ci: some submodule magic
This commit is contained in:
@@ -1,31 +0,0 @@
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[package]
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name = "bevy_controls"
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version = "0.1.0"
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edition = "2021"
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[features]
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default = []
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serialize = ["bevy_input/serialize", "serde"]
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reflect = ["dep:bevy_reflect"]
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inspector-egui = ["reflect", "dep:bevy-inspector-egui"]
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[dependencies]
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bevy-inspector-egui = { version = "0.22.1", optional = true }
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bevy_app = "0.12.1"
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bevy_derive = "0.12.1"
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bevy_ecs = "0.12.1"
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bevy_input = "0.12.1"
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bevy_reflect = { version = "0.12.1", optional = true }
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bevy_utils = "0.12.1"
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log = "0.4.20"
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serde = { version = "1.0.194", optional = true }
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strum = "0.25.0"
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strum_macros = "0.25.3"
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[dev-dependencies]
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env_logger = "0.10.1"
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[[example]]
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name = "basic"
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path = "example/basic/src/main.rs"
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doc-scrape-examples = true
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@@ -1,79 +0,0 @@
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#!/bin/sh
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while [ "$#" -gt 0 ]; do
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case $1 in
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-h|-?|--help|help)
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HELP=1
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;;
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-*)
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echo "Error: Unsupported flag $1" >&2
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return 1
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;;
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*) # No more options
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break
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;;
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esac
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shift
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done
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if [ "$HELP" ]; then
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printf "\
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usage %s <path/to/Cargoctoml>\n
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-?|-h|--help\tthis message
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" "$(basename "$0")"
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exit
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fi
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generate_combinations() {
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items="$1"
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size=$2
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current=$3
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combination="$4"
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if [ "$current" -eq "$size" ]; then
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echo "$combination"
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return
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fi
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# Split items into positional parameters
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set -- $items
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while [ $# -gt 0 ]; do
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item=$1
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shift
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new_combination="$combination $item"
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remaining_items="$@"
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generate_combinations "$remaining_items" $size $(($current + 1)) "$new_combination"
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set -- "$item" $@
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done
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}
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CARGO_PATH="$1"
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if [ -z "$CARGO_PATH" ]; then
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printf "please provide path to Cargo.toml\n"
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exit
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fi
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if [ -d "$CARGO_PATH" ]; then
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CARGO_PATH="${CARGO_PATH}/Cargo.toml"
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fi
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features=$(grep '^\[features\]' "$CARGO_PATH" -A99999999 | grep '^\[' -m 2 -B99999999 | grep -v '^\[' | cut -d '=' -f 1 | grep -v 'default')
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num_features=$(echo "$features" | wc -w | tr -d ' ')
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i=1
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while [ $i -le $num_features ]; do
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echo "Generating combinations of size $i"
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combos=$(generate_combinations "$features" $i 0 "")
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echo "$combos" | while IFS= read -r line; do
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combo=$(echo $line | xargs) # Trim
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echo "Running clippy with features: $combo"
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if ! cargo clippy --features "$combo"; then
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echo "Error found in combination: $combo"
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exit 1
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fi
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done
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i=$((i + 1))
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done
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@@ -1,176 +0,0 @@
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use std::hash::Hash;
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use bevy_ecs::{system::Resource, schedule::States};
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use strum::IntoEnumIterator;
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#[cfg(feature = "inspector-egui")]
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use bevy_inspector_egui::inspector_options::InspectorOptionsType;
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// #[cfg(all(feature = "reflect", feature = "serialize"))]
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// use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
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#[cfg(feature = "serialize")]
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use serde::{Serialize, de::DeserializeOwned};
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#[cfg(feature = "reflect")]
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use bevy_reflect::{Reflect, TypePath, FromReflect};
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use crate::resource::PlayerInputs;
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pub trait ActionInner: 'static + std::marker::Sync + std::marker::Send + PartialEq + Eq + Hash + IntoEnumIterator + Clone + Copy { }
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pub trait GameStateInner: 'static + std::marker::Sync + std::marker::Send + States { }
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pub trait InputsContainerInner<A: Action>: 'static + std::marker::Sync + std::marker::Send + Resource {
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/// The method returning an iterator over references to the PlayerInputs.
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/// Note: the use of 'a for both the method's lifetime and the returned Iterator's lifetime.
