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#[cfg(feature = "ui")]
use crate::action_state::ActionStateDriver;
use crate::{
action_state::{ActionDiff, ActionState},
clashing_inputs::ClashStrategy,
input_map::InputMap,
plugin::ToggleActions,
user_input::InputStreams,
Actionlike,
};
use bevy_core::Time;
use bevy_ecs::{prelude::*, schedule::ShouldRun};
use bevy_input::{gamepad::GamepadButton, keyboard::KeyCode, mouse::MouseButton, Input};
#[cfg(feature = "ui")]
use bevy_ui::Interaction;
pub fn tick_action_state<A: Actionlike>(
mut query: Query<&mut ActionState<A>>,
action_state: Option<ResMut<ActionState<A>>>,
time: Res<Time>,
) {
let current_time = time.last_update().unwrap();
if let Some(mut action_state) = action_state {
action_state.tick(current_time);
}
for mut action_state in query.iter_mut() {
action_state.tick(current_time);
}
}
#[allow(clippy::too_many_arguments)]
pub fn update_action_state<A: Actionlike>(
maybe_gamepad_input_stream: Option<Res<Input<GamepadButton>>>,
maybe_keyboard_input_stream: Option<Res<Input<KeyCode>>>,
maybe_mouse_input_stream: Option<Res<Input<MouseButton>>>,
clash_strategy: Res<ClashStrategy>,
mut action_state: Option<ResMut<ActionState<A>>>,
mut input_map: Option<ResMut<InputMap<A>>>,
mut query: Query<(&mut ActionState<A>, &InputMap<A>)>,
) {
let gamepad = maybe_gamepad_input_stream.as_deref();
let keyboard = maybe_keyboard_input_stream.as_deref();
let mouse = maybe_mouse_input_stream.as_deref();
if let (Some(input_map), Some(action_state)) = (&mut input_map, &mut action_state) {
let input_streams = InputStreams {
gamepad,
keyboard,
mouse,
associated_gamepad: input_map.gamepad(),
};
action_state.update(input_map.which_pressed(&input_streams, *clash_strategy));
}
for (mut action_state, input_map) in query.iter_mut() {
let input_streams = InputStreams {
gamepad,
keyboard,
mouse,
associated_gamepad: input_map.gamepad(),
};
action_state.update(input_map.which_pressed(&input_streams, *clash_strategy));
}
}
#[cfg(feature = "ui")]
pub fn update_action_state_from_interaction<A: Actionlike>(
ui_query: Query<(&Interaction, &ActionStateDriver<A>)>,
mut action_state_query: Query<&mut ActionState<A>>,
) {
for (&interaction, action_state_driver) in ui_query.iter() {
if interaction == Interaction::Clicked {
let mut action_state = action_state_query
.get_mut(action_state_driver.entity)
.expect("Entity does not exist, or does not have an `ActionState` component.");
action_state.press(action_state_driver.action.clone());
}
}
}
pub fn generate_action_diffs<A: Actionlike, ID: Eq + Clone + Component>(
action_state_query: Query<(&ActionState<A>, &ID)>,
mut action_diffs: EventWriter<ActionDiff<A, ID>>,
) {
for (action_state, id) in action_state_query.iter() {
for action in action_state.get_just_pressed() {
action_diffs.send(ActionDiff::Pressed {
action: action.clone(),
id: id.clone(),
});
}
for action in action_state.get_just_released() {
action_diffs.send(ActionDiff::Released {
action: action.clone(),
id: id.clone(),
});
}
}
}
pub fn process_action_diffs<A: Actionlike, ID: Eq + Component + Clone>(
mut action_state_query: Query<(&mut ActionState<A>, &ID)>,
mut action_diffs: EventReader<ActionDiff<A, ID>>,
) {
for action_diff in action_diffs.iter() {
for (mut action_state, id) in action_state_query.iter_mut() {
match action_diff {
ActionDiff::Pressed {
action,
id: event_id,
} => {
if event_id == id {
action_state.press(action.clone());
continue;
}
}
ActionDiff::Released {
action,
id: event_id,
} => {
if event_id == id {
action_state.release(action.clone());
continue;
}
}
};
}
}
}
pub fn release_on_disable<A: Actionlike>(
mut query: Query<&mut ActionState<A>>,
resource: Option<ResMut<ActionState<A>>>,
toggle_actions: Res<ToggleActions<A>>,
) {
if toggle_actions.is_changed() && !toggle_actions.enabled {
for mut action_state in query.iter_mut() {
action_state.release_all();
}
if let Some(mut action_state) = resource {
action_state.release_all();
}
}
}
pub(super) fn run_if_enabled<A: Actionlike>(toggle_actions: Res<ToggleActions<A>>) -> ShouldRun {
if toggle_actions.enabled {
ShouldRun::Yes
} else {
ShouldRun::No
}
}