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//! This module contains [`ActionState`] and its supporting methods and impls.
use crate::{Actionlike, InputMap};
use bevy::prelude::*;
use bevy::utils::HashMap;
use bevy::utils::{Duration, Instant};
/// The current state of a particular virtual button,
/// corresponding to a single [`Actionlike`] action.
///
/// Detailed timing information for the button can be accessed through the stored [`Timing`] value
#[derive(Debug, Clone, PartialEq, PartialOrd)]
pub enum VirtualButtonState {
/// This button is currently pressed
Pressed(Timing),
/// This button is currently released
Released(Timing),
}
/// Stores the timing information for a [`VirtualButtonState`]
#[derive(Debug, Clone, PartialEq, PartialOrd, Default)]
pub struct Timing {
/// The [`Instant`] at which the button was pressed or released
///
/// Recorded as the [`Time`](bevy::core::Time) at the start of the tick after the state last changed.
/// If this is none, [`ActionState::update`] has not been called yet.
pub instant_started: Option<Instant>,
/// The [`Duration`] for which the button has been pressed or released.
///
/// This begins at [`Duration::ZERO`] when [`ActionState::update`] is called.
pub current_duration: Duration,
/// The [`Duration`] for which the button was pressed or released before the state last changed.
pub previous_duration: Duration,
}
impl VirtualButtonState {
/// Is the button currently pressed?
#[inline]
pub fn pressed(&self) -> bool {
match self {
VirtualButtonState::Pressed(_) => true,
VirtualButtonState::Released(_) => false,
}
}
/// Is the button currently released?
#[inline]
pub fn released(&self) -> bool {
match self {
VirtualButtonState::Pressed(_) => false,
VirtualButtonState::Released(_) => true,
}
}
/// Was the button pressed since the last time [`ActionState::update`] was called?
#[inline]
pub fn just_pressed(&self) -> bool {
match self {
VirtualButtonState::Pressed(timing) => timing.instant_started.is_none(),
VirtualButtonState::Released(_timing) => false,
}
}
/// Was the button released since the last time [`ActionState::update`] was called?
#[inline]
pub fn just_released(&self) -> bool {
match self {
VirtualButtonState::Pressed(_timing) => false,
VirtualButtonState::Released(timing) => timing.instant_started.is_none(),
}
}
/// The [`Instant`] at which the button was pressed or released
///
/// Recorded as the [`Time`](bevy::core::Time) at the start of the tick after the state last changed.
/// If this is none, [`ActionState::update`] has not been called yet.
#[inline]
pub fn instant_started(&self) -> Option<Instant> {
match self {
VirtualButtonState::Pressed(timing) => timing.instant_started,
VirtualButtonState::Released(timing) => timing.instant_started,
}
}
/// The [`Duration`] for which the button has been pressed or released.
///
/// This begins at [`Duration::ZERO`] when [`ActionState::update`] is called.
#[inline]
pub fn current_duration(&self) -> Duration {
match self {
VirtualButtonState::Pressed(timing) => timing.current_duration,
VirtualButtonState::Released(timing) => timing.current_duration,
}
}
/// The [`Duration`] for which the button was pressed or released before the state last changed.
#[inline]
pub fn previous_duration(&self) -> Duration {
match self {
VirtualButtonState::Pressed(timing) => timing.previous_duration,
VirtualButtonState::Released(timing) => timing.previous_duration,
}
}
}
impl Default for VirtualButtonState {
fn default() -> Self {
VirtualButtonState::Released(Timing::default())
}
}
/// Stores the canonical input-method-agnostic representation of the inputs received
///
/// Intended to be used as a [`Component`] on entities that you wish to control directly from player input.
