codecraft 0.2.0

A minimalist 3D game engine built on parts of Bevy (ECS, color) with wgpu and winit: OpenPBR materials, clustered lighting, a yakui-drawn UI, audio and gamepad haptics; its binary maps any folder, and the symbols of its Rust files, as a 3D wall of boxes
Documentation
//! Keyboard state, published into the ECS world each frame.
use std::collections::HashSet;

use crate::ecs::Resource;

pub use winit::keyboard::KeyCode;

/// Which keys are down, and which went down this frame (`just_pressed` is a one-frame edge).
#[derive(Resource, Default, Debug)]
pub struct Keys {
    pressed: HashSet<KeyCode>,
    just_pressed: HashSet<KeyCode>,
}

impl Keys {
    pub fn pressed(&self, key: KeyCode) -> bool {
        self.pressed.contains(&key)
    }

    pub fn just_pressed(&self, key: KeyCode) -> bool {
        self.just_pressed.contains(&key)
    }

    pub(crate) fn press(&mut self, key: KeyCode, repeat: bool) {
        // Key repeat is the OS re-sending a held key; it must not read as a fresh press.
        if !repeat && self.pressed.insert(key) {
            self.just_pressed.insert(key);
        }
    }

    pub(crate) fn release(&mut self, key: KeyCode) {
        self.pressed.remove(&key);
    }

    pub(crate) fn end_frame(&mut self) {
        self.just_pressed.clear();
    }
}

#[cfg(test)]
mod tests {
    use super::*;

    #[test]
    fn a_press_is_an_edge_that_lasts_one_frame() {
        let mut keys = Keys::default();
        keys.press(KeyCode::Escape, false);

        assert!(keys.just_pressed(KeyCode::Escape));
        assert!(keys.pressed(KeyCode::Escape));

        keys.end_frame();
        assert!(!keys.just_pressed(KeyCode::Escape), "the edge is spent");
        assert!(keys.pressed(KeyCode::Escape), "but the key is still held");
    }

    #[test]
    fn key_repeat_does_not_read_as_a_new_press() {
        let mut keys = Keys::default();
        keys.press(KeyCode::Escape, false);
        keys.end_frame();

        keys.press(KeyCode::Escape, true);
        assert!(!keys.just_pressed(KeyCode::Escape));

        keys.press(KeyCode::Escape, false);
        assert!(!keys.just_pressed(KeyCode::Escape));
    }

    #[test]
    fn releasing_and_pressing_again_is_a_fresh_edge() {
        let mut keys = Keys::default();
        keys.press(KeyCode::Escape, false);
        keys.end_frame();
        keys.release(KeyCode::Escape);
        assert!(!keys.pressed(KeyCode::Escape));

        keys.press(KeyCode::Escape, false);
        assert!(keys.just_pressed(KeyCode::Escape));
    }

    #[test]
    fn keys_are_tracked_independently() {
        let mut keys = Keys::default();
        keys.press(KeyCode::Escape, false);
        keys.press(KeyCode::Space, false);
        keys.release(KeyCode::Escape);

        assert!(!keys.pressed(KeyCode::Escape));
        assert!(keys.pressed(KeyCode::Space));
    }
}