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add documentation on Input (bevyengine#1781)
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related to bevyengine#1700 

This PR:
* documents all methods on `Input<T>`
* adds documentation on the struct about how to use it, and how to implement it for a new input type
* renames method `update` to a easier to understand `clear`
* adds two methods to check for state and clear it after, allowing easier use in the case of bevyengine#1700 

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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2 people authored and ostwilkens committed Jul 27, 2021
1 parent bd33d1d commit ba6da1e
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Showing 4 changed files with 59 additions and 10 deletions.
2 changes: 1 addition & 1 deletion crates/bevy_input/src/gamepad.rs
Expand Up @@ -209,7 +209,7 @@ pub fn gamepad_event_system(
mut events: EventWriter<GamepadEvent>,
settings: Res<GamepadSettings>,
) {
button_input.update();
button_input.clear();
for event in raw_events.iter() {
let (gamepad, event) = (event.0, &event.1);
match event {
Expand Down
63 changes: 56 additions & 7 deletions crates/bevy_input/src/input.rs
@@ -1,7 +1,33 @@
use bevy_utils::HashSet;
use std::hash::Hash;

/// A "press-able" input of type `T`
// unused import, but needed for intra doc link to work
#[allow(unused_imports)]
use bevy_ecs::schedule::State;

/// A "press-able" input of type `T`.
///
/// This type can be used as a resource to keep the current state of an input, by reacting to
/// events from the input. For a given input value:
///
/// * [`Input::pressed`] will return `true` between a press and a release event.
/// * [`Input::just_pressed`] will return `true` for one frame after a press event.
/// * [`Input::just_released`] will return `true` for one frame after a release event.
///
/// In case multiple systems are checking for [`Input::just_pressed`] or [`Input::just_released`]
/// but only one should react, for example in the case of triggering
/// [`State`] change, you should consider clearing the input state, either by:
///
/// * Using [`Input::just_pressed_and_clear`] or [`Input::just_released_and_clear`] instead.
/// * Calling [`Input::clear`] or [`Input::reset`] immediately after the state change.
///
/// ## Notes when adding this resource for a new input type
///
/// When adding this resource for a new input type, you should:
///
/// * Call the [`Input::press`] method for each press event.
/// * Call the [`Input::release`] method for each release event.
/// * Call the [`Input::clear`] method at each frame start, before processing events.
#[derive(Debug)]
pub struct Input<T> {
pressed: HashSet<T>,
Expand All @@ -23,6 +49,7 @@ impl<T> Input<T>
where
T: Copy + Eq + Hash,
{
/// Register a press for input `input`.
pub fn press(&mut self, input: T) {
if !self.pressed(input) {
self.just_pressed.insert(input);
Expand All @@ -31,42 +58,65 @@ where
self.pressed.insert(input);
}

/// Check if `input` has been pressed.
pub fn pressed(&self, input: T) -> bool {
self.pressed.contains(&input)
}

/// Register a release for input `input`.
pub fn release(&mut self, input: T) {
self.pressed.remove(&input);
self.just_released.insert(input);
}

/// Check if `input` has been just pressed.
pub fn just_pressed(&self, input: T) -> bool {
self.just_pressed.contains(&input)
}

/// Clear the "just pressed" state of `input`. Future calls to [`Input::just_pressed`] for the given
/// input will return false until a new press event occurs.
/// Returns true if `input` is currently "just pressed"
pub fn clear_just_pressed(&mut self, input: T) -> bool {
self.just_pressed.remove(&input)
}

/// Check if `input` has been just released.
pub fn just_released(&self, input: T) -> bool {
self.just_released.contains(&input)
}

/// Clear the "just released" state of `input`. Future calls to [`Input::just_released`] for the given
/// input will return false until a new release event occurs.
/// Returns true if `input` is currently "just released"
pub fn clear_just_released(&mut self, input: T) -> bool {
self.just_released.remove(&input)
}

/// Reset all status for input `input`.
pub fn reset(&mut self, input: T) {
self.pressed.remove(&input);
self.just_pressed.remove(&input);
self.just_released.remove(&input);
}

pub fn update(&mut self) {
/// Clear just pressed and just released information.
pub fn clear(&mut self) {
self.just_pressed.clear();
self.just_released.clear();
}

/// List all inputs that are pressed.
pub fn get_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
self.pressed.iter()
}

/// List all inputs that are just pressed.
pub fn get_just_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
self.just_pressed.iter()
}

/// List all inputs that are just released.
pub fn get_just_released(&self) -> impl ExactSizeIterator<Item = &T> {
self.just_released.iter()
}
Expand Down Expand Up @@ -100,8 +150,8 @@ mod test {
assert!(input.pressed(DummyInput::Input1));
assert!(input.pressed(DummyInput::Input2));

// Update the `Input` and check press state
input.update();
// Clear the `input`, removing just pressed and just released
input.clear();

// Check if they're marked "just pressed"
assert!(!input.just_pressed(DummyInput::Input1));
Expand All @@ -124,9 +174,8 @@ mod test {
assert!(!input.pressed(DummyInput::Input1));
assert!(!input.pressed(DummyInput::Input2));

// Update the `Input` and check for removal from `just_released`

input.update();
// Clear the `Input` and check for removal from `just_released`
input.clear();

// Check that they're not incorrectly marked as just released
assert!(!input.just_released(DummyInput::Input1));
Expand Down
2 changes: 1 addition & 1 deletion crates/bevy_input/src/keyboard.rs
Expand Up @@ -15,7 +15,7 @@ pub fn keyboard_input_system(
mut keyboard_input: ResMut<Input<KeyCode>>,
mut keyboard_input_events: EventReader<KeyboardInput>,
) {
keyboard_input.update();
keyboard_input.clear();
for event in keyboard_input_events.iter() {
if let KeyboardInput {
key_code: Some(key_code),
Expand Down
2 changes: 1 addition & 1 deletion crates/bevy_input/src/mouse.rs
Expand Up @@ -47,7 +47,7 @@ pub fn mouse_button_input_system(
mut mouse_button_input: ResMut<Input<MouseButton>>,
mut mouse_button_input_events: EventReader<MouseButtonInput>,
) {
mouse_button_input.update();
mouse_button_input.clear();
for event in mouse_button_input_events.iter() {
match event.state {
ElementState::Pressed => mouse_button_input.press(event.button),
Expand Down

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