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//! This module contains [`ActionState`] and its supporting methods and impls.
use crate::Actionlike;
use crate::{axislike::DualAxisData, buttonlike::ButtonState};
use bevy::ecs::{component::Component, entity::Entity};
use bevy::utils::{Duration, Instant};
use serde::{Deserialize, Serialize};
use std::marker::PhantomData;
/// Metadata about an [`Actionlike`] action
///
/// If a button is released, its `reasons_pressed` should be empty.
#[derive(Debug, Default, Clone, PartialEq, Serialize, Deserialize)]
pub struct ActionData {
/// Is the action pressed or released?
pub state: ButtonState,
/// The "value" of the binding that triggered the action.
///
/// See [`ActionState::action_value()`] for more details.
///
/// **Warning:** this value may not be bounded as you might expect.
/// Consider clamping this to account for multiple triggering inputs.
pub value: f32,
/// The [`AxisPair`] of the binding that triggered the action.
///
/// See [`ActionState::action_axis_pair()`] for more details.
pub axis_pair: Option<DualAxisData>,
/// When was the button pressed / released, and how long has it been held for?
pub timing: Timing,
/// Was this action consumed by [`ActionState::consume`]?
///
/// Actions that are consumed cannot be pressed again until they are explicitly released.
/// This ensures that consumed actions are not immediately re-pressed by continued inputs.
pub consumed: bool,
}
/// Stores the canonical input-method-agnostic representation of the inputs received
///
/// Can be used as either a resource or 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;
///
/// #[derive(Actionlike, PartialEq, Eq, Clone, Copy, Debug)]
/// 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
/// let t0 = Instant::now();
/// let t1 = Instant::now();
///
/// action_state.tick(t1, t0);
/// 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));
///
/// let t2 = Instant::now();
/// action_state.tick(t2, t1);
/// assert!(action_state.released(Action::Jump));
/// assert!(!action_state.just_released(Action::Jump));
/// ```
#[derive(Component, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct ActionState<A: Actionlike> {
/// The [`ActionData`] of each action
///
/// The position in this vector corresponds to [`Actionlike::index`].
pub action_data: Vec<ActionData>,
_phantom: PhantomData<A>,
}
impl<A: Actionlike> ActionState<A> {
/// Updates the [`ActionState`] based on a vector of [`ActionData`], ordered by [`Actionlike::id`](Actionlike).
///
/// The `action_data` is typically constructed from [`InputMap::which_pressed`](crate::input_map::InputMap),
/// which reads from the assorted [`Input`](bevy::input::Input) resources.
pub fn update(&mut self, action_data: Vec<ActionData>) {
assert_eq!(action_data.len(), A::N_VARIANTS);
for (i, action) in A::variants().enumerate() {
match action_data[i].state {
ButtonState::JustPressed => self.press(action),
ButtonState::Pressed => self.press(action),
ButtonState::JustReleased => self.release(action),
ButtonState::Released => self.release(action),
}
self.action_data[i].axis_pair = action_data[i].axis_pair;
self.action_data[i].value = action_data[i].value;
}
}
/// Advances the time for all actions
///
/// The underlying [`Timing`] and [`ButtonState`] will be advanced according to the `current_instant`.
/// - if no [`Instant`] is set, the `current_instant` 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::buttonlike::ButtonState;
/// use bevy::utils::Instant;
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, Debug)]
/// enum Action {
/// Run,
/// Jump,
/// }
///
/// let mut action_state = ActionState::<Action>::default();
///
/// // Actions start released
/// assert!(action_state.released(Action::Jump));
/// assert!(!action_state.just_released(Action::Run));
///
/// // Ticking time moves causes buttons that were just released to no longer be just released
/// let t0 = Instant::now();
/// let t1 = Instant::now();
///
/// action_state.tick(t1, t0);
/// 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
/// let t2 = Instant::now();
///
/// action_state.tick(t2, t1);
/// assert!(action_state.pressed(Action::Jump));
/// assert!(!action_state.just_pressed(Action::Jump));
/// ```
pub fn tick(&mut self, current_instant: Instant, previous_instant: Instant) {
// Advanced the ButtonState
self.action_data.iter_mut().for_each(|ad| ad.state.tick());
// Advance the Timings
self.action_data.iter_mut().for_each(|ad| {
// Durations should not advance while actions are consumed
if !ad.consumed {
ad.timing.tick(current_instant, previous_instant)
}
});
}
/// Gets a copy of the [`ActionData`] of the corresponding `action`
///
/// Generally, it'll be clearer to call `pressed` or so on directly on the [`ActionState`].
