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systems.rs
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//! The systems that power each [`InputManagerPlugin`](crate::plugin::InputManagerPlugin).
#[cfg(feature = "ui")]
use crate::action_state::ActionStateDriver;
use crate::{
action_state::{ActionDiff, ActionState},
clashing_inputs::ClashStrategy,
input_map::InputMap,
plugin::ToggleActions,
press_scheduler::PressScheduler,
Actionlike,
};
use bevy::ecs::prelude::*;
use bevy::ecs::system::SystemState;
use bevy::time::Time;
use bevy::utils::Instant;
use crate::buttonlike::ButtonState;
use crate::input_streams::InputStreamsRouter;
#[cfg(feature = "ui")]
use bevy::ui::Interaction;
/// Advances actions timer.
///
/// Clears the just-pressed and just-released values of all [`ActionState`]s.
/// Also resets the internal `pressed_this_tick` field, used to track whether or not to release an action.
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>>,
) {
// If this is the very first tick, measure from the start of the app
let current_instant = time.last_update().unwrap_or_else(|| time.startup());
let previous_instant = stored_previous_instant.unwrap_or_else(|| time.startup());
// Only tick the ActionState resource if it exists
if let Some(mut action_state) = action_state {
action_state.tick(current_instant, previous_instant);
}
// Only tick the ActionState components if they exist
for mut action_state in query.iter_mut() {
// If `Time` has not ever been advanced, something has gone horribly wrong
// and the user probably forgot to add the `core_plugin`.
action_state.tick(current_instant, previous_instant);
}
// Store the previous time in the system
*stored_previous_instant = time.last_update();
}
/// Fetches all of the relevant [`Input`] resources to update [`ActionState`] according to the [`InputMap`].
///
/// Missing resources will be ignored, and treated as if none of the corresponding inputs were pressed.
pub fn update_action_state<A: Actionlike>(world: &mut World) {
let input_maps: Vec<_> = {
let mut state =
SystemState::<(Option<Res<InputMap<A>>>, Query<(Entity, &InputMap<A>)>)>::new(world);
let (input_map_resource, input_maps) = state.get(world);
// Have to clone the input maps because we can't keep any references to world
input_maps
.iter()
.map(|(e, m)| (e, m.clone()))
.chain(input_map_resource.map(|r| (Entity::PLACEHOLDER, r.clone())))
.collect()
};
let entity_action_data = world.resource_scope(|world, clash_strategy: Mut<ClashStrategy>| {
let router = InputStreamsRouter::collect(world);
input_maps
.iter()
.map(|(e, m)| (*e, m.which_pressed(&router, *clash_strategy)))
.collect::<Vec<_>>()
});
let mut state = SystemState::<(
Option<ResMut<ActionState<A>>>,
Option<ResMut<PressScheduler<A>>>,
Query<(&mut ActionState<A>, Option<&mut PressScheduler<A>>)>,
)>::new(world);
for (entity, action_data) in entity_action_data {
let (action_state, press_scheduler, mut query) = state.get_mut(world);
// Get from either resource or component
let (mut action_state, press_scheduler) = if entity == Entity::PLACEHOLDER {
if let Some(action_state) = action_state {
(Mut::from(action_state), press_scheduler.map(Mut::from))
} else {
continue;
}
} else if let Ok((action_state, press_scheduler)) = query.get_mut(entity) {
(action_state, press_scheduler)
} else {
continue;
};
for action_data in &action_data {
if action_data.state == ButtonState::Pressed {
println!("{:?}", action_data);
}
}
action_state.update(action_data);
if let Some(mut press_scheduler) = press_scheduler {
press_scheduler.apply(action_state.as_mut());
}
}
}
/// When a button with a component of type `A` is clicked, press the corresponding action in the [`ActionState`]
///
/// The action triggered is determined by the variant stored in your UI-defined button.
#[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());
}
}
}
/// Generates an [`Events`](bevy::ecs::event::Events) stream of [`ActionDiff`] from [`ActionState`]
///
/// The `ID` generic type should be a stable entity identifier,
/// suitable to be sent across a network.
///
/// This system is not part of the [`InputManagerPlugin`](crate::plugin::InputManagerPlugin) and must be added manually.
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(),
});
}
}
}
/// Generates an [`Events`](bevy::ecs::event::Events) stream of [`ActionDiff`] from [`ActionState`]
///
/// The `ID` generic type should be a stable entity identifier,
/// suitable to be sent across a network.
///
/// This system is not part of the [`InputManagerPlugin`](crate::plugin::InputManagerPlugin) and must be added manually.
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>>,
) {
// PERF: This would probably be faster with an index, but is much more fussy
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;
}
}
};
}
}
}
/// Release all inputs if the [`ToggleActions<A>`] resource exists and its `enabled` field is false.
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();
}
}
}
/// Release all inputs when an [`InputMap<A>`] is removed to prevent them from being held forever.
///
/// By default, [`InputManagerPlugin<A>`](crate::plugin::InputManagerPlugin) will run this on [`CoreSet::PostUpdate`](bevy::prelude::CoreSet::PostUpdate).
/// For components you must remove the [`InputMap<A>`] before [`CoreSet::PostUpdate`](bevy::prelude::CoreSet::PostUpdate)
/// or this will not run.
pub fn release_on_input_map_removed<A: Actionlike>(
mut removed_components: RemovedComponents<InputMap<A>>,
input_map_resource: Option<ResMut<InputMap<A>>>,
action_state_resource: Option<ResMut<ActionState<A>>>,
mut input_map_resource_existed: Local<bool>,
mut action_state_query: Query<&mut ActionState<A>>,
) {
let mut iter = action_state_query.iter_many_mut(removed_components.iter());
while let Some(mut action_state) = iter.fetch_next() {
action_state.release_all();
}
// Detect when an InputMap resource is removed.
if input_map_resource.is_some() {
// Store if the resource existed so we know if it was removed later.
*input_map_resource_existed = true;
} else if *input_map_resource_existed {
// The input map does not exist and our local is true so we know the input map was removed.
if let Some(mut action_state) = action_state_resource {
action_state.release_all();
}
// Reset our local so our removal detection is only triggered once.
*input_map_resource_existed = false;
}
}
/// Uses the value of [`ToggleActions<A>`] to determine if input manager systems of type `A` should run.
pub(super) fn run_if_enabled<A: Actionlike>(toggle_actions: Res<ToggleActions<A>>) -> bool {
toggle_actions.enabled
}