!
This commit is contained in:
@@ -10,8 +10,8 @@ use bevy_controls::{
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contract::InputsContainer,
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plugin::ControlsPlugin,
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resource::{
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ActivationOptions, Binding, BindingConfig, Bindings, ButtonCombination, Controls, InputType,
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InputValue, Keyboard, OptionsMode, PlayerInputs,
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ActivationMode, ActivationOptions, Binding, BindingCondition, BindingConfig, Bindings,
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ButtonCombination, Controls, InputType, InputValue, Keyboard, OptionsMode, PlayerInputs,
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},
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};
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use bevy_controls_derive::{Action, GameState};
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@@ -31,6 +31,7 @@ enum MyAction {
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enum MyGameState {
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#[default]
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InGame,
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Menu,
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}
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#[derive(Resource, Default, Clone, Debug)]
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@@ -45,7 +46,7 @@ impl InputsContainer<MyAction> for MyInputsContainer {
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}
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fn me<'a>(&'a self) -> Option<&'a PlayerInputs<MyAction>> {
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Some(&self.player_inputs)
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Some(&self.player_inputs)
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}
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fn me_mut<'a>(&'a mut self) -> Option<&'a mut PlayerInputs<MyAction>> {
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@@ -83,8 +84,12 @@ fn main() {
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// `О` for `ru` layout, because it uses `Keyboard::ScanCode`
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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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.with_condition(BindingCondition::InGameState(MyGameState::InGame)),
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]))
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.with_activation_options(
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ActivationOptions::new(ActivationMode::Tap, OptionsMode::Immutable).with_delay(0.05),
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),
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)
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// the rest will be simplified
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.with(
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@@ -1,4 +1,4 @@
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use bevy_app::{App, Plugin, Update};
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use bevy_app::{App, Plugin, PreUpdate, Update};
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use bevy_ecs::{
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schedule::State,
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system::{Res, ResMut},
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@@ -43,14 +43,13 @@ impl<A: Action, Ic: InputsContainer<A>, Gs: GameState> ControlsPlugin<A, Ic, Gs>
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}
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}
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impl<A: Action, Ic: InputsContainer<A>, Gs: GameState> Plugin for ControlsPlugin<A, Ic, Gs> {
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fn build(&self, app: &mut App) {
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app
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.insert_resource(self.controls.clone())
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.init_resource::<Ic>()
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.add_state::<Gs>()
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.add_systems(Update, Self::save_input);
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.add_systems(PreUpdate, Self::collect_inputs);
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#[cfg(feature = "reflect")]
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app.register_type::<Controls<A, Gs>>();
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@@ -58,224 +57,83 @@ impl<A: Action, Ic: InputsContainer<A>, Gs: GameState> Plugin for ControlsPlugin
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}
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impl<A: Action, Ic: InputsContainer<A>, Gs: GameState> ControlsPlugin<A, Ic, Gs> {
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/// Process all hard inputs and bindings to update [`PlayerInputs`]
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fn save_input(
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fn collect_inputs(
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keyboard_input_keycode: Res<Input<KeyCode>>,
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keyboard_input_scancode: Res<Input<ScanCode>>,
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mouse_input: Res<Input<MouseButton>>,
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mut inputs_container: ResMut<Ic>,
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controls: Res<Controls<A, Gs>>,
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game_state: Res<State<Gs>>,
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) {
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// get current client inputs
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if let Some(inputs) = inputs_container.me_mut() {
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for (action, config) in controls.iter() {
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'bindings_loop: for binding in config.bindings.iter() {
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// check binding conditions
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for condition in &binding.conditions {
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match condition {
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BindingCondition::InGameState(state) => {
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if *state != *game_state.get() {
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continue 'bindings_loop;
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}
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}
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}
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}
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log::trace!("action binding {:?} {:?} in condition", action, binding);
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// check inputs & mark actions
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match &binding.input {
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ButtonCombination::Single(button) => match button {
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InputType::Keyboard(Keyboard::KeyCode(key)) => {
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if keyboard_input_keycode.pressed(*key) {
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inputs.forced_set(*action, true);
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break; // when on binding trigered no sence check another
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}
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inputs.forced_set(*action, false); // FIXME: this is happening on every pass so maybe too frequently
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}
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InputType::Keyboard(Keyboard::ScanCode(code)) => {
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log::trace!("presed?: {:?}", keyboard_input_scancode.pressed(*code));
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log::trace!("active");
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if keyboard_input_scancode.pressed(*code) {
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inputs.forced_set(*action, true);
