inlet 0.2.1

Input management with configurable bindings for Bevy game engine.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
use itertools::Itertools;
use std::time::{Duration, Instant};

use bevy::{
    input::{keyboard::KeyCode, mouse::MouseButton},
    prelude::GamepadButton,
};

use crate::{
    axis::{AxisBinding, ValueState},
    clash::ClashableKind,
};

/// A set of buttons that must all be pressed at once to be considered active.
#[derive(Debug, Clone, PartialEq)]
pub struct ButtonChord {
    actions: Vec<ButtonBinding>,
}

impl ButtonChord {
    pub fn len(&self) -> usize {
        self.actions.len()
    }
    pub fn clashables(&self) -> Vec<ClashableKind> {
        self.actions
            .iter()
            .flat_map(|asdf| asdf.clashables())
            .dedup()
            .collect()
    }
    pub fn bindings(&self) -> &[ButtonBinding] {
        &self.actions
    }
    pub fn bindings_mut(&mut self) -> &mut [ButtonBinding] {
        &mut self.actions
    }
    pub fn new(bindings: Vec<ButtonBinding>) -> Self {
        Self { actions: bindings }
    }
}

#[derive(Debug, Default, Clone, Copy, PartialEq, Eq)]
pub enum ButtonComboRules {
    None,
    PreviousMustBeReleased,
    #[default]
    NextMustBeReleased,
}

/// A set of buttons that must all be pressed one after another to become active.
#[derive(Debug, Clone, PartialEq)]
pub struct ButtonCombo {
    actions: Vec<ButtonBinding>,
    current_index: usize,
    last_hit: Instant,
    tolerance: Duration,
    rules: ButtonComboRules,
}

impl ButtonCombo {
    pub fn clashables(&self) -> Vec<ClashableKind> {
        self.actions
            .iter()
            .flat_map(|asdf| asdf.clashables())
            .dedup()
            .collect()
    }
    pub fn rules(&self) -> ButtonComboRules {
        self.rules
    }
    /// Creates a new button combo bindings.
    pub fn new_with_tolerance(
        bindings: Vec<ButtonBinding>,
        rules: ButtonComboRules,
        tolerance: Duration,
    ) -> Self {
        if bindings.len() <= 1 {
            bevy::log::warn!("inlet detected a button combo that is less than 2 buttons long.")
        }
        ButtonCombo {
            actions: bindings,
            current_index: 0,
            last_hit: Instant::now(),
            tolerance,
            rules,
        }
    }
    /// Creates a new button combo bindings with default [`ButtonComboRules`].
    pub fn new_with_tolerance_default_rules(
        bindings: Vec<ButtonBinding>,
        tolerance: Duration,
    ) -> Self {
        Self::new_with_tolerance(bindings, ButtonComboRules::default(), tolerance)
    }
    /// Creates a new button combo bindings with a tolerance of 250 milliseconds (quarter second).
    pub fn new(bindings: Vec<ButtonBinding>, rules: ButtonComboRules) -> Self {
        Self::new_with_tolerance(bindings, rules, Duration::from_millis(250))
    }
    /// Creates a new button combo bindings with a tolerance of 250 milliseconds (quarter second).
    pub fn new_default_rules(bindings: Vec<ButtonBinding>) -> Self {
        Self::new_with_tolerance(
            bindings,
            ButtonComboRules::default(),
            Duration::from_millis(250),
        )
    }
    /// Returns the amount of time allowed to pass before the combo gets reset.
    pub fn tolerance(&self) -> Duration {
        self.tolerance
    }
    /// Sets the amount of time allowed to pass before the combo gets reset.
    pub fn with_tolerance(mut self, tolerance: Duration) -> Self {
        self.tolerance = tolerance;
        self
    }
    /// Sets the rules.
    pub fn with_rules(mut self, rules: ButtonComboRules) -> Self {
        self.rules = rules;
        self
    }
    /// Grabs the expected button binding that would need to happen in order for the combo to be progressed.
    ///
    /// # Warning
    ///
    /// If the timer between expected presses ran out, it will return the first binding.
    pub fn expected_binding(&self) -> &ButtonBinding {
        let i = if self.current_index != 0 && self.last_hit.elapsed() > self.tolerance {
            0
        } else {
            self.current_index
        };
        &self.actions[i]
    }
    /// Grabs the binding after [`Self::expected_binding`] or `None` if the [`Self::expected_binding`] is the last
    /// binding to expect.
    pub fn next_binding(&self) -> Option<&ButtonBinding> {
        let i = self.current_index + 1;
        if i == self.actions.len() {
            None
        } else {
            Some(&self.actions[i])
        }
    }
    /// Grabs the binding before [`Self::expected_binding`] or `None` if the [`Self::expected_binding`] is the first
    /// binding to expect.
    pub fn previous_binding(&self) -> Option<&ButtonBinding> {
        if self.current_index == 0 {
            None
        } else {
            Some(&self.actions[self.current_index - 1])
        }
    }
    /// Grabs the expected button binding that would need to happen in order for the combo to be progressed.
    ///
    /// # Warning
    ///
    /// This will update the state of the combo if the timer between expected presses has run out.
    ///
    /// If the duration between the last time `self.hit()` and the call of this function is greater than `self.tolerance`
    /// the combo will reset to the beginning of the combo.
    pub fn expected_binding_mut(&mut self) -> &mut ButtonBinding {
        if self.current_index != 0 && self.last_hit.elapsed() > self.tolerance {
            self.current_index = 0;
        }
        &mut self.actions[self.current_index]
    }
    /// Grabs the binding after [`Self::expected_binding`] or `None` if the [`Self::expected_binding`] is the last
    /// binding to expect.
    pub fn next_binding_mut(&mut self) -> Option<&mut ButtonBinding> {
        let i = self.current_index + 1;
        if i == self.actions.len() {
            None
        } else {
            Some(&mut self.actions[i])
        }
    }
    /// Grabs the binding before [`Self::expected_binding`] or `None` if the [`Self::expected_binding`] is the first
    /// binding to expect.
    pub fn previous_binding_mut(&mut self) -> Option<&mut ButtonBinding> {
        if self.current_index == 0 {
            None
        } else {
            Some(&mut self.actions[self.current_index - 1])
        }
    }
    /// Tells the combo that the next expected button was pressed "on time". Returns `true` if the combo was
    /// completed, which also indicates that the combo will reset to expect the first button press.
    pub fn hit(&mut self) -> bool {
        self.last_hit = Instant::now();
        let next = self.current_index + 1;
        let out = if next == self.actions.len() {
            self.current_index = 0;
            true
        } else {
            self.current_index = next;
            false
        };
        out
    }
}

