bevy-input-sequence 0.2.0

Recognizes input sequences and send events
use bevy::prelude::*;
use bevy_input_sequence::*;
use std::time::Duration;

#[derive(Event, Clone, Debug)]
struct MyEvent;

#[derive(Event, Clone, Debug)]
struct GlobalEvent;

#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
enum AppState {
    Menu,
    #[default]
    Game,
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_state::<AppState>()
        .add_input_sequence_event::<GlobalEvent>()
        .add_input_sequence_event_run_if::<MyEvent, _>(in_state(AppState::Game))
        .add_systems(Startup, setup)
        .add_systems(Update, listen_for_myevent)
        .add_systems(Update, listen_for_global_event)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(InputSequence::new(GlobalEvent, keyseq!(Escape)));
    commands.spawn(InputSequence::new(MyEvent, keyseq!(Space)).time_limit(Duration::from_secs(1)));
    println!("Press Space to emit event in game mode.");
    println!("Press Escape to switch between Game and Menu mode; currently in Game mode.");
}

fn listen_for_global_event(
    mut er: EventReader<GlobalEvent>,
    state: Res<State<AppState>>,
    mut next_state: ResMut<NextState<AppState>>,
) {
    for _ in er.read() {
        let new_state = match state.get() {
            AppState::Menu => AppState::Game,
            AppState::Game => AppState::Menu,
        };
        println!("Going to state {:?}.", new_state);
        next_state.set(new_state);
    }
}

fn listen_for_myevent(mut er: EventReader<MyEvent>) {
    for e in er.read() {
        println!("{e:?} emitted.");
    }
}