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.");
}
}