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use super::keyboard::ElementState;
use crate::Input;
use bevy_app::prelude::{EventReader, Events};
use bevy_ecs::{Local, Res, ResMut};
use bevy_math::Vec2;
#[derive(Debug, Clone)]
pub struct MouseButtonInput {
pub button: MouseButton,
pub state: ElementState,
}
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub enum MouseButton {
Left,
Right,
Middle,
Other(u8),
}
#[derive(Debug, Clone)]
pub struct MouseMotion {
pub delta: Vec2,
}
#[derive(Debug, Clone, Copy)]
pub enum MouseScrollUnit {
Line,
Pixel,
}
#[derive(Debug, Clone)]
pub struct MouseWheel {
pub unit: MouseScrollUnit,
pub x: f32,
pub y: f32,
}
#[derive(Default)]
pub struct MouseButtonInputState {
mouse_button_input_event_reader: EventReader<MouseButtonInput>,
}
pub fn mouse_button_input_system(
mut state: Local<MouseButtonInputState>,
mut mouse_button_input: ResMut<Input<MouseButton>>,
mouse_button_input_events: Res<Events<MouseButtonInput>>,
) {
mouse_button_input.update();
for event in state
.mouse_button_input_event_reader
.iter(&mouse_button_input_events)
{
match event.state {
ElementState::Pressed => mouse_button_input.press(event.button),
ElementState::Released => mouse_button_input.release(event.button),
}
}
}