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break; // when on binding trigered no sence check another
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}
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inputs.forced_set(*action, false); // FIXME: this is happening on every pass so maybe too frequently
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}
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InputType::Mouse(input) => match input {
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MouseInput::Axis(_axis) => {
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todo!();
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}
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MouseInput::Button(button) => {
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if !mouse_input.get_pressed().any(|b| b == button) {
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continue 'bindings_loop;
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}
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}
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MouseInput::Wheel(_axis) => {
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todo!();
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}
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},
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},
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ButtonCombination::Chord(buttons) => {
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// If any button in chord is not pressed we skip this `binding`
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for button in buttons {
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match button {
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InputType::Keyboard(Keyboard::KeyCode(key)) => {
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if !keyboard_input_keycode.pressed(*key) {
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continue 'bindings_loop;
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}
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}
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InputType::Keyboard(Keyboard::ScanCode(code)) => {
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if !keyboard_input_scancode.pressed(*code) {
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continue 'bindings_loop;
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}
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}
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InputType::Mouse(input) => match input {
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MouseInput::Axis(_axis) => {
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todo!();
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}
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MouseInput::Button(button) => {
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if !mouse_input.get_pressed().any(|b| b == button) {
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continue 'bindings_loop;
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}
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}
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MouseInput::Wheel(_axis) => {
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todo!();
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}
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},
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}
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}
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log::trace!("active");
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// TODO: should be [`Chord`](ButtonCombination::Chord) only [`Boolean`](InputValue::Boolean) type
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inputs.forced_set(*action, true);
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break; // when on binding trigered no sence check another
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}
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}
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}
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}
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} else {
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log::error!("cannot find me in inputs container")
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let a: Vec<(InputType, InputValue)> = vec![];
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for key in keyboard_input_keycode.get_pressed() {
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}
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}
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fn fill_players_inputs() {}
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// /// Process all hard inputs and bindings to update [`PlayerInputs`]
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// fn save_input(
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// keyboard_input_keycode: Res<Input<KeyCode>>,
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// keyboard_input_scancode: Res<Input<ScanCode>>,
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// mouse_input: Res<Input<MouseButton>>,
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// mut inputs_container: ResMut<Ic>,
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// controls: Res<Controls<A, Gs>>,
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// game_state: Res<State<Gs>>,
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// ) {
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// // get current client inputs
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// if let Some(inputs) = inputs_container.me_mut() {
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// for (action, config) in controls.iter() {
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// 'bindings_loop: for binding in config.bindings.iter() {
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// // check binding conditions
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// for condition in &binding.conditions {
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// match condition {
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// BindingCondition::InGameState(state) => {
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// if *state != *game_state.get() {
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// continue 'bindings_loop;
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// }
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// }
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// }
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// }
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//
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// log::trace!("action binding {:?} {:?} in condition", action, binding);
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//
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// // check inputs & mark actions
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// match &binding.input {
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// ButtonCombination::Single(button) => match button {
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// InputType::Keyboard(Keyboard::KeyCode(key)) => {
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// if keyboard_input_keycode.pressed(*key) {
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// inputs.forced_set(*action, true);
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// break; // when on binding trigered no sence check another
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// }
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// inputs.forced_set(*action, false); // FIXME: this is happening on every pass so maybe too frequently
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// }
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// InputType::Keyboard(Keyboard::ScanCode(code)) => {
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// log::trace!("presed?: {:?}", keyboard_input_scancode.pressed(*code));
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// log::trace!("active");
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// if keyboard_input_scancode.pressed(*code) {
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// inputs.forced_set(*action, true);
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// break; // when on binding trigered no sence check another
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// }
