build: examples target directory
This commit is contained in:
@@ -3,6 +3,9 @@ name = "basic"
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version = "0.1.0"
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version = "0.1.0"
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edition = "2021"
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edition = "2021"
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[build]
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target-dir = "../../../../target"
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[features]
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[features]
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x11 = ["bevy/x11", "bevy/bevy_winit"]
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x11 = ["bevy/x11", "bevy/bevy_winit"]
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wayland = ["bevy/wayland", "bevy/bevy_winit"]
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wayland = ["bevy/wayland", "bevy/bevy_winit"]
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@@ -10,7 +10,7 @@ use bevy_controls::{
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Action, ActionInner, GameState, GameStateInner, InputsContainer, InputsContainerInner,
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Action, ActionInner, GameState, GameStateInner, InputsContainer, InputsContainerInner,
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},
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},
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plugin::ControlsPlugin,
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plugin::ControlsPlugin,
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resource::{Binding, ButtonCombination, Controls, InputType, InputValue, PlayerInputs},
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resource::{Binding, ButtonCombination, Controls, InputType, InputValue, Keyboard, PlayerInputs},
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};
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};
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use strum_macros::EnumIter;
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use strum_macros::EnumIter;
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@@ -58,7 +58,8 @@ impl InputsContainerInner<MyAction> for MyInputsContainer {
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#[derive(Resource, Default, Deref, DerefMut)]
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#[derive(Resource, Default, Deref, DerefMut)]
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struct JumpsCount(i32);
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struct JumpsCount(i32);
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fn main() { App::new()
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fn main() {
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App::new()
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.add_plugins((
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.add_plugins((
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DefaultPlugins,
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DefaultPlugins,
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ControlsPlugin::<MyAction, MyInputsContainer, MyGameState>::default(),
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ControlsPlugin::<MyAction, MyInputsContainer, MyGameState>::default(),
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@@ -71,94 +72,67 @@ fn main() { App::new()
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// TODO: default bingings...
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// TODO: default bingings...
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fn add_bindings(mut controls: ResMut<Controls<MyAction, MyGameState>>) {
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fn add_bindings(mut controls: ResMut<Controls<MyAction, MyGameState>>) {
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<<<<<<< HEAD
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controls.force_push(
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controls.force_push(
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MyAction::Left,
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MyAction::Left,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(KeyCode::A))),
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// this way input will work only on latin layout only on `A`
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Binding::new(ButtonCombination::Single(InputType::Keyboard(
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Keyboard::KeyCode(KeyCode::A),
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))),
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);
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);
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controls.force_push(
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controls.force_push(
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MyAction::Left,
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MyAction::Left,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(KeyCode::H))),
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// this way input will work only on any layout on same button, 35 is `H` for `us` layout or
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// `О` for `ru` layout
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Binding::new(ButtonCombination::Single(InputType::Keyboard(
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Keyboard::ScanCode(ScanCode(35)),
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))),
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);
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);
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controls.force_push(
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controls.force_push(
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MyAction::Back,
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MyAction::Back,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(KeyCode::S))),
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Binding::new(ButtonCombination::Single(InputType::Keyboard(
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Keyboard::KeyCode(KeyCode::S),
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))),
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);
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);
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controls.force_push(
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controls.force_push(
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MyAction::Back,
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MyAction::Back,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(KeyCode::J))),
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Binding::new(ButtonCombination::Single(InputType::Keyboard(
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Keyboard::ScanCode(ScanCode(36)),
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))),
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);
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);
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controls.force_push(
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controls.force_push(
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MyAction::Forward,
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MyAction::Forward,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(KeyCode::W))),
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Binding::new(ButtonCombination::Single(InputType::Keyboard(
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Keyboard::KeyCode(KeyCode::W),
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))),
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);
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);
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controls.force_push(
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controls.force_push(
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MyAction::Forward,
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MyAction::Forward,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(KeyCode::K))),
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Binding::new(ButtonCombination::Single(InputType::Keyboard(
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Keyboard::ScanCode(ScanCode(37)),
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))),
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);
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);
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controls.force_push(
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controls.force_push(
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MyAction::Right,
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MyAction::Right,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(KeyCode::D))),
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Binding::new(ButtonCombination::Single(InputType::Keyboard(
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Keyboard::KeyCode(KeyCode::D),
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))),
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);
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);
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controls.force_push(
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controls.force_push(
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MyAction::Right,
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MyAction::Right,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(KeyCode::L))),
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Binding::new(ButtonCombination::Single(InputType::Keyboard(
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Keyboard::ScanCode(ScanCode(38)),
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))),
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);
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);
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controls.force_push(
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controls.force_push(
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MyAction::Up,
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MyAction::Up,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(
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Binding::new(ButtonCombination::Single(InputType::Keyboard(
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KeyCode::Space,
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Keyboard::KeyCode(KeyCode::Space),
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))),
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))),
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);
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);
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=======
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controls.force_push(
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MyAction::Left,
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// this way input will work only on latin layout only on `A`
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Binding::new(ButtonCombination::Single(InputType::Keyboard(Keyboard::KeyCode(KeyCode::A)))),
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);
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controls.force_push(
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MyAction::Left,
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// this way input will work only on any layout on same button, 35 is `H` for `us` layout or
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// `О` for `ru` layout
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Binding::new(ButtonCombination::Single(InputType::Keyboard(Keyboard::ScanCode(ScanCode(35))))),
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);
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controls.force_push(
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MyAction::Back,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(Keyboard::KeyCode(KeyCode::S)))),
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);
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controls.force_push(
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MyAction::Back,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(Keyboard::ScanCode(ScanCode(36))))),
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);
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controls.force_push(
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MyAction::Forward,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(Keyboard::KeyCode(KeyCode::W)))),
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);
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controls.force_push(
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MyAction::Forward,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(Keyboard::ScanCode(ScanCode(37))))),
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);
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controls.force_push(
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MyAction::Right,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(Keyboard::KeyCode(KeyCode::D)))),
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);
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controls.force_push(
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MyAction::Right,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(Keyboard::ScanCode(ScanCode(38))))),
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);
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controls.force_push(
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MyAction::Up,
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Binding::new(ButtonCombination::Single(InputType::Keyboard(Keyboard::KeyCode(KeyCode::Space)))),
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);
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>>>>>>> b2e0bd2 (feat: scancode support)
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}
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}
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#[derive(Component)]
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#[derive(Component)]
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