#[derive(Debug, Clone, PartialEq)]
pub enum ButtonBinding {
    /// A set of [`ButtonBinding`] that must all be active at once to be active.
    Chord(ButtonChord),
    /// A set of [`ButtonBinding`] that must be pressed one after another to become active.
    Combo(ButtonCombo),
    /// A [`KeyCode`] that will be checked from `bevy_input`.
    Keyboard(KeyCode),
    /// A [`MouseButton`] that will be checked from `bevy_input`.
    Mouse(MouseButton),
    /// A [`GamepadButton`] that will be checked from `bevy_input`.
    Gamepad(GamepadButton),
    /// An [`AxisBinding`] that will be interpreted as a button. A value of 0 is Released otherwise it is Pressed.
    Axis(Box<AxisBinding>),
    /// Contains a mock input value. Must be set.
    Mock(bool),
}

impl ButtonBinding {
    pub fn clashables(&self) -> Vec<ClashableKind> {
        let mut out = Vec::with_capacity(1);
        match self {
            ButtonBinding::Chord(button_chord) => out.extend(button_chord.clashables()),
            ButtonBinding::Combo(button_combo) => out.extend(button_combo.clashables()),
            ButtonBinding::Keyboard(key_code) => out.push(ClashableKind::Keyboard(*key_code)),
            ButtonBinding::Mouse(mouse_button) => {
                out.push(ClashableKind::MouseButton(*mouse_button))
            }
            ButtonBinding::Gamepad(gamepad_button) => {
                out.push(ClashableKind::GamepadButton(*gamepad_button))
            }
            ButtonBinding::Axis(axis_binding) => {
                out.extend(axis_binding.clashables());
            }
            ButtonBinding::Mock(_) => {
                // No bindings to clash with.
            }
        }
        out
    }
    pub fn is_mock(&self) -> bool {
        matches!(self, Self::Mock(_))
    }
}

