bevy/crates/bevy_input/src/lib.rs
Utkarsh d01ba9e4fc
Separate gamepad state code from gamepad event code and other customizations (#700)
Separated gamepad event and gamepad state code and made gamepad input more customizable
2020-10-21 10:27:00 -07:00

70 lines
2.2 KiB
Rust

mod axis;
pub mod gamepad;
mod input;
pub mod keyboard;
pub mod mouse;
pub mod system;
pub mod touch;
pub use axis::*;
pub use input::*;
pub mod prelude {
pub use crate::{
gamepad::{
Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent,
GamepadEventType,
},
keyboard::KeyCode,
mouse::MouseButton,
Axis, Input,
};
}
use bevy_app::prelude::*;
use keyboard::{keyboard_input_system, KeyCode, KeyboardInput};
use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
use touch::{touch_screen_input_system, TouchInput, Touches};
use bevy_ecs::IntoQuerySystem;
use gamepad::{gamepad_event_system, GamepadAxis, GamepadButton, GamepadEvent, GamepadSetting};
/// Adds keyboard and mouse input to an App
#[derive(Default)]
pub struct InputPlugin;
impl Plugin for InputPlugin {
fn build(&self, app: &mut AppBuilder) {
app.add_event::<KeyboardInput>()
.add_event::<MouseButtonInput>()
.add_event::<MouseMotion>()
.add_event::<MouseWheel>()
.init_resource::<Input<KeyCode>>()
.add_system_to_stage(
bevy_app::stage::EVENT_UPDATE,
keyboard_input_system.system(),
)
.init_resource::<Input<MouseButton>>()
.add_system_to_stage(
bevy_app::stage::EVENT_UPDATE,
mouse_button_input_system.system(),
)
.add_event::<GamepadEvent>()
.init_resource::<GamepadSetting>()
.init_resource::<Input<GamepadButton>>()
.init_resource::<Axis<GamepadAxis>>()
.init_resource::<Axis<GamepadButton>>()
.add_startup_system_to_stage(
bevy_app::startup_stage::POST_STARTUP,
gamepad_event_system.system(),
)
.add_system_to_stage(bevy_app::stage::EVENT_UPDATE, gamepad_event_system.system())
.add_event::<TouchInput>()
.init_resource::<Touches>()
.add_system_to_stage(
bevy_app::stage::EVENT_UPDATE,
touch_screen_input_system.system(),
);
}
}