use bevy::{
input::{gamepad::GamepadButtonChangedEvent, keyboard::KeyboardInput, mouse::MouseButtonInput},
prelude::*,
state::state::FreelyMutableState,
};
use std::marker::PhantomData;
use crate::button::{button_control::ButtonControl, buttons::Buttons};
pub struct ButtonPlugin<TContext, TAction>(PhantomData<TContext>, PhantomData<TAction>);
impl<TC, TA> Default for ButtonPlugin<TC, TA> {
fn default() -> Self {
Self(Default::default(), Default::default())
}
}
impl<TContext: FreelyMutableState + FromWorld, TAction: Sync + Send + 'static> Plugin
for ButtonPlugin<TContext, TAction>
{
fn build(&self, app: &mut App) {
app.init_state::<TContext>()
.add_systems(Update, Self::check_controls);
}
}
impl<TContext: States, TAction: Sync + Send + 'static> ButtonPlugin<TContext, TAction> {
fn check_controls(
mut controls: Query<&mut ButtonControl<TContext, TAction>>,
context: Res<State<TContext>>,
mut keyboard_input: MessageReader<KeyboardInput>,
mut mouse_button_input: MessageReader<MouseButtonInput>,
mut gamepad_button_input: MessageReader<GamepadButtonChangedEvent>,
) {
let mut active_controls = controls
.iter_mut()
.filter(|c| c.contexts.contains(&context.get()))
.collect::<Vec<_>>();
let inputs = keyboard_input
.read()
.map(|k| (Buttons::Keyboard(k.key_code), k.state.is_pressed()))
.chain(
mouse_button_input
.read()
.map(|m| (Buttons::Mouse(m.button), m.state.is_pressed())),
)
.chain(
gamepad_button_input
.read()
.map(|g| (Buttons::Gamepad(g.button), g.state.is_pressed())),
);
for (buttons, is_pressed) in inputs {
let interacted_controls = active_controls
.iter_mut()
.filter(|c| c.mappings.contains(&buttons));
for control in interacted_controls {
control.state = is_pressed;
control.read = false;
}
}
}
}