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