bevy/crates/bevy_input/src/lib.rs
Daniel McNab b731ebad1b Allow closing windows at runtime (#3575)
# 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.
2022-05-05 13:35:43 +00:00

102 lines
3.0 KiB
Rust

mod axis;
pub mod gamepad;
mod input;
pub mod keyboard;
pub mod mouse;
pub mod touch;
pub use axis::*;
use bevy_ecs::schedule::{ParallelSystemDescriptorCoercion, SystemLabel};
pub use input::*;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
gamepad::{
Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent,
GamepadEventType, Gamepads,
},
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 prelude::Gamepads;
use touch::{touch_screen_input_system, TouchInput, Touches};
use gamepad::{
gamepad_connection_system, gamepad_event_system, GamepadAxis, GamepadButton, GamepadEvent,
GamepadEventRaw, GamepadSettings,
};
/// Adds keyboard and mouse input to an App
#[derive(Default)]
pub struct InputPlugin;
#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemLabel)]
pub struct InputSystem;
impl Plugin for InputPlugin {
fn build(&self, app: &mut App) {
app
// keyboard
.add_event::<KeyboardInput>()
.init_resource::<Input<KeyCode>>()
.add_system_to_stage(
CoreStage::PreUpdate,
keyboard_input_system.label(InputSystem),
)
// mouse
.add_event::<MouseButtonInput>()
.add_event::<MouseMotion>()
.add_event::<MouseWheel>()
.init_resource::<Input<MouseButton>>()
.add_system_to_stage(
CoreStage::PreUpdate,
mouse_button_input_system.label(InputSystem),
)
// gamepad
.add_event::<GamepadEvent>()
.add_event::<GamepadEventRaw>()
.init_resource::<GamepadSettings>()
.init_resource::<Gamepads>()
.init_resource::<Input<GamepadButton>>()
.init_resource::<Axis<GamepadAxis>>()
.init_resource::<Axis<GamepadButton>>()
.add_system_to_stage(
CoreStage::PreUpdate,
gamepad_event_system.label(InputSystem),
)
.add_system_to_stage(
CoreStage::PreUpdate,
gamepad_connection_system.after(InputSystem),
)
// touch
.add_event::<TouchInput>()
.init_resource::<Touches>()
.add_system_to_stage(
CoreStage::PreUpdate,
touch_screen_input_system.label(InputSystem),
);
}
}
/// The current "press" state of an element
#[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub enum ButtonState {
Pressed,
Released,
}
impl ButtonState {
pub fn is_pressed(&self) -> bool {
matches!(self, ButtonState::Pressed)
}
}