
# Objective Fixes #3180, builds from https://github.com/bevyengine/bevy/pull/2898 ## Solution Support requesting a window to be closed and closing a window in `bevy_window`, and handle this in `bevy_winit`. This is a stopgap until we move to windows as entites, which I'm sure I'll get around to eventually. ## Changelog ### Added - `Window::close` to allow closing windows. - `WindowClosed` to allow reacting to windows being closed. ### Changed Replaced `bevy::system::exit_on_esc_system` with `bevy:🪟:close_on_esc`. ## Fixed The app no longer exits when any window is closed. This difference is only observable when there are multiple windows. ## Migration Guide `bevy::input::system::exit_on_esc_system` has been removed. Use `bevy:🪟:close_on_esc` instead. `CloseWindow` has been removed. Use `Window::close` instead. The `Close` variant has been added to `WindowCommand`. Handle this by closing the relevant window.
102 lines
3.0 KiB
Rust
102 lines
3.0 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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use bevy_ecs::schedule::{ParallelSystemDescriptorCoercion, SystemLabel};
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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, GamepadEvent,
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GamepadEventType, Gamepads,
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},
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keyboard::KeyCode,
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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 keyboard::{keyboard_input_system, KeyCode, KeyboardInput};
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use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
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use prelude::Gamepads;
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use touch::{touch_screen_input_system, TouchInput, Touches};
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use gamepad::{
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gamepad_connection_system, gamepad_event_system, GamepadAxis, GamepadButton, GamepadEvent,
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GamepadEventRaw, GamepadSettings,
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};
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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, SystemLabel)]
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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
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// keyboard
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.add_event::<KeyboardInput>()
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.init_resource::<Input<KeyCode>>()
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.add_system_to_stage(
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CoreStage::PreUpdate,
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keyboard_input_system.label(InputSystem),
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)
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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_to_stage(
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CoreStage::PreUpdate,
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mouse_button_input_system.label(InputSystem),
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)
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// gamepad
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.add_event::<GamepadEvent>()
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.add_event::<GamepadEventRaw>()
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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_system_to_stage(
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CoreStage::PreUpdate,
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gamepad_event_system.label(InputSystem),
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)
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.add_system_to_stage(
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CoreStage::PreUpdate,
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gamepad_connection_system.after(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_to_stage(
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CoreStage::PreUpdate,
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touch_screen_input_system.label(InputSystem),
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);
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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)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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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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