/// However, accessing the raw data directly allows you to examine detailed metadata holistically.
///
/// # Example
/// ```rust
/// use leafwing_input_manager::prelude::*;
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, Debug)]
/// enum Action {
/// Run,
/// Jump,
/// }
/// let mut action_state = ActionState::<Action>::default();
/// let run_data = action_state.action_data(Action::Run);
///
/// dbg!(run_data);
/// ```
#[inline]
#[must_use]
pub fn action_data(&self, action: A) -> ActionData {
self.action_data[action.index()].clone()
}
/// Get the value associated with the corresponding `action`
///
/// Different kinds of bindings have different ways of calculating the value:
///
/// - Binary buttons will have a value of `0.0` when the button is not pressed, and a value of
/// `1.0` when the button is pressed.
/// - Some axes, such as an analog stick, will have a value in the range `-1.0..=1.0`.
/// - Some axes, such as a variable trigger, will have a value in the range `0.0..=1.0`.
/// - Some buttons will also return a value in the range `0.0..=1.0`, such as analog gamepad
/// triggers which may be tracked as buttons or axes. Examples of these include the Xbox LT/RT
/// triggers and the Playstation L2/R2 triggers. See also the `axis_inputs` example in the
/// repository.
/// - Dual axis inputs will return the magnitude of its [`AxisPair`] and will be in the range
/// `0.0..=1.0`.
/// - Chord inputs will return the value of its first input.
///
/// If multiple inputs trigger the same game action at the same time, the value of each
/// triggering input will be added together.
///
/// # Warning
///
/// This value may not be bounded as you might expect.
/// Consider clamping this to account for multiple triggering inputs,
/// typically using the [`clamped_value`](Self::clamped_value) method instead.
pub fn value(&self, action: A) -> f32 {
self.action_data(action).value
}
/// Get the value associated with the corresponding `action`, clamped to `[-1.0, 1.0]`.
pub fn clamped_value(&self, action: A) -> f32 {
self.value(action).clamp(-1., 1.)
}
/// Get the [`DualAxisData`] from the binding that triggered the corresponding `action`.
///
/// Only certain events such as [`VirtualDPad`][crate::user_input::VirtualDPad] and
/// [`DualAxis`][crate::user_input::DualAxis] provide an [`DualAxisData`], and this
/// will return [`None`] for other events.
///
/// Chord inputs will return the [`DualAxisData`] of it's first input.
///
/// If multiple inputs with an axis pair trigger the same game action at the same time, the
/// value of each axis pair will be added together.
///
/// # Warning
///
/// These values may not be bounded as you might expect.
/// Consider clamping this to account for multiple triggering inputs,
/// typically using the [`clamped_axis_pair`](Self::clamped_axis_pair) method instead.
pub fn axis_pair(&self, action: A) -> Option<DualAxisData> {
self.action_data(action).axis_pair
}
/// Get the [`DualAxisData`] associated with the corresponding `action`, clamped to `[-1.0, 1.0]`.
pub fn clamped_axis_pair(&self, action: A) -> Option<DualAxisData> {
self.axis_pair(action)
.map(|pair| DualAxisData::new(pair.x().clamp(-1.0, 1.0), pair.y().clamp(-1.0, 1.0)))
}
/// Manually sets the [`ActionData`] of the corresponding `action`
///
/// You should almost always use more direct methods, as they are simpler and less error-prone.
///
/// However, this method can be useful for testing,
/// or when transferring [`ActionData`] between action states.