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fn iter_inputs<'a>(&'a self) -> Box<dyn Iterator<Item = &'a PlayerInputs<A>> + 'a>;
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/// The method returning an player inputs of this client.
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fn me<'a>(&self) -> Option<&'a PlayerInputs<A>>;
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/// The method returning an mutable player inputs of this client.
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fn me_mut<'a>(&self) -> Option<&'a mut PlayerInputs<A>>;
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}
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#[cfg(feature = "serialize")]
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pub trait SerializeImpl: Serialize + DeserializeOwned { }
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#[cfg(feature = "reflect")]
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pub trait ReflectImpl: Reflect + TypePath + FromReflect { }
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#[cfg(feature = "inspector-egui")]
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pub trait InspectorEguiImpl: InspectorOptionsType { }
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// ===== Action =====
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// SAFATY: inspector-egui includes reflect
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#[cfg(all(not(feature = "serialize"), not(feature = "reflect"), not(feature = "inspector-egui")))]
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pub trait Action: ActionInner {}
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#[cfg(all(feature = "serialize", not(feature = "reflect"), not(feature = "inspector-egui")))]
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pub trait Action: ActionInner + SerializeImpl {}
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#[cfg(all(not(feature = "serialize"), feature = "reflect", not(feature = "inspector-egui")))]
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pub trait Action: ActionInner + ReflectImpl {}
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#[cfg(all(feature = "serialize", feature = "reflect", not(feature = "inspector-egui")))]
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pub trait Action: ActionInner + SerializeImpl + ReflectImpl{}
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#[cfg(all(not(feature = "serialize"), feature = "inspector-egui"))]
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pub trait Action: ActionInner + ReflectImpl + InspectorEguiImpl {}
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#[cfg(all(feature = "serialize", feature = "inspector-egui"))]
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pub trait Action: ActionInner + SerializeImpl + ReflectImpl + InspectorEguiImpl {}
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// ===== GameState =====
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// SAFATY: inspector-egui includes reflect
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#[cfg(all(not(feature = "serialize"), not(feature = "reflect"), not(feature = "inspector-egui")))]
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pub trait GameState: GameStateInner {}
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#[cfg(all(feature = "serialize", not(feature = "reflect"), not(feature = "inspector-egui")))]
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pub trait GameState: GameStateInner + SerializeImpl {}
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#[cfg(all(not(feature = "serialize"), feature = "reflect", not(feature = "inspector-egui")))]
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pub trait GameState: GameStateInner + ReflectImpl {}
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#[cfg(all(feature = "serialize", feature = "reflect", not(feature = "inspector-egui")))]
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pub trait GameState: GameStateInner + SerializeImpl + ReflectImpl{}
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#[cfg(all(not(feature = "serialize"), feature = "inspector-egui"))]
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pub trait GameState: GameStateInner + ReflectImpl + InspectorEguiImpl {}
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#[cfg(all(feature = "serialize", feature = "inspector-egui"))]
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pub trait GameState: GameStateInner + SerializeImpl + ReflectImpl + InspectorEguiImpl {}
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// ===== InputsContainer =====
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// SAFATY: inspector-egui includes reflect
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#[cfg(all(not(feature = "serialize"), not(feature = "reflect"), not(feature = "inspector-egui")))]
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pub trait InputsContainer<A: Action>: InputsContainerInner<A> {}
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#[cfg(all(feature = "serialize", not(feature = "reflect"), not(feature = "inspector-egui")))]
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pub trait InputsContainer<A: Action>: InputsContainerInner<A> + SerializeImpl {}
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#[cfg(all(not(feature = "serialize"), feature = "reflect", not(feature = "inspector-egui")))]
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pub trait InputsContainer<A: Action>: InputsContainerInner<A> + ReflectImpl {}
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#[cfg(all(feature = "serialize", feature = "reflect", not(feature = "inspector-egui")))]
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pub trait InputsContainer<A: Action>: InputsContainerInner<A> + SerializeImpl + ReflectImpl{}