///
/// # Example
/// ```rust
/// use leafwing_input_manager::prelude::*;
/// use bevy::utils::Instant;
/// use strum::EnumIter;
///
/// #[derive(Actionlike, PartialEq, Eq, Clone, Copy, Hash, Debug, EnumIter)]
/// enum Action {
/// Left,
/// Right,
/// Jump,
/// }
///
/// let mut action_state = ActionState::<Action>::default();
///
/// // Typically, this is done automatically by the `InputManagerPlugin` from user inputs
/// // using the `ActionState::update` method
/// action_state.press(Action::Jump);
///
/// assert!(action_state.pressed(Action::Jump));
/// assert!(action_state.just_pressed(Action::Jump));
/// assert!(action_state.released(Action::Left));
///
/// // Resets just_pressed and just_released
/// action_state.tick(Instant::now());
/// assert!(action_state.pressed(Action::Jump));
/// assert!(!action_state.just_pressed(Action::Jump));
///
/// action_state.release(Action::Jump);
/// assert!(!action_state.pressed(Action::Jump));
/// assert!(action_state.released(Action::Jump));
/// assert!(action_state.just_released(Action::Jump));
///
/// action_state.tick(Instant::now());
/// assert!(action_state.released(Action::Jump));
/// assert!(!action_state.just_released(Action::Jump));
/// ```
#[derive(Component)]
pub struct ActionState<A: Actionlike> {
map: HashMap<A, VirtualButtonState>,
}
impl<A: Actionlike> ActionState<A> {
/// Updates the [`ActionState`] based on the [`InputMap`] and the provided [`Input`]s
///
/// Presses and releases buttons according to the current state of the inputs.
/// Combine with [`ActionState::tick`] to update `just_pressed` and `just_released`.
pub fn update(
&mut self,
input_map: &InputMap<A>,
gamepad_input_stream: &Input<GamepadButton>,
keyboard_input_stream: &Input<KeyCode>,
mouse_input_stream: &Input<MouseButton>,
) {
for action in A::iter() {
if input_map.pressed(
action,
gamepad_input_stream,
keyboard_input_stream,
mouse_input_stream,
) {
self.press(action);
} else {
self.release(action);
}
}
}
/// Advances the time for all virtual buttons
///
/// The underlying [`VirtualButtonState`] state will be advanced according to the `current_time`.
/// - if no [`Instant`] is set, the `current_time` will be set as the initial time at which the button was pressed / released
/// - the [`Duration`] will advance to reflect elapsed time
///
/// # Example
/// ```rust
/// use leafwing_input_manager::prelude::*;
/// use leafwing_input_manager::action_state::VirtualButtonState;
/// use strum::EnumIter;
/// use bevy::utils::Instant;
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, EnumIter, Debug)]
/// enum Action {
/// Run,
/// Jump,
/// }
///
/// let mut action_state = ActionState::<Action>::default();
/// // Virtual buttons start released
/// assert!(action_state.state(Action::Run).just_released());
/// assert!(action_state.just_released(Action::Jump));
///
/// // Ticking time moves causes buttons that were just released to no longer be just released
/// action_state.tick(Instant::now());
/// assert!(action_state.released(Action::Jump));
/// assert!(!action_state.just_released(Action::Jump));
///
/// action_state.press(Action::Jump);
/// assert!(action_state.just_pressed(Action::Jump));
///
/// // Ticking time moves causes buttons that were just pressed to no longer be just pressed
/// action_state.tick(Instant::now());
/// assert!(action_state.pressed(Action::Jump));
/// assert!(!action_state.just_pressed(Action::Jump));
/// ```
pub fn tick(&mut self, current_instant: Instant) {
use VirtualButtonState::*;
for state in self.map.values_mut() {
*state = match state {
Pressed(timing) => match timing.instant_started {
Some(instant) => Pressed(Timing {
current_duration: current_instant - instant,
..*timing
}),
None => Pressed(Timing {
instant_started: Some(current_instant),
current_duration: Duration::ZERO,
..*timing
}),
},
Released(timing) => match timing.instant_started {
Some(instant) => Released(Timing {
current_duration: current_instant - instant,
..*timing
}),
None => Released(Timing {
instant_started: Some(current_instant),
current_duration: Duration::ZERO,
..*timing
}),
},
};
}
}
/// Gets the [`VirtualButtonState`] of the corresponding `action`
///
/// Generally, it'll be clearer to call `pressed` or so on directly on the [`ActionState`].
