bevy/crates/bevy_input/src/lib.rs
MichiRecRoom 26bb0b40d2
Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17111

## Solution
Move `#![warn(clippy::allow_attributes,
clippy::allow_attributes_without_reason)]` to the workspace `Cargo.toml`

## Testing
Lots of CI testing, and local testing too.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 01:14:58 +00:00

187 lines
6.2 KiB
Rust

#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![forbid(unsafe_code)]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
#![no_std]
//! Input functionality for the [Bevy game engine](https://bevyengine.org/).
//!
//! # Supported input devices
//!
//! `bevy` currently supports keyboard, mouse, gamepad, and touch inputs.
#[cfg(feature = "std")]
extern crate std;
extern crate alloc;
mod axis;
mod button_input;
/// Common run conditions
pub mod common_conditions;
pub mod gamepad;
pub mod gestures;
pub mod keyboard;
pub mod mouse;
pub mod touch;
pub use axis::*;
pub use button_input::*;
/// The input prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[doc(hidden)]
pub use crate::{
gamepad::{Gamepad, GamepadAxis, GamepadButton, GamepadSettings},
keyboard::KeyCode,
mouse::MouseButton,
touch::{TouchInput, Touches},
Axis, ButtonInput,
};
}
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
#[cfg(feature = "bevy_reflect")]
use bevy_reflect::Reflect;
use gestures::*;
use keyboard::{keyboard_input_system, KeyCode, KeyboardFocusLost, KeyboardInput};
use mouse::{
accumulate_mouse_motion_system, accumulate_mouse_scroll_system, mouse_button_input_system,
AccumulatedMouseMotion, AccumulatedMouseScroll, MouseButton, MouseButtonInput, MouseMotion,
MouseWheel,
};
use touch::{touch_screen_input_system, TouchInput, Touches};
#[cfg(feature = "bevy_reflect")]
use gamepad::Gamepad;
use gamepad::{
gamepad_connection_system, gamepad_event_processing_system, GamepadAxis,
GamepadAxisChangedEvent, GamepadButton, GamepadButtonChangedEvent,
GamepadButtonStateChangedEvent, GamepadConnection, GamepadConnectionEvent, GamepadEvent,
GamepadInput, GamepadRumbleRequest, GamepadSettings, RawGamepadAxisChangedEvent,
RawGamepadButtonChangedEvent, RawGamepadEvent,
};
#[cfg(all(feature = "serialize", feature = "bevy_reflect"))]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
/// Adds keyboard and mouse input to an App
#[derive(Default)]
pub struct InputPlugin;
/// Label for systems that update the input data.
#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemSet)]
pub struct InputSystem;
impl Plugin for InputPlugin {
fn build(&self, app: &mut App) {
app
// keyboard
.add_event::<KeyboardInput>()
.add_event::<KeyboardFocusLost>()
.init_resource::<ButtonInput<KeyCode>>()
.add_systems(PreUpdate, keyboard_input_system.in_set(InputSystem))
// mouse
.add_event::<MouseButtonInput>()
.add_event::<MouseMotion>()
.add_event::<MouseWheel>()
.init_resource::<ButtonInput<MouseButton>>()
.add_systems(
PreUpdate,
(
mouse_button_input_system,
accumulate_mouse_motion_system,
accumulate_mouse_scroll_system,
)
.in_set(InputSystem),
)
.add_event::<PinchGesture>()
.add_event::<RotationGesture>()
.add_event::<DoubleTapGesture>()
.add_event::<PanGesture>()
// gamepad
.add_event::<GamepadEvent>()
.add_event::<GamepadConnectionEvent>()
.add_event::<GamepadButtonChangedEvent>()
.add_event::<GamepadButtonStateChangedEvent>()
.add_event::<GamepadAxisChangedEvent>()
.add_event::<RawGamepadEvent>()
.add_event::<RawGamepadAxisChangedEvent>()
.add_event::<RawGamepadButtonChangedEvent>()
.add_event::<GamepadRumbleRequest>()
.init_resource::<AccumulatedMouseMotion>()
.init_resource::<AccumulatedMouseScroll>()
.add_systems(
PreUpdate,
(
gamepad_connection_system,
gamepad_event_processing_system.after(gamepad_connection_system),
)
.in_set(InputSystem),
)
// touch
.add_event::<TouchInput>()
.init_resource::<Touches>()
.add_systems(PreUpdate, touch_screen_input_system.in_set(InputSystem));
#[cfg(feature = "bevy_reflect")]
{
// Register common types
app.register_type::<ButtonState>()
.register_type::<KeyboardInput>()
.register_type::<MouseButtonInput>()
.register_type::<PinchGesture>()
.register_type::<RotationGesture>()
.register_type::<DoubleTapGesture>()
.register_type::<PanGesture>()
.register_type::<TouchInput>()
.register_type::<RawGamepadEvent>()
.register_type::<RawGamepadAxisChangedEvent>()
.register_type::<RawGamepadButtonChangedEvent>()
.register_type::<Gamepad>()
.register_type::<GamepadConnectionEvent>()
.register_type::<GamepadButtonChangedEvent>()
.register_type::<GamepadAxisChangedEvent>()
.register_type::<GamepadButtonStateChangedEvent>()
.register_type::<GamepadConnection>()
.register_type::<GamepadSettings>()
.register_type::<GamepadAxis>()
.register_type::<GamepadButton>()
.register_type::<GamepadInput>()
.register_type::<AccumulatedMouseMotion>()
.register_type::<AccumulatedMouseScroll>();
}
}
}
/// The current "press" state of an element
#[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, Hash, PartialEq)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum ButtonState {
/// The button is pressed.
Pressed,
/// The button is not pressed.
Released,
}
impl ButtonState {
/// Is this button pressed?
pub fn is_pressed(&self) -> bool {
matches!(self, ButtonState::Pressed)
}
}