impl From<KeyCode> for ButtonBinding {
    fn from(value: KeyCode) -> Self {
        ButtonBinding::Keyboard(value)
    }
}

impl From<MouseButton> for ButtonBinding {
    fn from(value: MouseButton) -> Self {
        ButtonBinding::Mouse(value)
    }
}

impl From<GamepadButton> for ButtonBinding {
    fn from(value: GamepadButton) -> Self {
        ButtonBinding::Gamepad(value)
    }
}

impl From<ButtonCombo> for ButtonBinding {
    fn from(value: ButtonCombo) -> Self {
        ButtonBinding::Combo(value)
    }
}

impl From<ButtonChord> for ButtonBinding {
    fn from(value: ButtonChord) -> Self {
        ButtonBinding::Chord(value)
    }
}

impl From<AxisBinding> for ButtonBinding {
    fn from(value: AxisBinding) -> Self {
        ButtonBinding::Axis(Box::new(value))
    }
}

/// A stored [`ActionableState`] and the [`Instant`] of [`Self::feed`] changed the state to
/// [`ActionableState::JustPressed`] or [`ActionableState::JustReleased`].
#[derive(Debug, Hash, Copy, Clone, PartialEq, Eq)]
pub struct ButtonState {
    pub(crate) kind: ActionableState,
    pub(crate) start: Instant,
}

impl ButtonState {
    pub fn value_state(&self) -> ValueState {
        let (previous, current) = match self.kind {
            ActionableState::Released => (0., 0.),
            ActionableState::JustPressed => (0., 1.),
            ActionableState::Pressed => (1., 1.),
            ActionableState::JustReleased => (1., 0.),
        };
        ValueState {
            previous,
            current,
            last_transition: self.start,
        }
    }
    pub fn kind(&self) -> &ActionableState {
        &self.kind
    }
    /// The amount of time passed between now and the last time the internal state
    /// was changed to [`ActionableState::JustPressed`] or [`ActionableState::JustReleased`].
    pub fn last_transition(&self) -> Duration {
        self.start.elapsed()
    }
    /// Returns `true` if the internal [`ActionableState`] is `JustPressed`.
    pub fn just_pressed(&self) -> bool {
        matches!(self.kind, ActionableState::JustPressed)
    }
    /// Returns `true` if the internal [`ActionableState`] is `JustPressed` or `Pressed`.
    pub fn pressed(&self) -> bool {
        matches!(
            self.kind,
            ActionableState::Pressed | ActionableState::JustPressed
        )
    }
    /// Returns `true` if the internal [`ActionableState`] is `Pressed` and the result of [`Self::last_transition`]
    /// is greater than or equal to `duration`.
    ///
    /// Note that a state of `JustPressed` will always return `false`.
    pub fn held_for(&self, duration: &Duration) -> bool {
        matches!(self.kind, ActionableState::Pressed) && self.start.elapsed() >= *duration
    }
    /// Returns `true` if the internal [`ActionableState`] is `Pressed` and the result of [`Self::last_transition`]
    /// is greater than or equal to `start` and less than `stop`.
    pub fn held_range(&self, start: &Duration, stop: &Duration) -> bool {
        let elapsed = self.start.elapsed();
        matches!(self.kind, ActionableState::Pressed) && elapsed >= *start && elapsed < *stop
    }
    /// Returns time elapsed for a pressed state or `None`.
    pub fn try_get_held_duration(&self) -> Option<Duration> {
        if matches!(self.kind, ActionableState::Pressed) {
            Some(self.start.elapsed())
        } else {
            None
        }
    }
    /// Returns `true` if the internal [`ActionableState`] is `JustReleased`.
    pub fn just_released(&self) -> bool {
        matches!(self.kind, ActionableState::JustReleased)
    }
    /// Returns `true` if the internal [`ActionableState`] is `JustReleased` or `Released`.
    pub fn released(&self) -> bool {
        matches!(
            self.kind,
            ActionableState::Released | ActionableState::JustReleased
        )
    }
    /// `pressed` will feed the internal state `true` meaning that the action is being held.
    ///
    /// Returning `true` signifies that the internal state has changed.
    pub fn feed(&mut self, pressed: bool) -> bool {
        match self.kind.tick(pressed) {
            ActionableStateTick::None => false,
            ActionableStateTick::Changed => true,
            ActionableStateTick::Transitioned => {
                self.start = Instant::now();
                true
            }
        }
    }
}

impl Default for ButtonState {
    fn default() -> Self {
        Self {
            kind: Default::default(),
            start: Instant::now(),
        }
    }
}

