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pub use self::{
kurinji::Kurinji,
axis::MouseAxis,
axis::GamepadAxis,
bindings::Bindings,
event_phase::EventPhase,
action_event::OnActionBegin,
action_event::OnActionActive,
action_event::OnActionProgress,
action_event::OnActionEnd,
};
mod axis;
mod util;
mod stack;
mod bindings;
mod kurinji;
mod event_phase;
mod action_event;
mod action;
mod gamepad;
mod keyboard;
mod mouse;
mod serde;
use bevy::prelude::*;
#[derive(Default)]
pub struct KurinjiPlugin;
impl Plugin for KurinjiPlugin
{
fn build(&self, app: &mut AppBuilder)
{
app
.init_resource::<Kurinji>()
.add_event::<OnActionActive>()
.add_event::<OnActionBegin>()
.add_event::<OnActionProgress>()
.add_event::<OnActionEnd>()
.add_system_to_stage(
stage::EVENT,
Kurinji::action_event_producer.system(),
)
.add_system_to_stage(
stage::PRE_UPDATE,
Kurinji::action_reset_system.system(),
)
.add_system_to_stage(
stage::UPDATE,
Kurinji::gamepad_event_system.system(),
)
.add_system_to_stage(
stage::UPDATE,
Kurinji::gamepad_button_press_input_system.system(),
)
.add_system_to_stage(
stage::UPDATE,
Kurinji::kb_key_press_input_system.system(),
)
.add_system_to_stage(
stage::UPDATE,
Kurinji::mouse_button_press_input_system.system(),
)
.add_system_to_stage(
stage::UPDATE,
Kurinji::mouse_move_event_system.system(),
);
}
}