/// However, accessing the state directly allows you to examine the detailed [`Timing`] information.
///
/// # Example
/// ```rust
/// use leafwing_input_manager::prelude::*;
/// use leafwing_input_manager::action_state::VirtualButtonState;
/// use strum::EnumIter;
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, EnumIter, Debug)]
/// enum Action {
/// Run,
/// Jump,
/// }
/// let mut action_state = ActionState::<Action>::default();
/// let run_state = action_state.state(Action::Run);
/// // States can either be pressed or released,
/// // and store an internal `Timing`
/// if let VirtualButtonState::Pressed(timing) = run_state {
/// let pressed_duration = timing.current_duration;
/// let last_released_duration = timing.previous_duration;
/// }
/// ```
#[inline]
pub fn state(&self, action: A) -> VirtualButtonState {
if let Some(state) = self.map.get(&action) {
state.clone()
} else {
VirtualButtonState::default()
}
}
/// Manually sets the [`VirtualButtonState`] of the corresponding `action`
///
/// You should almost always be using the [`ActionState::press`] and [`ActionState::release`] methods instead,
/// as they will ensure that the duration is correct.
///
/// However, this method can be useful for testing,
/// or when transferring [`VirtualButtonState`] between action maps.
///
/// # Example
/// ```rust
/// use leafwing_input_manager::prelude::*;
/// use leafwing_input_manager::action_state::VirtualButtonState;
/// use strum::EnumIter;
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, EnumIter, Debug)]
/// enum AbilitySlot {
/// Slot1,
/// Slot2,
/// }
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, EnumIter, Debug)]
/// enum Action {
/// Run,
/// Jump,
/// }
///
/// let mut ability_slot_state = ActionState::<AbilitySlot>::default();
/// let mut action_state = ActionState::<Action>::default();
///
/// // Extract the state from the ability slot
/// let slot_1_state = ability_slot_state.state(AbilitySlot::Slot1);
///
/// // And transfer it to the actual ability that we care about
/// // without losing timing information
/// action_state.set_state(Action::Run, slot_1_state);
/// ```
#[inline]
pub fn set_state(&mut self, action: A, state: VirtualButtonState) {
let stored_state = self
.map
.get_mut(&action)
.expect("Action {action} not found when setting state!");
*stored_state = state;
}
/// Press the `action` virtual button
pub fn press(&mut self, action: A) {
if let VirtualButtonState::Released(timing) = self.state(action) {
self.map.insert(
action,
VirtualButtonState::Pressed(Timing {
instant_started: None,
current_duration: Duration::ZERO,
previous_duration: timing.current_duration,
}),
);
}
}
/// Release the `action` virtual button
pub fn release(&mut self, action: A) {
if let VirtualButtonState::Pressed(timing) = self.state(action) {
self.map.insert(
action,
VirtualButtonState::Released(Timing {
instant_started: None,
current_duration: Duration::ZERO,
previous_duration: timing.current_duration,
}),
);
}
}
/// Releases all action virtual buttons
pub fn release_all(&mut self) {
for action in A::iter() {
self.release(action);
}
}
/// Is this `action` currently pressed?
#[must_use]
pub fn pressed(&self, action: A) -> bool {
self.state(action).pressed()
}
/// Was this `action` pressed since the last time [tick](ActionState::tick) was called?
#[must_use]
pub fn just_pressed(&self, action: A) -> bool {
self.state(action).just_pressed()
}
/// Is this `action` currently released?
///
/// This is always the logical negation of [pressed](ActionState::pressed)
#[must_use]
pub fn released(&self, action: A) -> bool {
self.state(action).released()
}
/// Was this `action` pressed since the last time [tick](ActionState::tick) was called?