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#[cfg(all(not(feature = "serialize"), feature = "inspector-egui"))]
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pub trait InputsContainer<A: Action>: InputsContainerInner<A> + ReflectImpl + InspectorEguiImpl {}
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#[cfg(all(feature = "serialize", feature = "inspector-egui"))]
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pub trait InputsContainer<A: Action>: InputsContainerInner<A> + SerializeImpl + ReflectImpl + InspectorEguiImpl {}
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// #[cfg(test)]
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// mod test {
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// use bevy_ecs::{entity::Entity, schedule::States};
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// use bevy_utils::{HashMap, prelude::default};
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// use strum_macros::EnumIter;
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// #[cfg(feature = "serialize")]
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// use serde::{Serialize, Deserialize};
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// use crate::{hashmap, resource::PlayerInputs, common_traits_conditions};
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// common_traits_conditions! {
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// #[derive(Debug, Clone, PartialEq)]
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// #[cfg_attr(feature = "reflect", reflect(Resource))]
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// pub struct Lobby {
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// pub me: PlayerId,
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// pub players: HashMap<PlayerId, Player>,
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// }
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// }
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// impl Default for Lobby {
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// fn default() -> Self {
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// Self {
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// me: PlayerId::Host,
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// players: hashmap! {
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// PlayerId::Host => Player::default()
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// },
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// }
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// }
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// }
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// common_traits_conditions! {
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// #[derive(Debug, PartialEq, Eq, Hash, Clone, Copy)]
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// pub enum PlayerId {
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// /// Host or alone
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// Host,
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// /// Client
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// Client(()),
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// }
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// #[derive(Default, Debug, PartialEq, Clone)]
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// pub struct Player {
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// /// Client do not need to know about other clients
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// #[cfg_attr(feature = "serialize", serde(skip))]
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// pub inputs: PlayerInputs<Action>,
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// #[cfg_attr(feature = "serialize", serde(skip))]
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// pub entity: Option<Entity>,
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// }
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// }
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// #[derive(Debug, PartialEq, Clone, States, Default, Hash, Eq)]
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// pub enum GameState {
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// #[default]
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// LevelEditor,
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// InGame,
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// }
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// impl super::GameState for GameState {}
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// // TODO: it is just plug, it must be a trait
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// /// Actions that can be performed by player
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// #[derive(PartialEq, Eq, Hash, Clone, Copy, Debug, EnumIter)]
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// pub enum Action {
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// /// Move forward
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// LeverEditorForward,
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// /// Move backward
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// LevelEditorBackward,
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// /// Move left
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// LevelEditorLeft,
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// /// Move right
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// LevelEditorRight,
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// LevelEditorFly,
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// }
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// impl super::Action for Action {}
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// }