/// Describes if the state of a [`ActionableState`] changed and how.
pub enum ActionableStateTick {
    /// No change
    None,
    /// The state changed state but did not transition.
    Changed,
    /// The state became [`ActionableState::JustPressed`] or [`ActionableState::JustReleased`]
    Transitioned,
}

/// Describes the state of a button.
#[derive(Debug, Hash, Copy, Clone, PartialEq, Eq, Default)]
pub enum ActionableState {
    /// Button is not pressed.
    #[default]
    Released,
    /// Button was pressed this frame.
    JustPressed,
    /// Button has been pressed for more than one frame.
    Pressed,
    /// Button was `Pressed` or `JustPressed` before this frame but is no longer pressed.
    JustReleased,
}

impl ActionableState {
    /// Updates `self` to appropriate state using `pressed` to drive the simple state of the input.
    ///
    /// if:
    ///   - `pressed == true && self.is_pressed && !self.is_just_pressed` => No Change.
    ///   - `pressed == true && self.is_just_pressed` => Change to `ActionableState::Pressed`.
    ///   - `pressed == true && self.is_released` => Transition to `ActionableState::JustPressed`.
    ///   - `pressed == false && self.is_released && !self.is_just_release` => No Change.
    ///   - `pressed == false && self.is_just_release` => Change to `ActionableState::Released`.
    ///   - `pressed == false && self.is_pressed` => Transition to `ActionableState::JustReleased`.
    pub fn tick(&mut self, pressed: bool) -> ActionableStateTick {
        if pressed {
            match self {
                ActionableState::Released | ActionableState::JustReleased => {
                    *self = ActionableState::JustPressed;
                    ActionableStateTick::Transitioned
                }
                ActionableState::JustPressed => {
                    *self = ActionableState::Pressed;
                    ActionableStateTick::Changed
                }
                _ => ActionableStateTick::None,
            }
        } else {
            match self {
                ActionableState::Pressed | ActionableState::JustPressed => {
                    *self = ActionableState::JustReleased;
                    ActionableStateTick::Transitioned
                }
                ActionableState::Released => ActionableStateTick::None,
                ActionableState::JustReleased => {
                    *self = ActionableState::Released;
                    ActionableStateTick::Changed
                }
            }
        }
    }
    pub fn is_released(&self) -> bool {
        matches!(self, Self::JustReleased | Self::Released)
    }
    pub fn is_pressed(&self) -> bool {
        matches!(self, Self::JustPressed | Self::Pressed)
    }
    pub fn is_just_pressed(&self) -> bool {
        matches!(self, Self::JustPressed)
    }
    pub fn is_just_released(&self) -> bool {
        matches!(self, Self::JustReleased)
    }
}

// TODO Add the last frames state to the bindings so that we don't create the same event twice (unless that is
// the desired effect). This would also enable the ability to use this library without events.
// TODO Add some way to add conditions to the event activation for example should a event happen
// `while_pressed`, `when_pressed`, `just_pressed`, `when_released`, `while_pressed_for`, `when_pressed_for`,
// `while_pressed_between`, `when_pressed_between`.
/// An Action or Button with an [`ActionableState`], one or many [`ButtonBinding`], and a [`ButtonEventBinding<T>`].
pub struct ActionBinding<T> {
    pub(crate) bindings: Vec<ButtonBinding>,
    pub(crate) event: ButtonEventBinding<T>,
    pub(crate) state: ButtonState,
}

