1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
#[cfg(feature = "ui")]
use crate::action_state::ActionStateDriver;
use crate::{
action_state::{ActionDiff, ActionState},
clashing_inputs::ClashStrategy,
input_map::InputMap,
input_streams::InputStreams,
plugin::ToggleActions,
Actionlike,
};
use bevy::ecs::{prelude::*, schedule::ShouldRun};
use bevy::input::{
gamepad::{GamepadAxis, GamepadButton, Gamepads},
keyboard::KeyCode,
mouse::{MouseButton, MouseMotion, MouseWheel},
Axis, Input,
};
use bevy::time::Time;
use bevy::utils::Instant;
#[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>,
mut stored_previous_instant: Local<Option<Instant>>,
) {
let current_instant = time.last_update().unwrap_or_else(|| time.startup());
let previous_instant = stored_previous_instant.unwrap_or_else(|| time.startup());
if let Some(mut action_state) = action_state {
action_state.tick(current_instant, previous_instant);
}
for mut action_state in query.iter_mut() {
action_state.tick(current_instant, previous_instant);
}
*stored_previous_instant = time.last_update();
}
#[allow(clippy::too_many_arguments)]
pub fn update_action_state<A: Actionlike>(
gamepad_buttons: Res<Input<GamepadButton>>,
gamepad_button_axes: Res<Axis<GamepadButton>>,
gamepad_axes: Res<Axis<GamepadAxis>>,
gamepads: Res<Gamepads>,
keycode: Res<Input<KeyCode>>,
mouse_button: Res<Input<MouseButton>>,
mouse_wheel: Res<Events<MouseWheel>>,
mouse_motion: Res<Events<MouseMotion>>,
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_buttons = gamepad_buttons.into_inner();
let gamepad_button_axes = gamepad_button_axes.into_inner();
let gamepad_axes = gamepad_axes.into_inner();
let gamepads = gamepads.into_inner();
let keycode = keycode.into_inner();
let mouse_button = mouse_button.into_inner();
let mouse_wheel = mouse_wheel.into_inner();
let mouse_motion = mouse_motion.into_inner();
if let (Some(input_map), Some(action_state)) = (&mut input_map, &mut action_state) {
let input_streams = InputStreams {
gamepad_buttons,
gamepad_button_axes,
gamepad_axes,
gamepads,
keycode,
mouse_button,
mouse_wheel,
mouse_motion,
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_buttons,
gamepad_button_axes,
gamepad_axes,
gamepads,
keycode,
mouse_button,
mouse_wheel,
mouse_motion,
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
}
}