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// inputs.forced_set(*action, false); // FIXME: this is happening on every pass so maybe too frequently
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// }
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// InputType::Mouse(input) => match input {
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// MouseInput::Axis(_axis) => {
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// todo!();
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// }
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// MouseInput::Button(button) => {
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// if !mouse_input.get_pressed().any(|b| b == button) {
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// continue 'bindings_loop;
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// }
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// }
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// MouseInput::Wheel(_axis) => {
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// todo!();
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// }
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// },
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// },
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// }
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// }
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// }
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// } else {
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// log::error!("cannot find me in inputs container")
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// }
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// }
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}
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// #[cfg(test)]
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// mod performance_test {
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// use crate::{ util::test::{enable_loggings, measure_time, Times}, resource::PlayerInputs};
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// use super::Controls;
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// use std::time::Duration;
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// /// Test for execution time for [`Controls`] get
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// ///
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// /// Example:
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// /// ```
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// /// cargo test --package pih-pah-app --lib --features "dev, ui_egui" -- controls::test::controls_get --exact --nocapture
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// /// ```
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// #[test]
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// fn controls_get() {
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// enable_loggings();
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// let controls = Controls::default();
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// let duration = measure_time(
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// || {
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// controls.get(Action::LeverEditorForward);
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// controls.get(Action::LevelEditorBackward);
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// controls.get(Action::LevelEditorLeft);
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// controls.get(Action::LevelEditorRight);
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// },
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// Times::default(),
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// );
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// log::info!("time: {:?}", duration);
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// }
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// /// Test for execution speed for [`PlayerInputs`] get
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// fn player_inputs_get() -> Duration {
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// enable_loggings();
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// let inputs = PlayerInputs::default();
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// let duration = measure_time(
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// || {
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// inputs.get(Action::LeverEditorForward);
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// inputs.get(Action::LevelEditorBackward);
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// inputs.get(Action::LevelEditorLeft);
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// inputs.get(Action::LevelEditorRight);
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// },
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// Times::default(),
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// );
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// duration
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// }
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// /// Test for execution speed for [`PlayerInputs`] get_many
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// fn player_inputs_get_many() -> Duration {
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// enable_loggings();
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// let inputs = PlayerInputs::default();
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// let duration = measure_time(
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// || {
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// inputs.get_many(vec![
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// Action::LeverEditorForward,
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// Action::LevelEditorBackward,
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// Action::LevelEditorLeft,
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// Action::LevelEditorRight,
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// ]);
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// },
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// Times::default(),
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// );
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// duration
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// }
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// /// Test for execution speed for [`PlayerInputs`] get and get_many
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// ///
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// /// Example:
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// /// ```
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// /// cargo test --package pih-pah-app --lib --features "dev, ui_egui" -- controls::test::compare_player_inputs_get_and_get_many --exact --nocapture
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// /// ```
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// #[test]
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// fn compare_player_inputs_get_and_get_many() {
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// let get = player_inputs_get();
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// let get_many = player_inputs_get_many();
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// log::info!("get: {:?}", get);
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// log::info!("get_many: {:?}", get_many);
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// }
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// /// Test for execution speed for [`InputValue`] casting
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// #[test]
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// fn action_casting() {
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// enable_loggings();
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// let inputs = PlayerInputs::default();
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// let duration = measure_time(
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// || {
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// let _ = (inputs.get(Action::LeverEditorForward).as_boolean() as i8
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// - inputs.get(Action::LevelEditorBackward).as_boolean() as i8)
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// as f32;
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// },
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// 10000000.into(),
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// );