impl<T> ActionBinding<T> {
    pub fn clashables(&self) -> Vec<ClashableKind> {
        let mut out = Vec::default();
        for b in &self.bindings {
            out.extend(b.clashables());
        }
        out
    }
    pub fn bindings(&self) -> &[ButtonBinding] {
        &self.bindings
    }
    pub fn bindings_mut(&mut self) -> &mut [ButtonBinding] {
        &mut self.bindings
    }
    /// Returns `true` if the internal [`ActionableState`] is `JustPressed`.
    #[inline]
    pub fn just_pressed(&self) -> bool {
        self.state.just_pressed()
    }
    /// Returns `true` if the internal [`ActionableState`] is `JustPressed` or `Pressed`.
    #[inline]
    pub fn pressed(&self) -> bool {
        self.state.pressed()
    }
    /// Returns `true` if the internal [`ActionableState`] is `Pressed` and the result of [`Self::last_transition`]
    /// is greater than or equal to `duration`.
    ///
    /// Note that a state of `JustPressed` will always return `false`.
    #[inline]
    pub fn held_for(&self, duration: &Duration) -> bool {
        self.state.held_for(duration)
    }
    /// Returns `true` if the internal [`ActionableState`] is `Pressed` and the result of [`Self::last_transition`]
    /// is greater than or equal to `start` and less than `stop`.
    #[inline]
    pub fn held_range(&self, start: &Duration, stop: &Duration) -> bool {
        self.state.held_range(start, stop)
    }
    /// Returns time elapsed for a pressed state or `None`.
    #[inline]
    pub fn try_get_held_duration(&self) -> Option<Duration> {
        self.state.try_get_held_duration()
    }
    /// Returns `true` if the internal [`ActionableState`] is `JustReleased`.
    #[inline]
    pub fn just_released(&self) -> bool {
        self.state.just_released()
    }
    /// Returns `true` if the internal [`ActionableState`] is `JustReleased` or `Released`.
    #[inline]
    pub fn released(&self) -> bool {
        self.state.released()
    }
    pub fn new(bindings: Vec<ButtonBinding>, event: ButtonEventBinding<T>) -> Self {
        Self {
            bindings,
            event,
            state: ButtonState::default(),
        }
    }
    pub fn new_no_event(bindings: Vec<ButtonBinding>) -> Self {
        Self {
            bindings,
            event: ButtonEventBinding::None,
            state: ButtonState::default(),
        }
    }

    /// Returns a reference to the current state of the binding.
    pub fn state(&self) -> &ButtonState {
        &self.state
    }

    /// Feeds the state of the binding.
    pub fn feed(&mut self, pressed: bool) -> bool {
        self.state.feed(pressed)
    }

    /// Feeds the state of the binding and returns a `T` if configured to do so for the current state.
    pub fn feed_event(&mut self, pressed: bool) -> Option<T> {
        if self.state.feed(pressed) {
            self.event.try_get_event(&self.state)
        } else {
            None
        }
    }
    pub fn mock(&mut self, pressed: bool) {
        for bind in self.bindings.iter_mut() {
            if let ButtonBinding::Mock(val) = bind {
                *val = pressed;
                return;
            }
        }
        self.bindings.push(ButtonBinding::Mock(true));
    }
    pub fn mock_clear(&mut self) {
        self.bindings.retain(|asdf| !asdf.is_mock());
    }
}

impl<T> From<(ButtonBinding, ButtonEventBinding<T>)> for ActionBinding<T> {
    fn from(value: (ButtonBinding, ButtonEventBinding<T>)) -> Self {
        ActionBinding::new(vec![value.0], value.1)
    }
}

impl<T> From<ButtonBinding> for ActionBinding<T> {
    fn from(value: ButtonBinding) -> Self {
        ActionBinding::new_no_event(vec![value])
    }
}

impl<T> From<KeyCode> for ActionBinding<T> {
    fn from(value: KeyCode) -> Self {
        ActionBinding::new_no_event(vec![ButtonBinding::Keyboard(value)])
    }
}

impl<T> From<MouseButton> for ActionBinding<T> {
    fn from(value: MouseButton) -> Self {
        ActionBinding::new_no_event(vec![ButtonBinding::Mouse(value)])
    }
}

impl<T> From<GamepadButton> for ActionBinding<T> {
    fn from(value: GamepadButton) -> Self {
        ActionBinding::new_no_event(vec![ButtonBinding::Gamepad(value)])
    }
}

impl<T> From<Vec<ButtonBinding>> for ActionBinding<T> {
    fn from(value: Vec<ButtonBinding>) -> Self {
        ActionBinding::new_no_event(value)
    }
}