///
/// # Example
/// ```rust
/// use leafwing_input_manager::prelude::*;
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, Debug)]
/// enum AbilitySlot {
/// Slot1,
/// Slot2,
/// }
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, 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.action_data(AbilitySlot::Slot1);
///
/// // And transfer it to the actual ability that we care about
/// // without losing timing information
/// action_state.set_action_data(Action::Run, slot_1_state);
/// ```
#[inline]
pub fn set_action_data(&mut self, action: A, data: ActionData) {
self.action_data[action.index()] = data;
}
/// Press the `action`
///
/// No initial instant or reasons why the button was pressed will be recorded
/// Instead, this is set through [`ActionState::tick()`]
#[inline]
pub fn press(&mut self, action: A) {
let index = action.index();
// Consumed actions cannot be pressed until they are released
if self.action_data[index].consumed {
return;
}
if self.released(action) {
self.action_data[index].timing.flip();
}
self.action_data[index].state.press();
}
/// Release the `action`
///
/// No initial instant will be recorded
/// Instead, this is set through [`ActionState::tick()`]
#[inline]
pub fn release(&mut self, action: A) {
let index = action.index();
// Once released, consumed actions can be pressed again
self.action_data[index].consumed = false;
if self.pressed(action) {
self.action_data[index].timing.flip();
}
self.action_data[index].state.release();
}
/// Consumes the `action`
///
/// The action will be released, and will not be able to be pressed again
/// until it would have otherwise been released by [`ActionState::release`],
/// [`ActionState::release_all`] or [`ActionState::update`].
///
/// No initial instant will be recorded
/// Instead, this is set through [`ActionState::tick()`]
///
/// # Example
///
/// ```rust
/// use leafwing_input_manager::prelude::*;
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, Debug)]
/// enum Action {
/// Eat,
/// Sleep,
/// }
///
/// let mut action_state = ActionState::<Action>::default();
///
/// action_state.press(Action::Eat);
/// assert!(action_state.pressed(Action::Eat));
///
/// // Consuming actions releases them
/// action_state.consume(Action::Eat);
/// assert!(action_state.released(Action::Eat));
///
/// // Doesn't work, as the action was consumed
/// action_state.press(Action::Eat);
/// assert!(action_state.released(Action::Eat));
///
/// // Releasing consumed actions allows them to be pressed again
/// action_state.release(Action::Eat);
/// action_state.press(Action::Eat);
/// assert!(action_state.pressed(Action::Eat));
/// ```
#[inline]
pub fn consume(&mut self, action: A) {
let index = action.index();
// This is the only difference from action_state.release(action)
self.action_data[index].consumed = true;
self.action_data[index].state.release();
self.action_data[index].timing.flip();
}
/// Releases all actions
pub fn release_all(&mut self) {
for action in A::variants() {
self.release(action);
}
}
/// Is this `action` currently pressed?
#[inline]
#[must_use]
pub fn pressed(&self, action: A) -> bool {
self.action_data[action.index()].state.pressed()
}
/// Was this `action` pressed since the last time [tick](ActionState::tick) was called?
#[inline]
#[must_use]
pub fn just_pressed(&self, action: A) -> bool {
self.action_data[action.index()].state.just_pressed()
}
/// Is this `action` currently released?
///
/// This is always the logical negation of [pressed](ActionState::pressed)
#[inline]
#[must_use]
pub fn released(&self, action: A) -> bool {
self.action_data[action.index()].state.released()
}
/// Was this `action` released since the last time [tick](ActionState::tick) was called?
#[inline]
#[must_use]
pub fn just_released(&self, action: A) -> bool {
self.action_data[action.index()].state.just_released()
}
#[must_use]
/// Which actions are currently pressed?
pub fn get_pressed(&self) -> Vec<A> {
A::variants().filter(|a| self.pressed(a.clone())).collect()
}
#[must_use]
/// Which actions were just pressed?
pub fn get_just_pressed(&self) -> Vec<A> {
A::variants()
.filter(|a| self.just_pressed(a.clone()))
.collect()
}
#[must_use]
/// Which actions are currently released?
pub fn get_released(&self) -> Vec<A> {
A::variants().filter(|a| self.released(a.clone())).collect()
}
#[must_use]
/// Which actions were just released?
pub fn get_just_released(&self) -> Vec<A> {
A::variants()
.filter(|a| self.just_released(a.clone()))
.collect()
}
/// The [`Instant`] that the action was last pressed or released
///
/// If the action was pressed or released since the last time [`ActionState::tick`] was called
/// the value will be [`None`].