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// log::info!("with casting: {:?}", duration);
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// let inputs = PlayerInputs::default();
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// let duration = measure_time(
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// || {
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// let _ = inputs.get(Action::LeverEditorForward);
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// let _ = inputs.get(Action::LevelEditorBackward);
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// },
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// 10000000.into(),
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// );
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// log::info!("without casting: {:?}", duration);
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// }
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// }
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@@ -47,27 +47,27 @@ where
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common_traits_conditions! {
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/// Struct that contains user's inputs corresponding to actions
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#[derive(Debug, PartialEq, Clone, Deref, DerefMut)]
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pub struct Inputs<A: Action>(#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))] HashMap<A, InputValue>);
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pub struct Actions<A: Action>(#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))] HashMap<A, InputValue>);
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/// Resource that contains current user inputs
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#[derive(Debug, PartialEq, Clone)]
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pub struct PlayerInputs<A: Action> {
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pub struct PlayerActions<A: Action> {
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#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))]
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current: Inputs<A>,
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current: Actions<A>,
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#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))]
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previous: Inputs<A>,
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previous: Actions<A>,
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}
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}
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impl<A: Action> Default for PlayerInputs<A> {
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impl<A: Action> Default for PlayerActions<A> {
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fn default() -> Self {
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PlayerInputs {
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current: Inputs(
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PlayerActions {
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current: Actions(
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A::iter()
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.map(|action| (action, InputValue::Empty))
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.collect(),
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),
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previous: Inputs(
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previous: Actions(
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A::iter()
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.map(|action| (action, InputValue::Empty))
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.collect(),
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@@ -76,7 +76,7 @@ impl<A: Action> Default for PlayerInputs<A> {
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}
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}
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impl<A: Action> PlayerInputs<A> {
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impl<A: Action> PlayerActions<A> {
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/// Returns current input value for action
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///
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/// in any case faster that `get_many` method
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@@ -171,7 +171,7 @@ impl<A: Action> PlayerInputs<A> {
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/// Update current inputs
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///
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/// notice: not recomended to use if you do not know what do you do
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pub fn forced_update(&mut self, inputs: Inputs<A>) {
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pub fn forced_update(&mut self, inputs: Actions<A>) {
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*self.previous = self.current.clone().0;
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*self.current = inputs.0;
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}
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@@ -181,7 +181,7 @@ impl<A: Action> PlayerInputs<A> {
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/// ! remember that it work safely but slow
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///
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/// notice: not recomended to use if you do not know what do you do
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pub fn update(&mut self, inputs: Inputs<A>) -> Result<(), Box<dyn error::Error>> {
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pub fn update(&mut self, inputs: Actions<A>) -> Result<(), Box<dyn error::Error>> {
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// SAFETY: action is always valid
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// because we iterate over all actions in `default` method
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for (action, value) in inputs.0.iter() {
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@@ -308,8 +308,8 @@ common_traits_conditions! {
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pub enum ButtonCombination {
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/// Single button press
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Single(InputType),
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/// Chord is a combination of buttons that must be pressed at the same time
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Chord(Vec<InputType>),
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// /// Chord is a combination of buttons that must be pressed at the same time
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// Chord(Vec<InputType>),
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}
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#[derive(Debug, PartialEq, Clone)]
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@@ -353,12 +353,12 @@ impl<Gs: GameState> Binding<Gs> {
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}
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}
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pub fn from_chord(input: Vec<InputType>) -> Self {
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Self {
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input: ButtonCombination::Chord(input),
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conditions: Vec::new(),
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}
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}
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// pub fn from_chord(input: Vec<InputType>) -> Self {
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// Self {
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// input: ButtonCombination::Chord(input),
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// conditions: Vec::new(),
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// }
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// }
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pub fn with_condition(mut self, condition: BindingCondition<Gs>) -> Self {
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self.conditions.push(condition);
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Reference in New Issue
Block a user