButtonInput::reset_all`] | *O*(n) |
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/// | [`ButtonInput::clear`] | *O*(n) |
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///
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/// ## Window focus
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///
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/// `ButtonInput<KeyCode>` is tied to window focus. For example, if the user holds a button
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/// while the window loses focus, [`ButtonInput::just_released`] will be triggered. Similarly if the window
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/// regains focus, [`ButtonInput::just_pressed`] will be triggered.
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///
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/// `ButtonInput<GamepadButton>` is independent of window focus.
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///
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/// ## Examples
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///
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/// Reading and checking against the current set of pressed buttons:
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/// ```no_run
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/// # use bevy_app::{App, NoopPluginGroup as DefaultPlugins, Update};
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/// # use bevy_ecs::{prelude::{IntoScheduleConfigs, Res, Resource, resource_changed}, schedule::SystemCondition};
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/// # use bevy_input::{ButtonInput, prelude::{KeyCode, MouseButton}};
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///
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/// fn main() {
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/// App::new()
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/// .add_plugins(DefaultPlugins)
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/// .add_systems(
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/// Update,
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/// print_mouse.run_if(resource_changed::<ButtonInput<MouseButton>>),
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/// )
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/// .add_systems(
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/// Update,
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/// print_keyboard.run_if(resource_changed::<ButtonInput<KeyCode>>),
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/// )
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/// .run();
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/// }
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///
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/// fn print_mouse(mouse: Res<ButtonInput<MouseButton>>) {
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/// println!("Mouse: {:?}", mouse.get_pressed().collect::<Vec<_>>());
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/// }
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///
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/// fn print_keyboard(keyboard: Res<ButtonInput<KeyCode>>) {
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/// if keyboard.any_pressed([KeyCode::ControlLeft, KeyCode::ControlRight])
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/// && keyboard.any_pressed([KeyCode::AltLeft, KeyCode::AltRight])
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/// && keyboard.any_pressed([KeyCode::ShiftLeft, KeyCode::ShiftRight])
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/// && keyboard.any_pressed([KeyCode::SuperLeft, KeyCode::SuperRight])
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/// && keyboard.pressed(KeyCode::KeyL)
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/// {
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/// println!("On Windows this opens LinkedIn.");
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/// } else {
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/// println!("keyboard: {:?}", keyboard.get_pressed().collect::<Vec<_>>());
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/// }
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/// }
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/// ```
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///
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/// ## Note
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///
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/// When adding this resource for a new input type, you should:
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///
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/// * Call the [`ButtonInput::press`] method for each press event.
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/// * Call the [`ButtonInput::release`] method for each release event.
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/// * Call the [`ButtonInput::clear`] method at each frame start, before processing events.
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///
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/// Note: Calling `clear` from a [`ResMut`] will trigger change detection.
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/// It may be preferable to use [`DetectChangesMut::bypass_change_detection`]
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/// to avoid causing the resource to always be marked as changed.
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///
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/// [`ResMut`]: bevy_ecs::system::ResMut
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/// [`DetectChangesMut::bypass_change_detection`]: bevy_ecs::change_detection::DetectChangesMut::bypass_change_detection
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#[derive(Debug, Clone, Resource)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Default, Resource))]
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pub struct ButtonInput<T: Clone + Eq + Hash + Send + Sync + 'static> {
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/// A collection of every button that is currently being pressed.
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pressed: HashSet<T>,
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/// A collection of every button that has just been pressed.
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just_pressed: HashSet<T>,
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/// A collection of every button that has just been released.
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just_released: HashSet<T>,
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}
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impl<T: Clone + Eq + Hash + Send + Sync + 'static> Default for ButtonInput<T> {
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fn default() -> Self {
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Self {
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pressed: Default::default(),
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just_pressed: Default::default(),
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just_released: Default::default(),
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}
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}
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}
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impl<T> ButtonInput<T>
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where
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T: Clone + Eq + Hash + Send + Sync + 'static,
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{
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/// Registers a press for the given `input`.
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pub fn press(&mut self, input: T) {
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// Returns `true` if the `input` wasn't pressed.