/// This ensures that all of our actions are assigned a timing and duration
/// that corresponds exactly to the start of a frame, rather than relying on idiosyncratic timing.
pub fn instant_started(&self, action: A) -> Option<Instant> {
self.action_data[action.index()].timing.instant_started
}
/// The [`Duration`] for which the action has been held or released
pub fn current_duration(&self, action: A) -> Duration {
self.action_data[action.index()].timing.current_duration
}
/// The [`Duration`] for which the action was last held or released
///
/// This is a snapshot of the [`ActionState::current_duration`] state at the time
/// the action was last pressed or released.
pub fn previous_duration(&self, action: A) -> Duration {
self.action_data[action.index()].timing.previous_duration
}
}
impl<A: Actionlike> Default for ActionState<A> {
fn default() -> ActionState<A> {
ActionState {
action_data: A::variants().map(|_| ActionData::default()).collect(),
_phantom: PhantomData::default(),
}
}
}
/// A component that allows the attached entity to drive the [`ActionState`] of the associated entity
///
/// # Examples
///
/// By default, [`update_action_state_from_interaction`](crate::systems::update_action_state_from_interaction) uses this component
/// in order to connect `bevy::ui` buttons to the corresponding `ActionState`.
///
/// ```rust
/// use bevy::prelude::*;
/// use leafwing_input_manager::prelude::*;
///
/// #[derive(Actionlike, Clone, Copy)]
/// enum DanceDance {
/// Left,
/// Right,
/// Up,
/// Down,
/// }
///
/// // Spawn entity to track dance inputs
/// let mut world = World::new();
/// let dance_tracker = world
/// .spawn()
/// .insert(ActionState::<DanceDance>::default())
/// .id();
///
/// // Spawn a button, which is wired up to the dance tracker
/// // When used with InputManagerPlugin<DanceDance>, this button will press the DanceDance::Left action when it is pressed.
/// world
/// .spawn()
/// .insert_bundle(ButtonBundle::default())
/// // This component links the button to the entity with the `ActionState` component
/// .insert(ActionStateDriver {
/// action: DanceDance::Left,
/// entity: dance_tracker,
/// });
///```
///
/// Writing your own systems that use the [`ActionStateDriver`] component is easy,
/// although this should be reserved for cases where the entity whose value you want to check
/// is distinct from the entity whose [`ActionState`] you want to set.
/// Check the source code of [`update_action_state_from_interaction`](crate::systems::update_action_state_from_interaction) for an example of how this is done.
#[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,
}
/// Stores information about when an action was pressed or released
///
/// This struct is principally used as a field on [`ActionData`],
/// which itself lives inside an [`ActionState`].
#[derive(Debug, Clone, PartialEq, Default, Serialize, Deserialize)]
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, [`Timing::tick`] has not been called yet.
#[serde(skip)]
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 PartialOrd for Timing {
fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
self.current_duration.partial_cmp(&other.current_duration)
}
}
impl Timing {
/// Advances the `current_duration` of this timer
///
/// If the `instant_started` is None, it will be set to the current time.
/// This design allows us to ensure that the timing is always synchronized with the start of each frame.
pub fn tick(&mut self, current_instant: Instant, previous_instant: Instant) {
if let Some(instant_started) = self.instant_started {
self.current_duration = current_instant - instant_started;
} else {
self.current_duration = current_instant - previous_instant;
self.instant_started = Some(previous_instant);
}
}
/// Flips the metaphorical hourglass, storing `current_duration` in `previous_duration` and resetting `instant_started`
///
/// This method is called whenever actions are pressed or released
pub fn flip(&mut self) {
self.previous_duration = self.current_duration;
self.current_duration = Duration::ZERO;
self.instant_started = None;
}
}
/// Stores presses and releases of buttons without timing information
///
/// These are typically accessed using the `Events<ActionDiff>` resource.
/// Uses a minimal storage format, in order to facilitate transport over the network.
///
/// `ID` should be a component type that stores a unique stable identifier for the entity
/// that stores the corresponding [`ActionState`].
