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use crate::events::{Direction, NavRequest, ScopeDirection};
use crate::{resolve::max_by_in_iter, Focusable, Focused};
use bevy::ecs::system::SystemParam;
use bevy::math::Vec3Swizzles;
use bevy::prelude::*;
pub struct InputMapping {
pub joystick_ui_deadzone: f32,
pub move_x: GamepadAxisType,
pub move_y: GamepadAxisType,
pub move_x_dpad: GamepadAxisType,
pub move_y_dpad: GamepadAxisType,
pub action_button: GamepadButtonType,
pub cancel_button: GamepadButtonType,
pub previous_button: GamepadButtonType,
pub next_button: GamepadButtonType,
pub free_button: GamepadButtonType,
pub key_left: KeyCode,
pub key_right: KeyCode,
pub key_up: KeyCode,
pub key_down: KeyCode,
pub key_left_alt: KeyCode,
pub key_right_alt: KeyCode,
pub key_up_alt: KeyCode,
pub key_down_alt: KeyCode,
pub key_action: KeyCode,
pub key_cancel: KeyCode,
pub key_next: KeyCode,
pub key_next_alt: KeyCode,
pub key_previous: KeyCode,
pub key_free: KeyCode,
pub mouse_action: MouseButton,
}
impl Default for InputMapping {
fn default() -> Self {
InputMapping {
joystick_ui_deadzone: 0.36,
move_x: GamepadAxisType::LeftStickX,
move_y: GamepadAxisType::LeftStickY,
move_x_dpad: GamepadAxisType::DPadX,
move_y_dpad: GamepadAxisType::DPadY,
action_button: GamepadButtonType::South,
cancel_button: GamepadButtonType::East,
previous_button: GamepadButtonType::LeftTrigger,
next_button: GamepadButtonType::RightTrigger,
free_button: GamepadButtonType::Start,
key_left: KeyCode::A,
key_right: KeyCode::D,
key_up: KeyCode::W,
key_down: KeyCode::S,
key_left_alt: KeyCode::Left,
key_right_alt: KeyCode::Right,
key_up_alt: KeyCode::Up,
key_down_alt: KeyCode::Down,
key_action: KeyCode::Space,
key_cancel: KeyCode::Back,
key_next: KeyCode::E,
key_next_alt: KeyCode::Tab,
key_previous: KeyCode::Q,
key_free: KeyCode::Escape,
mouse_action: MouseButton::Left,
}
}
}
macro_rules! mapping {
($($from:expr => $to:expr),* ) => ([$( ( $from, $to ) ),*])
}
pub fn default_gamepad_input(
mut nav_cmds: EventWriter<NavRequest>,
has_focused: Query<(), With<Focused>>,
input_mapping: Res<InputMapping>,
buttons: Res<Input<GamepadButton>>,
axis: Res<Axis<GamepadAxis>>,
mut ui_input_status: Local<bool>,
) {
use Direction::*;
use NavRequest::{Action, Cancel, Free, Move, ScopeMove};
if has_focused.is_empty() {
return;
}
let pad = Gamepad(0);
macro_rules! axis_delta {
($dir:ident, $axis:ident) => {
axis.get(GamepadAxis(pad, input_mapping.$axis))
.map_or(Vec2::ZERO, |v| Vec2::$dir * v)
};
}
let stick_move = axis_delta!(Y, move_y) + axis_delta!(X, move_x);
let dpad_move = axis_delta!(Y, move_y_dpad) + axis_delta!(X, move_x_dpad);
let dpad_greater = dpad_move.length_squared() > stick_move.length_squared();
let delta = if dpad_greater { dpad_move } else { stick_move };
if delta.length_squared() > input_mapping.joystick_ui_deadzone && !*ui_input_status {
let direction = match () {
() if delta.y < delta.x && delta.y < -delta.x => South,
() if delta.y < delta.x => East,
() if delta.y >= delta.x && delta.y > -delta.x => North,
() => West,
};
nav_cmds.send(Move(direction));
*ui_input_status = true;
} else if delta.length_squared() <= input_mapping.joystick_ui_deadzone {
*ui_input_status = false;
}
let command_mapping = mapping! {
input_mapping.action_button => Action,
input_mapping.cancel_button => Cancel,
input_mapping.next_button => ScopeMove(ScopeDirection::Next),
input_mapping.free_button => Free,
input_mapping.previous_button => ScopeMove(ScopeDirection::Previous)
};
for (key, request) in command_mapping {
if buttons.just_pressed(GamepadButton(pad, key)) {
nav_cmds.send(request)
}
}
}
pub fn default_keyboard_input(
has_focused: Query<(), With<Focused>>,
keyboard: Res<Input<KeyCode>>,
input_mapping: Res<InputMapping>,
mut nav_cmds: EventWriter<NavRequest>,
) {
use Direction::*;
use NavRequest::*;
if has_focused.is_empty() {
return;
}
let command_mapping = mapping! {
input_mapping.key_action => Action,
input_mapping.key_cancel => Cancel,
input_mapping.key_up => Move(North),