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if self.pressed.insert(input.clone()) {
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self.just_pressed.insert(input);
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}
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}
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/// Returns `true` if the `input` has been pressed.
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pub fn pressed(&self, input: T) -> bool {
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self.pressed.contains(&input)
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}
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/// Returns `true` if any item in `inputs` has been pressed.
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pub fn any_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
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inputs.into_iter().any(|it| self.pressed(it))
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}
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/// Returns `true` if all items in `inputs` have been pressed.
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pub fn all_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
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inputs.into_iter().all(|it| self.pressed(it))
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}
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/// Registers a release for the given `input`.
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pub fn release(&mut self, input: T) {
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// Returns `true` if the `input` was pressed.
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if self.pressed.remove(&input) {
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self.just_released.insert(input);
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}
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}
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/// Registers a release for all currently pressed inputs.
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pub fn release_all(&mut self) {
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// Move all items from pressed into just_released
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self.just_released.extend(self.pressed.drain());
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}
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/// Returns `true` if the `input` has been pressed during the current frame.
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///
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/// Note: This function does not imply information regarding the current state of [`ButtonInput::pressed`] or [`ButtonInput::just_released`].
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pub fn just_pressed(&self, input: T) -> bool {
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self.just_pressed.contains(&input)
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}
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/// Returns `true` if any item in `inputs` has been pressed during the current frame.
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pub fn any_just_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
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inputs.into_iter().any(|it| self.just_pressed(it))
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}
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/// Clears the `just_pressed` state of the `input` and returns `true` if the `input` has just been pressed.
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///
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/// Future calls to [`ButtonInput::just_pressed`] for the given input will return false until a new press event occurs.
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pub fn clear_just_pressed(&mut self, input: T) -> bool {
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self.just_pressed.remove(&input)
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}
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/// Returns `true` if the `input` has been released during the current frame.
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///
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/// Note: This function does not imply information regarding the current state of [`ButtonInput::pressed`] or [`ButtonInput::just_pressed`].
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pub fn just_released(&self, input: T) -> bool {
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self.just_released.contains(&input)
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}
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/// Returns `true` if any item in `inputs` has just been released.
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pub fn any_just_released(&self, inputs: impl IntoIterator<Item = T>) -> bool {
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inputs.into_iter().any(|input| self.just_released(input))
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}
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/// Returns `true` if all items in `inputs` have just been released.
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pub fn all_just_released(&self, inputs: impl IntoIterator<Item = T>) -> bool {
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inputs.into_iter().all(|input| self.just_released(input))
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}
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/// Returns `true` if all items in `inputs` have been just pressed.
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pub fn all_just_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
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inputs.into_iter().all(|input| self.just_pressed(input))
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}
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/// Clears the `just_released` state of the `input` and returns `true` if the `input` has just been released.
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///
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/// Future calls to [`ButtonInput::just_released`] for the given input will return false until a new release event occurs.
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pub fn clear_just_released(&mut self, input: T) -> bool {
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self.just_released.remove(&input)
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}
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/// Clears the `pressed`, `just_pressed` and `just_released` data of the `input`.
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pub fn reset(&mut self, input: T) {
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self.pressed.remove(&input);
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self.just_pressed.remove(&input);
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self.just_released.remove(&input);
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}
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/// Clears the `pressed`, `just_pressed`, and `just_released` data for every input.
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///
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/// See also [`ButtonInput::clear`] for simulating elapsed time steps.
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pub fn reset_all(&mut self) {
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self.pressed.clear();
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self.just_pressed.clear();
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self.just_released.clear();
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}
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/// Clears the `just pressed` and `just released` data for every input.
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///
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/// See also [`ButtonInput::reset_all`] for a full reset.
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pub fn clear(&mut self) {
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self.just_pressed.clear();
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self.just_released.clear();
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}
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/// An iterator visiting every pressed input in arbitrary order.
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pub fn get_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
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self.pressed.iter()
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}
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/// An iterator visiting every just pressed input in arbitrary order.
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///
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/// Note: Returned elements do not imply information regarding the current state of [`ButtonInput::pressed`] or [`ButtonInput::just_released`].
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pub fn get_just_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
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self.just_pressed.iter()
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}
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/// An iterator visiting every just released input in arbitrary order.