#[must_use]
pub fn just_released(&self, action: A) -> bool {
self.state(action).just_released()
}
/// Creates a Hashmap with all of the possible A variants as keys, and false as the values
#[must_use]
pub fn default_map<V: Default>() -> HashMap<A, V> {
// PERF: optimize construction through pre-allocation or constification
let mut map: HashMap<A, V> = HashMap::default();
for action in A::iter() {
map.insert(action, V::default());
}
map
}
}
impl<A: Actionlike> Default for ActionState<A> {
fn default() -> Self {
Self {
map: Self::default_map(),
}
}
}
/// A component that allows the attached entity to drive the [`ActionState`] of the associated entity
///
/// Used in [`update_action_state_from_interaction`](crate::systems::update_action_state_from_interaction).
#[derive(Component, Clone, Copy, PartialEq, Eq, Hash)]
pub struct ActionStateDriver<A: Actionlike> {
/// The action triggered by this entity
pub action: A,
/// The entity whose action state should be updated
pub entity: Entity,
}
/// Thresholds for when the `value` of a button will cause it to be pressed or released
///
/// Both `pressed` and `released` must be between 0.0 and 1.0 inclusive,
/// and `pressed` must be greater than `released`
/// Defaults to 0.5 for both values
#[derive(Debug, Clone)]
pub struct ButtonThresholds {
pressed: f32,
released: f32,
}
impl Default for ButtonThresholds {
fn default() -> Self {
Self {
pressed: 0.5,
released: 0.5,
}
}
}
impl ButtonThresholds {
/// Gets the value at or above which the button is considered to be pressed
pub fn pressed(&self) -> f32 {
self.pressed
}
/// Gets the value below which the button is considered to be released
pub fn released(&self) -> f32 {
self.released
}
/// Sets the value of the pressed threshold.
///
/// If the provided `value` is less than the `released` threshold,
/// it is increased to the `released` threshold and a
/// `ThresholdError(value_set_to)` error is returned.
///
/// # Panics
/// Panics if the value provided is not between 0.0 and 1.0 inclusive.
pub fn set_pressed(&mut self, value: f32) -> Result<(), ThresholdError> {
assert!(value >= 0.0);
assert!(value <= 1.0);
if value >= self.released {
self.pressed = value;
Ok(())
} else {
self.pressed = self.released;
Err(ThresholdError(self.released))
}
}
/// Gets the value below which the button is considered to be released
///
/// If the provided `value` is greater than the `pressed` threshold,
/// it is increased to the `pressed` threshold and a
/// `ThresholdError(value_set_to)` error is returned.
///
/// # Panics
/// Panics if the value provided is not between 0.0 and 1.0 inclusive.