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@@ -1,6 +0,0 @@
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pub mod resource;
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pub mod plugin;
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pub mod contract;
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mod util;
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pub use util::*;
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@@ -1,238 +0,0 @@
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use bevy_app::{Plugin, App, Update};
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use bevy_ecs::{system::{Res, ResMut}, schedule::State};
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use bevy_input::{Input, keyboard::KeyCode, mouse::MouseButton};
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use crate::{resource::*, contract::{Action, GameState, InputsContainer}};
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pub struct ControlsPlugin<Action, InputsContainer, GameState> {
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_action: std::marker::PhantomData<Action>,
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_inputs_container: std::marker::PhantomData<InputsContainer>,
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_game_state: std::marker::PhantomData<GameState>,
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}
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impl<
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A: Action,
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Ic: InputsContainer<A>,
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Gs: GameState
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> Plugin for ControlsPlugin<A, Ic, Gs> {
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fn build(&self, app: &mut App) {
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app.init_resource::<Controls<A, Gs>>()
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.add_systems(Update, Self::save_input);
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#[cfg(feature = "reflect")]
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app.register_type::<Controls<A, Gs>>();
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}
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}
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impl<
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A: Action,
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Ic: InputsContainer<A>,
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Gs: GameState
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> 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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keyboard_input: Res<Input<KeyCode>>,
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mouse_input: Res<Input<MouseButton>>,
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lobby: 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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if let Some(inputs) = lobby.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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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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match &binding.input {
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ButtonCombination::Single(button) => match button {
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InputType::Keyboard(key) => {
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inputs.forced_set(*action, keyboard_input.pressed(*key));
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}
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InputType::Mouse(input) => {
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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
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.get_pressed()
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.any(|b| b == button)
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{
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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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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(key) => {
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if !keyboard_input.pressed(*key) {
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continue 'bindings_loop;
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}
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}
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InputType::Mouse(input) => {
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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
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.get_pressed()
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.any(|b| b == button)
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{
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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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// TODO: should be [`Chord`](ButtonCombination::Chord) only [`Boolean`](InputValue::Boolean) type
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inputs.forced_set(*action, true);
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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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||||
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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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||||
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// /// Test for execution time for [`Controls`] get
|
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// ///
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||||
// /// Example:
|
||||
