Crate leafwing_input_playback

Source
Expand description

§About

An input recording and playback library for the [Bevy] game engine in Rust. Test your games and applications without breaking a sweat. Support Tool Assisted Speedruns (TAS) effortlessly. Make crazy game mechanics where your player’s inputs are echoed??

This crate currently captures the following input modes:

  • keyboard
  • mouse
  • gamepad

If you need more, please feel free to file an issue or open a PR!

§Getting started

If you’re new to this crate, check out the input_playback example to get a good overview of how it all works in practice.

§Playback-powered testing

This crate can be used to capture, save to disk, and then play back user inputs in a macro-like fashion. This serialization-based workflow is a natural (if somewhat brittle) fit for testing UI, app logic and gameplay elements of your Bevy apps.

Simply toggle on InputCapturePlugin, set a PlaybackFilePath, perform your inputs and then close the app.

Then, when evaluating tests, loop through each saved input sample, and run your app with the InputPlaybackPlugin, providing a PlaybackFilePath corresponding to the input sample you are testing. AppExit events are also captured, your tests will close down automatically when they’re complete.

Modules§

input_capture
Captures user input from assorted raw Event types.
input_playback
Reads user input from a single TimestampedInputs resource.
serde
Serialization and deserialization of TimestampedInputs data
timestamped_input
Unifies (and time-stamp) various bevy::input and bevy::window input events. These are first unified into a InputEvent enum, then timestamped to create a TimestampedInputEvent. Those timestamped events are finally stored inside of a TimestampedInputs resource, which should be used for input capture and playback.