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
//! Input functionality for the [Bevy game engine](https://bevyengine.org/).
//!
//! # Supported input devices
//!
//! `bevy` currently supports keyboard, mouse, gamepad, and touch inputs.

mod axis;
mod button_input;
/// Common run conditions
pub mod common_conditions;
pub mod gamepad;
pub mod keyboard;
pub mod mouse;
pub mod touch;
pub mod touchpad;

pub use axis::*;
pub use button_input::*;

/// Most commonly used re-exported types.
pub mod prelude {
    #[doc(hidden)]
    pub use crate::{
        gamepad::{
            Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, Gamepads,
        },
        keyboard::KeyCode,
        mouse::MouseButton,
        touch::{TouchInput, Touches},
        Axis, ButtonInput,
    };
}

use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_reflect::Reflect;
use keyboard::{keyboard_input_system, Key, KeyCode, KeyboardInput, NativeKey, NativeKeyCode};
use mouse::{
    mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseScrollUnit,
    MouseWheel,
};
use touch::{touch_screen_input_system, ForceTouch, TouchInput, TouchPhase, Touches};
use touchpad::{TouchpadMagnify, TouchpadRotate};

use gamepad::{
    gamepad_axis_event_system, gamepad_button_event_system, gamepad_connection_system,
    gamepad_event_system, AxisSettings, ButtonAxisSettings, ButtonSettings, Gamepad, GamepadAxis,
    GamepadAxisChangedEvent, GamepadAxisType, GamepadButton, GamepadButtonChangedEvent,
    GamepadButtonInput, GamepadButtonType, GamepadConnection, GamepadConnectionEvent, GamepadEvent,
    GamepadRumbleRequest, GamepadSettings, Gamepads,
};

#[cfg(feature = "serialize")]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};

/// Adds keyboard and mouse input to an App
#[derive(Default)]
pub struct InputPlugin;

/// Label for systems that update the input data.
#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemSet)]
pub struct InputSystem;

impl Plugin for InputPlugin {
    fn build(&self, app: &mut App) {
        app
            // keyboard
            .add_event::<KeyboardInput>()
            .init_resource::<ButtonInput<KeyCode>>()
            .add_systems(PreUpdate, keyboard_input_system.in_set(InputSystem))
            // mouse
            .add_event::<MouseButtonInput>()
            .add_event::<MouseMotion>()
            .add_event::<MouseWheel>()
            .init_resource::<ButtonInput<MouseButton>>()
            .add_systems(PreUpdate, mouse_button_input_system.in_set(InputSystem))
            .add_event::<TouchpadMagnify>()
            .add_event::<TouchpadRotate>()
            // gamepad
            .add_event::<GamepadConnectionEvent>()
            .add_event::<GamepadButtonChangedEvent>()
            .add_event::<GamepadButtonInput>()
            .add_event::<GamepadAxisChangedEvent>()
            .add_event::<GamepadEvent>()
            .add_event::<GamepadRumbleRequest>()
            .init_resource::<GamepadSettings>()
            .init_resource::<Gamepads>()
            .init_resource::<ButtonInput<GamepadButton>>()
            .init_resource::<Axis<GamepadAxis>>()
            .init_resource::<Axis<GamepadButton>>()
            .add_systems(
                PreUpdate,
                (
                    gamepad_event_system,
                    gamepad_connection_system.after(gamepad_event_system),
                    gamepad_button_event_system
                        .after(gamepad_event_system)
                        .after(gamepad_connection_system),
                    gamepad_axis_event_system
                        .after(gamepad_event_system)
                        .after(gamepad_connection_system),
                )
                    .in_set(InputSystem),
            )
            // touch
            .add_event::<TouchInput>()
            .init_resource::<Touches>()
            .add_systems(PreUpdate, touch_screen_input_system.in_set(InputSystem));

        // Register common types
        app.register_type::<ButtonState>();

        // Register keyboard types
        app.register_type::<KeyboardInput>()
            .register_type::<KeyCode>()
            .register_type::<NativeKeyCode>()
            .register_type::<Key>()
            .register_type::<NativeKey>();

        // Register mouse types
        app.register_type::<MouseButtonInput>()
            .register_type::<MouseButton>()
            .register_type::<MouseMotion>()
            .register_type::<MouseScrollUnit>()
            .register_type::<MouseWheel>();

        // Register touchpad types
        app.register_type::<TouchpadMagnify>()
            .register_type::<TouchpadRotate>();

        // Register touch types
        app.register_type::<TouchInput>()
            .register_type::<ForceTouch>()
            .register_type::<TouchPhase>();

        // Register gamepad types
        app.register_type::<Gamepad>()
            .register_type::<GamepadConnection>()
            .register_type::<GamepadButtonType>()
            .register_type::<GamepadButton>()
            .register_type::<GamepadButtonInput>()
            .register_type::<GamepadAxisType>()
            .register_type::<GamepadAxis>()
            .register_type::<GamepadSettings>()
            .register_type::<ButtonSettings>()
            .register_type::<AxisSettings>()
            .register_type::<ButtonAxisSettings>();
    }
}

/// The current "press" state of an element
#[derive(Debug, Copy, Clone, Eq, PartialEq, Hash, Reflect)]
#[reflect(Debug, Hash, PartialEq)]
#[cfg_attr(
    feature = "serialize",
    derive(serde::Serialize, serde::Deserialize),
    reflect(Serialize, Deserialize)
)]
pub enum ButtonState {
    /// The button is pressed.
    Pressed,
    /// The button is not pressed.
    Released,
}

impl ButtonState {
    /// Is this button pressed?
    pub fn is_pressed(&self) -> bool {
        matches!(self, ButtonState::Pressed)
    }
}