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///
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/// Note: Returned elements do not imply information regarding the current state of [`ButtonInput::pressed`] or [`ButtonInput::just_pressed`].
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pub fn get_just_released(&self) -> impl ExactSizeIterator<Item = &T> {
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self.just_released.iter()
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}
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}
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#[cfg(test)]
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mod test {
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use crate::ButtonInput;
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/// Used for testing the functionality of [`ButtonInput`].
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#[derive(Copy, Clone, Eq, PartialEq, Hash)]
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enum DummyInput {
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Input1,
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Input2,
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}
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#[test]
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fn test_press() {
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let mut input = ButtonInput::default();
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assert!(!input.pressed.contains(&DummyInput::Input1));
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assert!(!input.just_pressed.contains(&DummyInput::Input1));
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input.press(DummyInput::Input1);
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assert!(input.just_pressed.contains(&DummyInput::Input1));
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assert!(input.pressed.contains(&DummyInput::Input1));
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}
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#[test]
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fn test_pressed() {
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let mut input = ButtonInput::default();
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assert!(!input.pressed(DummyInput::Input1));
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input.press(DummyInput::Input1);
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assert!(input.pressed(DummyInput::Input1));
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}
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#[test]
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fn test_any_pressed() {
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let mut input = ButtonInput::default();
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assert!(!input.any_pressed([DummyInput::Input1]));
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assert!(!input.any_pressed([DummyInput::Input2]));
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assert!(!input.any_pressed([DummyInput::Input1, DummyInput::Input2]));
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input.press(DummyInput::Input1);
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assert!(input.any_pressed([DummyInput::Input1]));
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assert!(!input.any_pressed([DummyInput::Input2]));
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assert!(input.any_pressed([DummyInput::Input1, DummyInput::Input2]));
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}
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#[test]
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fn test_all_pressed() {
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let mut input = ButtonInput::default();
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assert!(!input.all_pressed([DummyInput::Input1]));
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assert!(!input.all_pressed([DummyInput::Input2]));
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assert!(!input.all_pressed([DummyInput::Input1, DummyInput::Input2]));
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input.press(DummyInput::Input1);
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assert!(input.all_pressed([DummyInput::Input1]));
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assert!(!input.all_pressed([DummyInput::Input1, DummyInput::Input2]));
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input.press(DummyInput::Input2);
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assert!(input.all_pressed([DummyInput::Input1, DummyInput::Input2]));
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}
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#[test]
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fn test_release() {
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let mut input = ButtonInput::default();
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input.press(DummyInput::Input1);
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assert!(input.pressed.contains(&DummyInput::Input1));
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assert!(!input.just_released.contains(&DummyInput::Input1));
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input.release(DummyInput::Input1);
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assert!(!input.pressed.contains(&DummyInput::Input1));
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assert!(input.just_released.contains(&DummyInput::Input1));
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}
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#[test]
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fn test_release_all() {
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let mut input = ButtonInput::default();
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input.press(DummyInput::Input1);
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input.press(DummyInput::Input2);
