use crate::ecs::world::{Vec2, World, resources::MouseState};
pub fn apply_ime_allowed_system(world: &mut World) {
let _span = tracing::info_span!("apply_ime_allowed").entered();
let (allowed, applied) = {
let ime = &world
.res::<crate::ecs::input::resources::Input>()
.keyboard
.ime;
(ime.allowed, ime.applied)
};
if allowed == applied {
return;
}
let Some(window) = world
.res::<crate::ecs::window::resources::Window>()
.handle
.as_ref()
else {
return;
};
window.set_ime_allowed(allowed);
world
.res_mut::<crate::ecs::input::resources::Input>()
.keyboard
.ime
.applied = allowed;
}
pub fn set_ime_allowed(world: &mut World, allowed: bool) {
world
.res_mut::<crate::ecs::input::resources::Input>()
.keyboard
.ime
.allowed = allowed;
}
pub fn reset_mouse_system(world: &mut World) {
let _span = tracing::info_span!("reset_mouse").entered();
let mouse = &mut world.res_mut::<crate::ecs::input::resources::Input>().mouse;
if mouse.state.contains(MouseState::SCROLLED) {
mouse.wheel_delta = Vec2::new(0.0, 0.0);
}
mouse.state.set(MouseState::SCROLLED, false);
if mouse.state.contains(MouseState::MOVED) {
mouse.position_delta = Vec2::new(0.0, 0.0);
}
mouse.state.set(MouseState::MOVED, false);
mouse.raw_mouse_delta = Vec2::new(0.0, 0.0);
mouse.state.set(MouseState::LEFT_JUST_PRESSED, false);
mouse.state.set(MouseState::MIDDLE_JUST_PRESSED, false);
mouse.state.set(MouseState::RIGHT_JUST_PRESSED, false);
mouse.state.set(MouseState::LEFT_JUST_RELEASED, false);
mouse.state.set(MouseState::MIDDLE_JUST_RELEASED, false);
mouse.state.set(MouseState::RIGHT_JUST_RELEASED, false);
}
pub fn reset_touch_system(world: &mut World) {
let _span = tracing::info_span!("reset_touch").entered();
use crate::ecs::input::resources::TouchGesture;
let touch = &mut world.res_mut::<crate::ecs::input::resources::Input>().touch;
touch.clear_ended_touches();
touch.gesture = TouchGesture::None;
}
pub fn reset_keyboard_system(world: &mut World) {
let keyboard = &mut world
.res_mut::<crate::ecs::input::resources::Input>()
.keyboard;
keyboard.just_pressed_keys.clear();
keyboard.just_released_keys.clear();
keyboard.frame_chars.clear();
keyboard.frame_keys.clear();
}
pub fn escape_key_exit_system(world: &mut World) {
if crate::ecs::input::access::keyboard_for_active(world)
.is_key_pressed(winit::keyboard::KeyCode::Escape)
{
world
.res_mut::<crate::ecs::window::resources::Window>()
.should_exit = true;
}
}