# cloudiful-bevy-input
Reusable Bevy input abstraction for game-defined actions.
## What it provides
- `InputBindingsPlugin<A>`: generic plugin for a game-defined action enum
- `InputMap<A>`: action -> keyboard/gamepad bindings
- `ActionState<A>`: `pressed`, `just_pressed`, `just_released`, and analog `value`
- `PrimaryGamepad`: auto or manual primary gamepad selection
- `ActiveInputDevice`: tracks whether keyboard/mouse or the primary gamepad is active
- rebind helpers on `InputMap<A>`
## What it does not provide
- camera, inventory, pad, menu, placement, or any other game logic
- a built-in action enum
- UI for controls menus
- save/load for user settings
- project-specific focus gating or business rules
This crate stays generic on purpose: the game defines actions, bindings, persistence, and meaning.
## Minimal demo
```rust,no_run
use bevy::input::gamepad::{GamepadAxis, GamepadButton};
use bevy::input::keyboard::KeyCode;
use bevy::prelude::*;
use cloudiful_bevy_input::{
ActionState, ActiveInputDevice, InputBindingsPlugin, InputButton, InputMap,
};
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
enum Action {
Jump,
MoveX,
}
fn main() {
App::new()
.add_plugins((DefaultPlugins, InputBindingsPlugin::<Action>::default()))
.add_systems(Startup, setup_bindings)
.add_systems(Update, read_input)
.run();
}
fn setup_bindings(mut map: ResMut<InputMap<Action>>) {
map.bind_key(Action::Jump, KeyCode::Space)
.bind_gamepad_button(Action::Jump, GamepadButton::South)
.bind_button_axis(
Action::MoveX,
InputButton::Key(KeyCode::KeyA),
InputButton::Key(KeyCode::KeyD),
)
.bind_gamepad_axis(Action::MoveX, GamepadAxis::LeftStickX);
}
fn read_input(
actions: Res<ActionState<Action>>,
active_device: Res<ActiveInputDevice>,
) {
if actions.just_pressed(Action::Jump) {
println!("jump");
}
let movement = actions.value(Action::MoveX);
if movement != 0.0 {
println!("move_x = {movement}");
}
println!("active device: {:?}", active_device.current());
}
```
## Runtime Semantics
`ActionState<A>` stores four values per action:
- `pressed`
- `just_pressed`
- `just_released`
- `value`
`pressed` is threshold-based, not button-only. By default an action becomes
pressed when `value.abs() >= 0.5`.
`value` is the strongest absolute contribution from the action's bindings. If an
action is bound to multiple inputs, the runtime keeps whichever binding has the
largest absolute value for that frame.
`InputSettings` controls those thresholds:
- `action_press_threshold`: defaults to `0.5`
- `axis_activity_threshold`: defaults to `0.2`
The axis activity threshold only affects device-activity tracking. It does not
clamp the stored action value.
## Rebinding
```rust
use bevy::input::keyboard::KeyCode;
use cloudiful_bevy_input::{InputButton, InputMap};
# #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
# enum Action { Jump }
fn rebind_jump(map: &mut InputMap<Action>) {
map.rebind_button(
Action::Jump,
InputButton::Key(KeyCode::Space),
InputButton::Key(KeyCode::Enter),
);
}
```
`rebind_button(...)` also updates `ButtonAxis` bindings when either side matches
the old button. `rebind_gamepad_axis(...)` swaps a bound analog axis in place.
## Primary Gamepad Selection
`PrimaryGamepad` tracks which connected gamepad should drive gamepad bindings.
- default mode is auto
- auto mode selects the connected gamepad with the lowest entity index
- `PrimaryGamepad::select(entity)` switches to manual mode
- `PrimaryGamepad::clear_manual()` returns to auto mode
- if the manually selected gamepad disappears, the selected gamepad becomes
`None`
Manual selection example:
```rust
use bevy::prelude::Entity;
use cloudiful_bevy_input::PrimaryGamepad;
fn choose_primary(primary: &mut PrimaryGamepad, gamepad: Entity) {
primary.select(gamepad);
}
fn reset_primary(primary: &mut PrimaryGamepad) {
primary.clear_manual();
}
```
## Active Device Tracking
`ActiveInputDevice` records the last active source that crossed the configured
activity threshold:
- `InputDevice::KeyboardMouse`
- `InputDevice::Gamepad(Entity)`
Keyboard/mouse activity wins first in frames where both keyboard and gamepad
activity are detected. If no binding is active, the previous value is retained.