impl<T> From<(Vec<ButtonBinding>, ButtonEventBinding<T>)> for ActionBinding<T> {
    fn from(value: (Vec<ButtonBinding>, ButtonEventBinding<T>)) -> Self {
        ActionBinding::new(value.0, value.1)
    }
}

impl<T> From<ButtonChord> for ActionBinding<T> {
    fn from(value: ButtonChord) -> Self {
        ActionBinding::new_no_event(vec![ButtonBinding::Chord(value)])
    }
}

impl<T> From<ButtonCombo> for ActionBinding<T> {
    fn from(value: ButtonCombo) -> Self {
        ActionBinding::new_no_event(vec![ButtonBinding::Combo(value)])
    }
}

/// Conditionals for a [`ActionBinding`] to emit a [`Message`](bevy::prelude::Message).
#[derive(Clone)]
pub enum ButtonEventBinding<T> {
    /// When the state transitions to `JustPressed`.
    WhenPressed(fn() -> T),
    /// While the state is `Pressed`.
    WhilePressed(fn() -> T),
    /// When the state is `Pressed` for a duration.
    WhenPressedFor(Duration, fn() -> T, bool),
    /// While the state is `Pressed` for a duration.
    WhilePressedFor(Duration, fn() -> T),
    /// While the state is `Pressed` for a duration between `start` sand `stop`.
    PressedRange {
        start: Duration,
        end: Duration,
        event: fn() -> T,
    },
    /// Passes the [`Duration`] the state has been Pressed into your function allowing you to optionally return
    /// a [`Message`] if you want it sent.
    CapturePressDuration(fn(Duration) -> Option<T>),
    /// When the state transitions to `JustReleased`.
    WhenReleased(fn() -> T),
    /// While the state is `Released`.
    WhileReleased(fn() -> T),
    /// Never send messages
    None,
}

impl<T> ButtonEventBinding<T> {
    pub fn try_get_event(&mut self, state: &ButtonState) -> Option<T> {
        match self {
            ButtonEventBinding::WhenPressed(event) => {
                if state.just_pressed() {
                    return Some(event());
                }
            }
            ButtonEventBinding::WhilePressed(event) => {
                if state.pressed() {
                    return Some(event());
                }
            }
            ButtonEventBinding::WhenPressedFor(duration, event, activated) => {
                if state.held_for(duration) {
                    if !*activated {
                        *activated = true;
                        return Some(event());
                    }
                } else if *activated {
                    *activated = false;
                }
            }
            ButtonEventBinding::WhilePressedFor(duration, event) => {
                if state.held_for(duration) {
                    return Some(event());
                }
            }
            ButtonEventBinding::PressedRange { start, end, event } => {
                if state.held_range(start, end) {
                    return Some(event());
                }
            }
            ButtonEventBinding::CapturePressDuration(event) => {
                if let Some(dur) = state.try_get_held_duration() {
                    return event(dur);
                }
            }
            ButtonEventBinding::WhenReleased(event) => {
                if state.just_released() {
                    return Some(event());
                }
            }
            ButtonEventBinding::WhileReleased(event) => {
                if state.released() {
                    return Some(event());
                }
            }
            ButtonEventBinding::None => {}
        }
        None
    }
    pub fn none() -> Self {
        Self::None
    }
    pub fn when_pressed(event: fn() -> T) -> Self {
        Self::WhenPressed(event)
    }
    pub fn while_pressed(event: fn() -> T) -> Self {
        Self::WhilePressed(event)
    }
    pub fn when_released(event: fn() -> T) -> Self {
        Self::WhenReleased(event)
    }
    pub fn while_released(event: fn() -> T) -> Self {
        Self::WhileReleased(event)
    }
    pub fn when_pressed_for(event: fn() -> T, duration: Duration) -> Self {
        Self::WhenPressedFor(duration, event, false)
    }
    pub fn while_pressed_for(event: fn() -> T, duration: Duration) -> Self {
        Self::WhilePressedFor(duration, event)
    }
    pub fn pressed_range(event: fn() -> T, start: Duration, end: Duration) -> Self {
        Self::PressedRange { start, end, event }
    }
    pub fn capture_press_duration(event: fn(Duration) -> Option<T>) -> Self {
        Self::CapturePressDuration(event)
    }
}