// /// ```
|
||||
// /// 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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||||
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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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// }
|
||||
|
||||
// /// Test for execution speed for [`PlayerInputs`] get
|
||||
// fn player_inputs_get() -> Duration {
|
||||
// enable_loggings();
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||||
|
||||
// let inputs = PlayerInputs::default();
|
||||
|
||||
// let duration = measure_time(
|
||||
// || {
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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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// );
|
||||
|
||||
// duration
|
||||
// }
|
||||
|
||||
// /// Test for execution speed for [`PlayerInputs`] get_many
|
||||
// fn player_inputs_get_many() -> Duration {
|
||||
// enable_loggings();
|
||||
|
||||
// let inputs = PlayerInputs::default();
|
||||
|
||||
// let duration = measure_time(
|
||||
// || {
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||||
// inputs.get_many(vec![
|
||||
// Action::LeverEditorForward,
|
||||
// Action::LevelEditorBackward,
|
||||
// Action::LevelEditorLeft,
|
||||
// Action::LevelEditorRight,
|
||||
// ]);
|
||||
// },
|
||||
// Times::default(),
|
||||
// );
|
||||
|
||||
// duration
|
||||
// }
|
||||
|
||||
// /// Test for execution speed for [`PlayerInputs`] get and get_many
|
||||
// ///
|
||||
// /// Example:
|
||||
// /// ```
|
||||
// /// cargo test --package pih-pah-app --lib --features "dev, ui_egui" -- controls::test::compare_player_inputs_get_and_get_many --exact --nocapture
|
||||
// /// ```
|
||||
// #[test]
|
||||
// fn compare_player_inputs_get_and_get_many() {
|
||||
// let get = player_inputs_get();
|
||||
// let get_many = player_inputs_get_many();
|
||||
|
||||
// log::info!("get: {:?}", get);
|
||||
// log::info!("get_many: {:?}", get_many);
|
||||
// }
|
||||
|
||||
// /// Test for execution speed for [`InputValue`] casting
|
||||
// #[test]
|
||||
// fn action_casting() {
|
||||
// enable_loggings();
|
||||
|
||||
// let inputs = PlayerInputs::default();
|
||||
|
||||
// let duration = measure_time(
|
||||
// || {
|
||||
// let _ = (inputs.get(Action::LeverEditorForward).as_boolean() as i8
|
||||
// - inputs.get(Action::LevelEditorBackward).as_boolean() as i8)
|
||||
// as f32;
|
||||
// },
|
||||
// 10000000.into(),
|
||||
// );
|
||||
|
||||
// log::info!("with casting: {:?}", duration);
|
||||
|
||||
// let inputs = PlayerInputs::default();
|
||||
|
||||
// let duration = measure_time(
|
||||
// || {
|
||||
// let _ = inputs.get(Action::LeverEditorForward);
|
||||
// let _ = inputs.get(Action::LevelEditorBackward);
|
||||
// },
|
||||
// 10000000.into(),
|
||||
// );
|
||||
|
||||
// log::info!("without casting: {:?}", duration);
|
||||
// }
|
||||
// }
|
||||
@@ -1,527 +0,0 @@
|
||||
use std::error;
|
||||
|
||||
use bevy_derive::{Deref, DerefMut};
|
||||
use bevy_ecs::system::Resource;
|
||||
use bevy_input::{keyboard::KeyCode, mouse::MouseButton};
|
||||
#[cfg(feature = "inspector-egui")]
|
||||
use bevy_inspector_egui::prelude::*;
|
||||
#[cfg(all(feature = "reflect", feature = "serialize"))]
|
||||
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
|
||||
use bevy_utils::HashMap;
|
||||
use log::warn;
|
||||
#[cfg(feature = "serialize")]
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::mem::discriminant;
|
||||
use strum::IntoEnumIterator;
|
||||
#[cfg(feature = "reflect")]
|
||||
use {bevy_ecs::prelude::ReflectResource, bevy_reflect::Reflect};
|
||||
|
||||
use crate::{common_traits_conditions, contract::{Action, GameState}};
|
||||
|
||||
/// Validate that all enum variants are in the hash map
|
||||
pub fn validate_hash_map<K, V>(hash_map: &HashMap<K, V>) -> bool
|
||||
where
|
||||
K: Eq + std::hash::Hash + Copy + IntoEnumIterator,
|
||||
K::Iterator: Iterator<Item = K>,
|
||||
{
|
||||
let all_keys = K::iter().collect::<Vec<_>>();
|
||||
if hash_map.len() != all_keys.len() {
|
||||
return false;
|
||||
}
|
||||
|
||||
for key in all_keys {
|
||||
if !hash_map.contains_key(&key) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
true
|
||||
}
|
||||
|
||||
common_traits_conditions! {
|
||||
/// Struct that contains user's inputs corresponding to actions
|
||||
#[derive(Debug, PartialEq, Clone, Deref, DerefMut)]
|
||||
pub struct Inputs<A: Action>(#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))] HashMap<A, InputValue>);
|
||||
|
||||
/// Resource that contains current user inputs
|
||||
#[derive(Debug, PartialEq, Clone)]
|
||||
pub struct PlayerInputs<A: Action> {
|
||||
#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))]
|
||||
current: Inputs<A>,
|
||||
#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))]
|
||||
previous: Inputs<A>,
|
||||
}
|
||||
}
|
||||
|
||||
impl<A: Action> Default for PlayerInputs<A> {
|
||||
fn default() -> Self {
|
||||
PlayerInputs {
|
||||
current: Inputs(
|
||||
A::iter()
|
||||
.map(|action| (action, InputValue::Empty))
|
||||
.collect(),
|
||||
),
|
||||
previous: Inputs(
|
||||
A::iter()
|
||||
.map(|action| (action, InputValue::Empty))
|
||||
.collect(),
|
||||
),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<A: Action> PlayerInputs<A> {
|
||||
/// Returns current input value for action
|
||||
///
|
||||
/// in any case faster that `get_many` method
|
||||
pub fn get(&self, action: A) -> InputValue {
|
||||
// SAFETY: action is always valid
|
||||
// because we iterate over all actions in `default` method
|
||||
*self.current.get(&action).unwrap()
|
||||
}
|
||||
|
||||
/// Returns current input values for actions
|
||||
pub fn get_many(&self, actions: Vec<A>) -> Vec<InputValue> {
|
||||
// SAFETY: action is always valid
|
||||
