#[cfg(feature = "gamepad")]
pub use crate::ecs::input::queries::*;
#[cfg(feature = "gamepad")]
use crate::ecs::event_bus::commands::publish_event;
#[cfg(feature = "gamepad")]
use crate::ecs::world::events::*;
use crate::ecs::world::{Vec2, World, resources::MouseState};
pub fn reset_mouse_system(world: &mut World) {
let _span = tracing::info_span!("reset_mouse").entered();
let mouse = &mut world.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.resources.input.touch;
touch.clear_ended_touches();
touch.gesture = TouchGesture::None;
}
#[cfg(feature = "gamepad")]
pub fn gamepad_input_system(world: &mut World) {
let _span = tracing::info_span!("gamepad_input").entered();
if world.resources.input.gamepad.gilrs.is_none() {
if let Ok(gilrs) = gilrs::Gilrs::new() {
world.resources.input.gamepad.gilrs = Some(gilrs);
} else {
return;
}
}
world.resources.input.gamepad.events.clear();
let Some(gilrs) = &mut world.resources.input.gamepad.gilrs else {
return;
};
let mut connection_events = Vec::new();
while let Some(event) = gilrs.next_event() {
if matches!(event.event, gilrs::EventType::Connected) {
connection_events.push((event.id.into(), true));
} else if matches!(event.event, gilrs::EventType::Disconnected) {
connection_events.push((event.id.into(), false));
}
world.resources.input.gamepad.gamepad = Some(event.id);
world.resources.input.gamepad.events.push(event);
}
for (gamepad_id, connected) in connection_events {
if connected {
publish_event(
world,
Message::Input {
event: InputEvent::GamepadConnected { gamepad_id },
},
);
} else {
publish_event(
world,
Message::Input {
event: InputEvent::GamepadDisconnected { gamepad_id },
},
);
}
}
}
pub fn reset_keyboard_system(world: &mut World) {
let keyboard = &mut world.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 world
.resources
.input
.keyboard
.is_key_pressed(winit::keyboard::KeyCode::Escape)
{
world.resources.window.should_exit = true;
}
}