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input.release_all();
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assert!(input.pressed.is_empty());
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assert!(input.just_released.contains(&DummyInput::Input1));
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assert!(input.just_released.contains(&DummyInput::Input2));
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}
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#[test]
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fn test_just_pressed() {
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let mut input = ButtonInput::default();
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assert!(!input.just_pressed(DummyInput::Input1));
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input.press(DummyInput::Input1);
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assert!(input.just_pressed(DummyInput::Input1));
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}
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#[test]
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fn test_any_just_pressed() {
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let mut input = ButtonInput::default();
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assert!(!input.any_just_pressed([DummyInput::Input1]));
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assert!(!input.any_just_pressed([DummyInput::Input2]));
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assert!(!input.any_just_pressed([DummyInput::Input1, DummyInput::Input2]));
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input.press(DummyInput::Input1);
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assert!(input.any_just_pressed([DummyInput::Input1]));
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assert!(!input.any_just_pressed([DummyInput::Input2]));
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assert!(input.any_just_pressed([DummyInput::Input1, DummyInput::Input2]));
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}
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#[test]
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fn test_clear_just_pressed() {
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let mut input = ButtonInput::default();
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input.press(DummyInput::Input1);
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assert!(input.just_pressed(DummyInput::Input1));
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input.clear_just_pressed(DummyInput::Input1);
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assert!(!input.just_pressed(DummyInput::Input1));
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}
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#[test]
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fn test_just_released() {
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let mut input = ButtonInput::default();
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input.press(DummyInput::Input1);
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assert!(!input.just_released(DummyInput::Input1));
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input.release(DummyInput::Input1);
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assert!(input.just_released(DummyInput::Input1));
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}
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#[test]
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fn test_any_just_released() {
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let mut input = ButtonInput::default();
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input.press(DummyInput::Input1);
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assert!(!input.any_just_released([DummyInput::Input1]));
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assert!(!input.any_just_released([DummyInput::Input2]));
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assert!(!input.any_just_released([DummyInput::Input1, DummyInput::Input2]));
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input.release(DummyInput::Input1);
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assert!(input.any_just_released([DummyInput::Input1]));
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assert!(!input.any_just_released([DummyInput::Input2]));
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assert!(input.any_just_released([DummyInput::Input1, DummyInput::Input2]));
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}
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#[test]
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fn test_clear_just_released() {
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let mut input = ButtonInput::default();
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input.press(DummyInput::Input1);
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input.release(DummyInput::Input1);
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assert!(input.just_released(DummyInput::Input1));
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input.clear_just_released(DummyInput::Input1);
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assert!(!input.just_released(DummyInput::Input1));
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}
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#[test]
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fn test_reset() {
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let mut input = ButtonInput::default();
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// Pressed
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input.press(DummyInput::Input1);
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assert!(input.pressed(DummyInput::Input1));
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assert!(input.just_pressed(DummyInput::Input1));
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assert!(!input.just_released(DummyInput::Input1));