input_mapping.key_down => Move(South),
input_mapping.key_left => Move(West),
input_mapping.key_right => Move(East),
input_mapping.key_up_alt => Move(North),
input_mapping.key_down_alt => Move(South),
input_mapping.key_left_alt => Move(West),
input_mapping.key_right_alt => Move(East),
input_mapping.key_next => ScopeMove(ScopeDirection::Next),
input_mapping.key_next_alt => ScopeMove(ScopeDirection::Next),
input_mapping.key_free => Free,
input_mapping.key_previous => ScopeMove(ScopeDirection::Previous)
};
for (key, request) in command_mapping {
if keyboard.just_pressed(key) {
nav_cmds.send(request)
}
}
}
#[derive(SystemParam)]
pub struct NodePosQuery<'w, 's, T: Component, U: Component> {
entities: Query<'w, 's, (Entity, &'static T, &'static GlobalTransform), With<Focusable>>,
cam: Query<'w, 's, &'static GlobalTransform, With<U>>,
}
impl<'w, 's, T: Component, U: Component> NodePosQuery<'w, 's, T, U> {
fn camera_offset(&self) -> Vec2 {
self.cam
.get_single()
.ok()
.map_or(Vec2::ZERO, |trans| trans.translation.xy())
}
}
fn is_in_node<T: ScreenSize>(at: Vec2, (_, node, trans): &(Entity, &T, &GlobalTransform)) -> bool {
let ui_pos = trans.translation.truncate();
let node_half_size = node.size() / 2.0;
let min = ui_pos - node_half_size;
let max = ui_pos + node_half_size;
(min.x..max.x).contains(&at.x) && (min.y..max.y).contains(&at.y)
}
pub fn ui_focusable_at<T, U>(at: Vec2, query: &NodePosQuery<T, U>) -> Option<Entity>
where
T: ScreenSize + Component,
U: Component,
{
let ui_cam_position = query.camera_offset();
let under_mouse = query
.entities
.iter()
.filter(|query_elem| is_in_node(at + ui_cam_position, query_elem));
max_by_in_iter(under_mouse, |elem| elem.2.translation.z).map(|elem| elem.0)
}
fn cursor_pos(windows: &Windows) -> Option<Vec2> {
windows.get_primary().and_then(|w| w.cursor_position())
}
pub trait ScreenSize {
fn size(&self) -> Vec2;
}
#[cfg(feature = "bevy-ui")]
impl ScreenSize for Node {
fn size(&self) -> Vec2 {
self.size
}
}
#[cfg(feature = "bevy-ui")]
#[doc(hidden)]
#[derive(Component)]
pub struct UiCamera;
#[cfg(feature = "bevy-ui")]
#[allow(clippy::too_many_arguments)]
pub fn default_mouse_input(
input_mapping: Res<InputMapping>,
windows: Res<Windows>,
mouse: Res<Input<MouseButton>>,
touch: Res<Touches>,
focusables: NodePosQuery<Node, UiCamera>,
names: Query<(Entity, &Camera)>,
focused: Query<Entity, With<Focused>>,
mut cmds: Commands,
nav_cmds: EventWriter<NavRequest>,
last_pos: Local<Vec2>,
) {
use bevy::ui::CAMERA_UI;
if focusables.cam.get_single().is_ok() {
generic_default_mouse_input(
input_mapping,
windows,
mouse,
touch,
focusables,
focused,
nav_cmds,
last_pos,
);
} else {
let ui_cam = names
.iter()
.find(|cam| cam.1.name.as_deref() == Some(CAMERA_UI));
if let Some((ui_cam_entity, _)) = ui_cam {
cmds.entity(ui_cam_entity).insert(UiCamera);
}
}
}
#[allow(clippy::too_many_arguments)]
pub fn generic_default_mouse_input<T: ScreenSize + Component, M: Component>(
input_mapping: Res<InputMapping>,
windows: Res<Windows>,
mouse: Res<Input<MouseButton>>,
touch: Res<Touches>,
focusables: NodePosQuery<T, M>,
focused: Query<Entity, With<Focused>>,
mut nav_cmds: EventWriter<NavRequest>,
mut last_pos: Local<Vec2>,
) {
let cursor_pos = match cursor_pos(&windows) {
Some(c) => c,
None => return,
};
let ui_camera_position = focusables.camera_offset();
let released = mouse.just_released(input_mapping.mouse_action) || touch.just_released(0);
let focused = focused.get_single();
if !released && *last_pos == cursor_pos {
return;
} else {
*last_pos = cursor_pos;
}
let not_hovering_focused = |focused: &Entity| {
let focused = focusables
.entities
.get(*focused)
.expect("Entity with `Focused` component must also have a `Focusable` component");
!is_in_node(cursor_pos + ui_camera_position, &focused)
};
if focused.iter().all(not_hovering_focused) {
let to_target = match ui_focusable_at(cursor_pos, &focusables) {
Some(c) => c,
None => return,
};
nav_cmds.send(NavRequest::FocusOn(to_target));
} else if released {
nav_cmds.send(NavRequest::Action);
}
}