#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum ActionDiff<A: Actionlike, ID: Eq + Clone + Component> {
/// The action was pressed
Pressed {
/// The value of the action
action: A,
/// The stable identifier of the entity
id: ID,
},
/// The action was released
Released {
/// The value of the action
action: A,
/// The stable identifier of the entity
id: ID,
},
}
#[cfg(test)]
mod tests {
use crate as leafwing_input_manager;
use crate::input_mocking::MockInput;
use leafwing_input_manager_macros::Actionlike;
#[derive(Actionlike, Clone, Copy, PartialEq, Eq, Debug)]
enum Action {
Run,
Jump,
Hide,
}
#[test]
fn press_lifecycle() {
use crate::action_state::ActionState;
use crate::clashing_inputs::ClashStrategy;
use crate::input_map::InputMap;
use crate::input_streams::InputStreams;
use bevy::input::InputPlugin;
use bevy::prelude::*;
use bevy::utils::{Duration, Instant};
let mut app = App::new();
app.add_plugin(InputPlugin);
// Action state
let mut action_state = ActionState::<Action>::default();
// Input map
let mut input_map = InputMap::default();
input_map.insert(KeyCode::R, Action::Run);
// Starting state
let input_streams = InputStreams::from_world(&app.world, None);
action_state.update(input_map.which_pressed(&input_streams, ClashStrategy::PressAll));
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
app.send_input(KeyCode::R);
// Process the input events into Input<KeyCode> data
app.update();
let input_streams = InputStreams::from_world(&app.world, None);
action_state.update(input_map.which_pressed(&input_streams, ClashStrategy::PressAll));
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(), Instant::now() - Duration::from_micros(1));
action_state.update(input_map.which_pressed(&input_streams, ClashStrategy::PressAll));
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
app.release_input(KeyCode::R);
app.update();
let input_streams = InputStreams::from_world(&app.world, None);
action_state.update(input_map.which_pressed(&input_streams, ClashStrategy::PressAll));
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(), Instant::now() - Duration::from_micros(1));
action_state.update(input_map.which_pressed(&input_streams, ClashStrategy::PressAll));
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 time_tick_ticks_away() {
use crate::action_state::ActionState;
use bevy::utils::{Duration, Instant};
let mut action_state = ActionState::<Action>::default();
// Actions start released (but not just released)
assert!(action_state.released(Action::Run));
assert!(!action_state.just_released(Action::Jump));
// Ticking causes buttons that were just released to no longer be just released
action_state.tick(Instant::now(), Instant::now() - Duration::from_micros(1));
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 causes buttons that were just pressed to no longer be just pressed
action_state.tick(Instant::now(), Instant::now() - Duration::from_micros(1));
assert!(action_state.pressed(Action::Jump));
assert!(!action_state.just_pressed(Action::Jump));
}
#[test]
fn durations() {
use crate::action_state::ActionState;
use bevy::utils::{Duration, Instant};
let mut action_state = ActionState::<Action>::default();
// Actions start released
assert!(action_state.released(Action::Jump));
assert_eq!(action_state.instant_started(Action::Jump), None,);
assert_eq!(action_state.current_duration(Action::Jump), Duration::ZERO);
assert_eq!(action_state.previous_duration(Action::Jump), Duration::ZERO);
// Pressing a button swaps the state
action_state.press(Action::Jump);
assert!(action_state.pressed(Action::Jump));
assert_eq!(action_state.instant_started(Action::Jump), None);
assert_eq!(action_state.current_duration(Action::Jump), Duration::ZERO);
assert_eq!(action_state.previous_duration(Action::Jump), Duration::ZERO);
// Ticking time sets the instant for the new state
let t0 = Instant::now();
let t1 = t0 + Duration::new(1, 0);
action_state.tick(t1, t0);
assert_eq!(action_state.instant_started(Action::Jump), Some(t0));
assert_eq!(action_state.current_duration(Action::Jump), t1 - t0);
assert_eq!(action_state.previous_duration(Action::Jump), Duration::ZERO);
// Time passes
let t2 = t1 + Duration::new(5, 0);
// The duration is updated
action_state.tick(t2, t1);
assert_eq!(action_state.instant_started(Action::Jump), Some(t0));
assert_eq!(action_state.current_duration(Action::Jump), t2 - t0);
assert_eq!(action_state.previous_duration(Action::Jump), Duration::ZERO);
// Releasing again, swapping the current duration to the previous one
action_state.release(Action::Jump);
assert_eq!(action_state.instant_started(Action::Jump), None);
assert_eq!(action_state.current_duration(Action::Jump), Duration::ZERO);
assert_eq!(action_state.previous_duration(Action::Jump), t2 - t0);
}
}