// because we iterate over all actions in `default` method
|
||||
actions
|
||||
.iter()
|
||||
.map(|action| *self.current.get(action).unwrap())
|
||||
.collect()
|
||||
}
|
||||
|
||||
/// Returns `true` if current `InputValue` has become `InputValue::Boolean(true)` in this frame
|
||||
/// If input has not same type as `InputValue` on previous frame call `panic`
|
||||
pub fn just_pressed(&self, action: A) -> bool {
|
||||
// SAFETY: action is always valid
|
||||
// because we iterate over all actions in `default` method
|
||||
if let InputValue::Boolean(current) = *self.current.get(&action).unwrap() {
|
||||
if let InputValue::Boolean(previous) = *self.previous.get(&action).unwrap() {
|
||||
return current && !previous;
|
||||
}
|
||||
panic!("Previous input is not boolean");
|
||||
}
|
||||
panic!("This input is not boolean")
|
||||
}
|
||||
|
||||
/// Returns `true` if current `InputValue` has become `InputValue::Boolean(true)` in this frame
|
||||
/// If input has not same type as `InputValue` on previous frame return `Error()`
|
||||
pub fn get_just_pressed(&self, action: A) -> Result<bool, Box<dyn error::Error>> {
|
||||
// SAFETY: action is always valid
|
||||
// because we iterate over all actions in `default` method
|
||||
if let InputValue::Boolean(current) = *self.current.get(&action).unwrap() {
|
||||
if let InputValue::Boolean(previous) = *self.previous.get(&action).unwrap() {
|
||||
return Ok(current && !previous);
|
||||
}
|
||||
return Err("Previous input is not boolean".into());
|
||||
}
|
||||
Err("This input is not boolean".into())
|
||||
}
|
||||
|
||||
/// Set input value to new
|
||||
pub fn forced_set(&mut self, action: A, value: impl Into<InputValue>) {
|
||||
// SAFETY: action is always valid
|
||||
// because we iterate over all actions in `default` method
|
||||
let current_input = self.current.get_mut(&action).unwrap();
|
||||
*self.previous.get_mut(&action).unwrap() = *current_input;
|
||||
*current_input = value.into();
|
||||
}
|
||||
|
||||
/// Set input value to new
|
||||
/// if it is not the same InputValue type return `Error()`
|
||||
pub fn set(
|
||||
&mut self,
|
||||
action: A,
|
||||
value: impl Into<InputValue>,
|
||||
) -> Result<(), Box<dyn error::Error>> {
|
||||
// SAFETY: action is always valid
|
||||
// because we iterate over all actions in `default` method
|
||||
let current_input = self.current.get_mut(&action).unwrap();
|
||||
let previos_input = self.previous.get_mut(&action).unwrap();
|
||||
|
||||
// check if enum type is the same ignoring value
|
||||
if discriminant(current_input) == discriminant(previos_input) {
|
||||
*previos_input = *current_input;
|
||||
*current_input = value.into();
|
||||
Ok(())
|
||||
} else {
|
||||
Err("Input type is not the same".into())
|
||||
}
|
||||
}
|
||||
|
||||
/// Update current inputs
|
||||
pub fn forced_update(&mut self, inputs: Inputs<A>) {
|
||||
*self.previous = self.current.clone().0;
|
||||
*self.current = inputs.0;
|
||||
}
|
||||
|
||||
/// Update current inputs
|
||||
/// if any input is not the same InputValue type return `Error()`
|
||||
/// ! remember that it work safely but slow
|
||||
pub fn update(&mut self, inputs: Inputs<A>) -> Result<(), Box<dyn error::Error>> {
|
||||
// SAFETY: action is always valid
|
||||
// because we iterate over all actions in `default` method
|
||||
for (action, value) in inputs.0.iter() {
|
||||
let current_input = self.current.get_mut(action).unwrap();
|
||||
let previos_input = self.previous.get_mut(action).unwrap();
|
||||
|
||||
// check if enum type is not the same ignoring value
|
||||
if discriminant(current_input) != discriminant(previos_input) {
|
||||
return Err("Input type is not the same".into());
|
||||
}
|
||||
*previos_input = *current_input;
|
||||
*current_input = *value;
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
common_traits_conditions! {
|
||||
#[derive(Debug, PartialEq, Clone)]
|
||||
pub enum InputType {
|
||||
Keyboard(KeyCode),
|
||||
Mouse(MouseInput),
|
||||
// TODO: Gamepad(GamepadButtonType),
|
||||
// TODO: Touch screen
|
||||
}
|
||||
|
||||
#[derive(Debug, PartialEq, Clone)]
|
||||
pub enum MouseInput {
|
||||
Button(MouseButton),
|
||||
Axis(AxisName),
|
||||
Wheel(AxisName)
|
||||
// TODO: CursorPosition
|
||||
// TODO: TouchPad inputs
|
||||
}
|
||||
|
||||
/// Name of axis
|
||||
#[derive(Debug, PartialEq, Clone)]
|
||||
pub enum AxisName {
|
||||
Horizontal,
|
||||
Vertical,
|
||||
}
|
||||
|
||||
/// Represents a binding that can be changed by the player
|
||||
#[derive(Debug, PartialEq, Clone)]
|
||||
pub enum OptionsMode {
|
||||
/// Represents a binding that cannot be changed as it is crucial to the game logic
|
||||
Immutable,
|
||||
/// Represents a binding that the player can customize
|
||||
Customizable,
|
||||
}
|
||||
|
||||
/// Represents the manner in which input is registered
|
||||
#[derive(Debug, PartialEq, Clone)]
|
||||
pub enum ActivationMode {
|
||||
/// for<'a> Action<'a> is triggered when the button is pressed
|
||||
Hold,
|
||||
/// for<'a> Action<'a> is triggered when the button is pressed
|
||||
/// and cannot be triggered again until the button is released
|
||||
/// you don't need to release all buttons in chord
|
||||
/// you can release only last pressed button
|
||||
Tap,
|
||||
}
|
||||
|
||||
pub struct ActivationOptions {
|
||||
/// Manner in which input is registered
|
||||
pub mode: ActivationMode,
|
||||
/// Possibility to change this activation mode
|
||||
pub option: OptionsMode,
|
||||
/// Delay between activation
|
||||
pub delay: f32,
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for ActivationOptions {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
mode: ActivationMode::Tap, // Because it is more safe
|
||||
option: OptionsMode::Immutable,
|
||||
delay: 0.05, // 20 times per second; 14 - world record?
