Expand description
Keybee is a semantic input binding library. It’s currently an early proof of concept that has been extracted from a larger game project, modified, and not well tested.
Keybee is built around straightforward core primitives:
Session
holds all state for an applicationAction
defines anything a player can do, like jump or moveActionSet
groups together related actionsBindings
assigns inputs to actions
Features
winit
: Enable support for winit eventsgilrs
: Enable support for gil-rs events
Getting Started
use keybee::{Session, ButtonAction, Clamped, Axis2dAction};
let session = keybee::Session::new();
let gameplay = session.create_action_set("gameplay");
let jump = gameplay.create_action::<ButtonAction>("jump");
let movement = gameplay.create_action::<Clamped<Axis2dAction>>("movement");
// Keybee will have support for deserializing bindings from files, but for now,
// this isn't quite done.
session.use_bindings(todo!("load bindings from somewhere"));
loop {
// With the `winit` feature enabled:
// session.handle_winit_event::<()>(todo!("pass winit events"));
// With the `gilrs` feature enabled:
// session.handle_gilrs_event(todo!("pass gil-rs events"));
if jump.get() {
println!("Player jumped!");
}
let translate = movement.get();
if translate != (0.0, 0.0) {
println!("Player movement vector: {:?}", translate);
}
// At the end of every game tick, run `end_update` to reset relative axis
// movements and button presses.
session.end_update();
}
Future Improvements
- Support for multiple players
- Other backends: SDL, others
Macros
Structs
Defines something that a player can do.
Defines a group of actions that a player can perform.