bevy_controls 1.1.0

Bevy controls library
Documentation
use bevy::{
    input::{
        gamepad::{GamepadAxisChangedEvent, GamepadButtonChangedEvent},
        mouse::MouseMotion,
    },
    prelude::*,
    state::state::FreelyMutableState,
};
use std::marker::PhantomData;

use crate::accumulative::{
    accumulative_control::AccumulativeControl,
    accumulative_input::AccumulativeInputs,
    accumulative_sensitivity::{GamepadSensitivity, MouseSensitivity},
};

pub struct AccumulativePlugin<TContext, TAction>(PhantomData<TContext>, PhantomData<TAction>);

impl<TC, TA> Default for AccumulativePlugin<TC, TA> {
    fn default() -> Self {
        Self(Default::default(), Default::default())
    }
}

impl<TContext: FreelyMutableState + FromWorld, TAction: Sync + Send + 'static> Plugin
    for AccumulativePlugin<TContext, TAction>
{
    fn build(&self, app: &mut App) {
        app.init_state::<TContext>()
            .init_resource::<MouseSensitivity>()
            .init_resource::<GamepadSensitivity>()
            .add_systems(Update, Self::check_controls);
    }
}

impl<TContext: States, TAction: Sync + Send + 'static> AccumulativePlugin<TContext, TAction> {
    fn check_controls(
        mut controls: Query<&mut AccumulativeControl<TContext, TAction>>,
        context: Res<State<TContext>>,
        mut gamepad_button_input: MessageReader<GamepadButtonChangedEvent>,
        mut gamepad_axis_input: MessageReader<GamepadAxisChangedEvent>,
        mut mouse_input: MessageReader<MouseMotion>,
        mouse_sensitivity: Res<MouseSensitivity>,
        gamepad_sensitivity: Res<GamepadSensitivity>,
    ) {
        let mut active_controls = controls
            .iter_mut()
            .filter(|c| c.contexts.contains(&context.get()))
            .collect::<Vec<_>>();

        let gamepad_inputs = gamepad_button_input.read().collect::<Vec<_>>();

        let analog_inputs = gamepad_inputs
            .iter()
            .map(|g| (AccumulativeInputs::Gamepad(g.button), g.value))
            .chain(
                gamepad_axis_input
                    .read()
                    .map(|ga| (AccumulativeInputs::GamepadAxis(ga.axis), ga.value)),
            );

        for (inputs, value) in analog_inputs {
            let interacted_controls = active_controls
                .iter_mut()
                .filter(|c| c.mappings.contains(&inputs));

            for control in interacted_controls {
                control.set_gamepade_input(value * **gamepad_sensitivity);
            }
        }

        for motion in mouse_input.read() {
            let interacted_x_controls = active_controls
                .iter_mut()
                .filter(|c| c.mappings.contains(&AccumulativeInputs::MouseX));

            for control in interacted_x_controls {
                control.add_input(motion.delta.x * **mouse_sensitivity);
            }

            let interacted_y_controls = active_controls
                .iter_mut()
                .filter(|c| c.mappings.contains(&AccumulativeInputs::MouseY));

            for control in interacted_y_controls {
                control.add_input(motion.delta.y * **mouse_sensitivity);
            }
        }

        for control in active_controls.iter_mut() {
            control.update_value();
        }
    }
}