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input.reset(DummyInput::Input1);
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assert!(!input.pressed(DummyInput::Input1));
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assert!(!input.just_pressed(DummyInput::Input1));
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assert!(!input.just_released(DummyInput::Input1));
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// Released
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input.press(DummyInput::Input1);
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input.release(DummyInput::Input1);
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assert!(!input.pressed(DummyInput::Input1));
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assert!(input.just_pressed(DummyInput::Input1));
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assert!(input.just_released(DummyInput::Input1));
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input.reset(DummyInput::Input1);
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assert!(!input.pressed(DummyInput::Input1));
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assert!(!input.just_pressed(DummyInput::Input1));
|
|
assert!(!input.just_released(DummyInput::Input1));
|
|
}
|
|
|
|
#[test]
|
|
fn test_reset_all() {
|
|
let mut input = ButtonInput::default();
|
|
|
|
input.press(DummyInput::Input1);
|
|
input.press(DummyInput::Input2);
|
|
input.release(DummyInput::Input2);
|
|
assert!(input.pressed.contains(&DummyInput::Input1));
|
|
assert!(input.just_pressed.contains(&DummyInput::Input1));
|
|
assert!(input.just_released.contains(&DummyInput::Input2));
|
|
input.reset_all();
|
|
assert!(input.pressed.is_empty());
|
|
assert!(input.just_pressed.is_empty());
|
|
assert!(input.just_released.is_empty());
|
|
}
|
|
|
|
#[test]
|
|
fn test_clear() {
|
|
let mut input = ButtonInput::default();
|
|
|
|
// Pressed
|
|
input.press(DummyInput::Input1);
|
|
assert!(input.pressed(DummyInput::Input1));
|
|
assert!(input.just_pressed(DummyInput::Input1));
|
|
assert!(!input.just_released(DummyInput::Input1));
|
|
input.clear();
|
|
assert!(input.pressed(DummyInput::Input1));
|
|
assert!(!input.just_pressed(DummyInput::Input1));
|
|
assert!(!input.just_released(DummyInput::Input1));
|
|
|
|
// Released
|
|
input.press(DummyInput::Input1);
|
|
input.release(DummyInput::Input1);
|
|
assert!(!input.pressed(DummyInput::Input1));
|
|
assert!(!input.just_pressed(DummyInput::Input1));
|
|
assert!(input.just_released(DummyInput::Input1));
|
|
input.clear();
|
|
assert!(!input.pressed(DummyInput::Input1));
|
|
assert!(!input.just_pressed(DummyInput::Input1));
|
|
assert!(!input.just_released(DummyInput::Input1));
|
|
}
|
|
|
|
#[test]
|
|
fn test_get_pressed() {
|
|
let mut input = ButtonInput::default();
|
|
input.press(DummyInput::Input1);
|
|
input.press(DummyInput::Input2);
|
|
let pressed = input.get_pressed();
|
|
assert_eq!(pressed.len(), 2);
|
|
for pressed_input in pressed {
|
|
assert!(input.pressed.contains(pressed_input));
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn test_get_just_pressed() {
|
|
let mut input = ButtonInput::default();
|
|
input.press(DummyInput::Input1);
|
|
input.press(DummyInput::Input2);
|
|
let just_pressed = input.get_just_pressed();
|
|
assert_eq!(just_pressed.len(), 2);
|
|
for just_pressed_input in just_pressed {
|
|
assert!(input.just_pressed.contains(just_pressed_input));
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn test_get_just_released() {
|
|
let mut input = ButtonInput::default();
|
|
input.press(DummyInput::Input1);
|
|
input.press(DummyInput::Input2);
|
|
input.release(DummyInput::Input1);
|
|
input.release(DummyInput::Input2);
|
|
let just_released = input.get_just_released();
|
|
assert_eq!(just_released.len(), 2);
|
|
for just_released_input in just_released {
|
|
assert!(input.just_released.contains(just_released_input));
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn test_general_input_handling() {
|
|
let mut input = ButtonInput::default();
|
|
|
|
// Test pressing
|
|
input.press(DummyInput::Input1);
|
|
input.press(DummyInput::Input2);
|
|
|
|
// Check if they were `just_pressed` (pressed on this update)
|
|
assert!(input.just_pressed(DummyInput::Input1));
|
|
assert!(input.just_pressed(DummyInput::Input2));
|
|
|
|
// Check if they are also marked as pressed
|
|
assert!(input.pressed(DummyInput::Input1));
|
|
assert!(input.pressed(DummyInput::Input2));
|
|
|
|
// Clear the `input`, removing `just_pressed` and `just_released`
|
|
input.clear();
|
|
|
|
// Check if they're marked `just_pressed`
|
|
assert!(!input.just_pressed(DummyInput::Input1));
|
|
assert!(!input.just_pressed(DummyInput::Input2));
|
|
|
|
// Check if they're marked as pressed
|
|
assert!(input.pressed(DummyInput::Input1));
|
|
assert!(input.pressed(DummyInput::Input2));
|
|
|
|
// Release the inputs and check state
|
|
input.release(DummyInput::Input1);
|
|
input.release(DummyInput::Input2);
|
|
|
|
// Check if they're marked as `just_released` (released on this update)
|
|
assert!(input.just_released(DummyInput::Input1));
|
|
assert!(input.just_released(DummyInput::Input2));
|
|
|
|
// Check that they're not incorrectly marked as pressed
|
|
assert!(!input.pressed(DummyInput::Input1));
|
|
assert!(!input.pressed(DummyInput::Input2));
|
|
|
|
// Clear the `Input` and check for removal from `just_released`
|
|
input.clear();
|
|
|
|
// Check that they're not incorrectly marked as just released
|
|
assert!(!input.just_released(DummyInput::Input1));
|
|
assert!(!input.just_released(DummyInput::Input2));
|
|
|
|
// Set up an `Input` to test resetting
|
|
let mut input = ButtonInput::default();
|
|
|
|
input.press(DummyInput::Input1);
|
|
input.release(DummyInput::Input2);
|
|
|
|
// Reset the `Input` and test if it was reset correctly
|
|
input.reset(DummyInput::Input1);
|
|
input.reset(DummyInput::Input2);
|
|
|
|
assert!(!input.just_pressed(DummyInput::Input1));
|
|
assert!(!input.pressed(DummyInput::Input1));
|
|
assert!(!input.just_released(DummyInput::Input2));
|
|
}
|
|
}
|