
# Objective Rust analyzer kept complaining about a cyclic dependency due to `bevy_input` having a dev-dependency on `bevy`. `bevy_input` was also missing `bevy_reflect`'s "smol_str" feature which it needs to compile on its own. Fixes #10256 ## Solution Remove the dev-dependency on `bevy` from `bevy_input` since it was only used to reduce imports for 1 test and 3 doc examples by 1 line each, as `bevy_input` already has dependencies on everything needed for those tests and doctests to work. Add `bevy_reflect`'s "smol_str" feature to `bevy_input`'s dependency list as it needs it to actually compile.
124 lines
3.9 KiB
Rust
124 lines
3.9 KiB
Rust
use crate::ButtonInput;
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use bevy_ecs::system::Res;
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use std::hash::Hash;
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/// Stateful run condition that can be toggled via a input press using [`ButtonInput::just_pressed`].
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///
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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::IntoSystemConfigs;
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/// # use bevy_input::{common_conditions::input_toggle_active, prelude::KeyCode};
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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(Update, pause_menu.run_if(input_toggle_active(false, KeyCode::Escape)))
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/// .run();
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/// }
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///
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/// fn pause_menu() {
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/// println!("in pause menu");
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/// }
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/// ```
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///
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/// If you want other systems to be able to access whether the toggled state is active,
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/// you should use a custom resource or a state for that:
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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::{IntoSystemConfigs, Res, ResMut, Resource};
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/// # use bevy_input::{common_conditions::input_just_pressed, prelude::KeyCode};
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///
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/// #[derive(Resource, Default)]
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/// struct Paused(bool);
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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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/// .init_resource::<Paused>()
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/// .add_systems(Update, toggle_pause_state.run_if(input_just_pressed(KeyCode::Escape)))
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/// .add_systems(Update, pause_menu.run_if(|paused: Res<Paused>| paused.0))
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/// .run();
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/// }
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///
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/// fn toggle_pause_state(mut paused: ResMut<Paused>) {
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/// paused.0 = !paused.0;
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/// }
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///
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/// fn pause_menu() {
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/// println!("in pause menu");
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/// }
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///
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/// ```
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pub fn input_toggle_active<T>(
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default: bool,
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input: T,
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) -> impl FnMut(Res<ButtonInput<T>>) -> bool + Clone
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where
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T: Copy + Eq + Hash + Send + Sync + 'static,
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{
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let mut active = default;
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move |inputs: Res<ButtonInput<T>>| {
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active ^= inputs.just_pressed(input);
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active
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}
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}
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/// Run condition that is active if [`ButtonInput::pressed`] is true for the given input.
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pub fn input_pressed<T>(input: T) -> impl FnMut(Res<ButtonInput<T>>) -> bool + Clone
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where
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T: Copy + Eq + Hash + Send + Sync + 'static,
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{
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move |inputs: Res<ButtonInput<T>>| inputs.pressed(input)
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}
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/// Run condition that is active if [`ButtonInput::just_pressed`] is true for the given input.
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///
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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::IntoSystemConfigs;
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/// # use bevy_input::{common_conditions::input_just_pressed, prelude::KeyCode};
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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(Update, jump.run_if(input_just_pressed(KeyCode::Space)))
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/// .run();
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/// }
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///
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/// # fn jump() {}
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/// ```
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pub fn input_just_pressed<T>(input: T) -> impl FnMut(Res<ButtonInput<T>>) -> bool + Clone
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where
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T: Copy + Eq + Hash + Send + Sync + 'static,
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{
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move |inputs: Res<ButtonInput<T>>| inputs.just_pressed(input)
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}
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/// Run condition that is active if [`ButtonInput::just_released`] is true for the given input.
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pub fn input_just_released<T>(input: T) -> impl FnMut(Res<ButtonInput<T>>) -> bool + Clone
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where
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T: Copy + Eq + Hash + Send + Sync + 'static,
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{
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move |inputs: Res<ButtonInput<T>>| inputs.just_released(input)
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::prelude::KeyCode;
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use bevy_ecs::schedule::{IntoSystemConfigs, Schedule};
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fn test_system() {}
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// Ensure distributive_run_if compiles with the common conditions.
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#[test]
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fn distributive_run_if_compiles() {
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Schedule::default().add_systems(
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(test_system, test_system)
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.distributive_run_if(input_toggle_active(false, KeyCode::Escape))
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.distributive_run_if(input_pressed(KeyCode::Escape))
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.distributive_run_if(input_just_pressed(KeyCode::Escape))
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.distributive_run_if(input_just_released(KeyCode::Escape)),
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);
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}
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}
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