pub fn set_released(&mut self, value: f32) -> Result<(), ThresholdError> {
assert!(value >= 0.0);
assert!(value <= 1.0);
if value <= self.pressed {
self.pressed = value;
Ok(())
} else {
self.released = self.pressed;
Err(ThresholdError(self.pressed))
}
}
}
/// An error that resulted from inserting an invalid (but within range value) to [`ButtonThresholds`]
#[derive(Debug, Clone)]
pub struct ThresholdError(f32);
mod tests {
use crate::prelude::*;
use strum::EnumIter;
#[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, EnumIter, Debug)]
enum Action {
Run,
Jump,
Hide,
}
#[test]
fn press_lifecycle() {
use bevy::prelude::*;
use bevy::utils::Instant;
// Action state
let mut action_state = ActionState::<Action>::default();
// Input map
let mut input_map = InputMap::default();
input_map.insert(Action::Run, KeyCode::R);
// Input streams
let gamepad_input_stream = Input::<GamepadButton>::default();
let mut keyboard_input_stream = Input::<KeyCode>::default();
let mouse_input_stream = Input::<MouseButton>::default();
// Starting state
action_state.update(
&input_map,
&gamepad_input_stream,
&keyboard_input_stream,
&mouse_input_stream,
);
assert!(!action_state.pressed(Action::Run));
assert!(!action_state.just_pressed(Action::Run));
assert!(action_state.released(Action::Run));
assert!(action_state.just_released(Action::Run));
// Pressing
keyboard_input_stream.press(KeyCode::R);
action_state.update(
&input_map,
&gamepad_input_stream,
&keyboard_input_stream,
&mouse_input_stream,
);
assert!(action_state.pressed(Action::Run));
assert!(action_state.just_pressed(Action::Run));
assert!(!action_state.released(Action::Run));
assert!(!action_state.just_released(Action::Run));
// Waiting
action_state.tick(Instant::now());
action_state.update(
&input_map,
&gamepad_input_stream,
&keyboard_input_stream,
&mouse_input_stream,
);
assert!(action_state.pressed(Action::Run));
assert!(!action_state.just_pressed(Action::Run));
assert!(!action_state.released(Action::Run));
assert!(!action_state.just_released(Action::Run));
// Releasing
keyboard_input_stream.release(KeyCode::R);
action_state.update(
&input_map,
&gamepad_input_stream,
&keyboard_input_stream,
&mouse_input_stream,
);
assert!(!action_state.pressed(Action::Run));
assert!(!action_state.just_pressed(Action::Run));
assert!(action_state.released(Action::Run));
assert!(action_state.just_released(Action::Run));
// Waiting
action_state.tick(Instant::now());
action_state.update(
&input_map,
&gamepad_input_stream,
&keyboard_input_stream,
&mouse_input_stream,
);
assert!(!action_state.pressed(Action::Run));
assert!(!action_state.just_pressed(Action::Run));
assert!(action_state.released(Action::Run));
assert!(!action_state.just_released(Action::Run));
}
#[test]
fn durations() {
use bevy::utils::{Duration, Instant};
use std::thread::sleep;
let mut action_state = ActionState::<Action>::default();
// Virtual buttons start released
assert!(action_state.state(Action::Jump).released());
assert_eq!(action_state.state(Action::Jump).instant_started(), None,);
assert_eq!(
action_state.state(Action::Jump).current_duration(),
Duration::ZERO
);
assert_eq!(
action_state.state(Action::Jump).previous_duration(),
Duration::ZERO
);
// Pressing a button swaps the state
action_state.press(Action::Jump);
assert!(action_state.state(Action::Jump).pressed());
assert_eq!(action_state.state(Action::Jump).instant_started(), None);
assert_eq!(
action_state.state(Action::Jump).current_duration(),
Duration::ZERO
);
assert_eq!(
action_state.state(Action::Jump).previous_duration(),
Duration::ZERO
);
// Ticking time sets the instant for the new state
let t0 = Instant::now();
action_state.tick(t0);
assert_eq!(action_state.state(Action::Jump).instant_started(), Some(t0));
assert_eq!(
action_state.state(Action::Jump).current_duration(),
Duration::ZERO
);
assert_eq!(
action_state.state(Action::Jump).previous_duration(),
Duration::ZERO
);
// Time passes
sleep(Duration::from_micros(1));
let t1 = Instant::now();
// The duration is updated
action_state.tick(t1);
assert_eq!(action_state.state(Action::Jump).instant_started(), Some(t0));
assert_eq!(action_state.state(Action::Jump).current_duration(), t1 - t0);
assert_eq!(
action_state.state(Action::Jump).previous_duration(),
Duration::ZERO
);
// Releasing again, swapping the current duration to the previous one
action_state.release(Action::Jump);
assert_eq!(action_state.state(Action::Jump).instant_started(), None);
assert_eq!(
action_state.state(Action::Jump).current_duration(),
Duration::ZERO
);
assert_eq!(
action_state.state(Action::Jump).previous_duration(),
t1 - t0,
);
}
}