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl ActivationOptions {
|
||||
pub fn new(mode: ActivationMode, option: OptionsMode) -> Self {
|
||||
Self {
|
||||
mode,
|
||||
option,
|
||||
..Default::default()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn with_delay(mut self, delay: f32) -> Self {
|
||||
self.delay = delay;
|
||||
self
|
||||
}
|
||||
}
|
||||
|
||||
common_traits_conditions! {
|
||||
/// Represents a combination of buttons that triggers an action
|
||||
#[derive(Debug, PartialEq, Clone)]
|
||||
pub enum ButtonCombination {
|
||||
/// Single button press
|
||||
Single(InputType),
|
||||
/// Chord is a combination of buttons that must be pressed at the same time
|
||||
Chord(Vec<InputType>),
|
||||
}
|
||||
|
||||
#[derive(Debug, PartialEq, Clone)]
|
||||
pub enum BindingCondition<Gs: GameState> {
|
||||
/// During specific game state
|
||||
#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))]
|
||||
InGameState(Gs),
|
||||
// TODO: Custom condition that have a predicate that returns bool
|
||||
}
|
||||
|
||||
/// Binding is a combination of buttons that triggers action
|
||||
#[derive(Debug, PartialEq, Clone)]
|
||||
pub struct Binding<Gs: GameState> {
|
||||
pub input: ButtonCombination,
|
||||
#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))]
|
||||
pub conditions: Vec<BindingCondition<Gs>>,
|
||||
}
|
||||
}
|
||||
|
||||
impl<Gs: GameState> From<ButtonCombination> for Binding<Gs> {
|
||||
fn from(input: ButtonCombination) -> Self {
|
||||
Binding {
|
||||
input,
|
||||
conditions: Vec::new(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<Gs: GameState> Binding<Gs> {
|
||||
pub fn new(input: ButtonCombination) -> Self {
|
||||
Self {
|
||||
input,
|
||||
conditions: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn with_condition(mut self, condition: BindingCondition<Gs>) -> Self {
|
||||
self.conditions.push(condition);
|
||||
self
|
||||
}
|
||||
}
|
||||
|
||||
common_traits_conditions! {
|
||||
/// Input value that can be used in game logic
|
||||
#[derive(Default, Clone, Copy, PartialEq, Debug)]
|
||||
pub enum InputValue {
|
||||
#[default]
|
||||
Empty,
|
||||
Boolean(bool),
|
||||
Float(f32),
|
||||
}
|
||||
}
|
||||
|
||||
impl From<bool> for InputValue {
|
||||
fn from(value: bool) -> Self {
|
||||
InputValue::Boolean(value)
|
||||
}
|
||||
}
|
||||
|
||||
impl From<f32> for InputValue {
|
||||
fn from(value: f32) -> Self {
|
||||
InputValue::Float(value)
|
||||
}
|
||||
}
|
||||
|
||||
impl From<InputValue> for bool {
|
||||
fn from(value: InputValue) -> Self {
|
||||
match value {
|
||||
InputValue::Boolean(value) => value,
|
||||
_ => panic!("InputValue is not boolean"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<InputValue> for f32 {
|
||||
fn from(value: InputValue) -> Self {
|
||||
match value {
|
||||
InputValue::Float(value) => value,
|
||||
_ => panic!("InputValue is not float"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl InputValue {
|
||||
pub fn is_empty(&self) -> bool {
|
||||
matches!(self, InputValue::Empty)
|
||||
}
|
||||
|
||||
pub fn is_boolean(&self) -> bool {
|
||||
matches!(self, InputValue::Boolean(_))
|
||||
}
|
||||
|
||||
pub fn is_float(&self) -> bool {
|
||||
matches!(self, InputValue::Float(_))
|
||||
}
|
||||
|
||||
pub fn as_boolean(&self) -> bool {
|
||||
match self {
|
||||
InputValue::Boolean(value) => *value,
|
||||
InputValue::Float(value) => *value > 0.0,
|
||||
InputValue::Empty => false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
common_traits_conditions! {
|
||||
pub struct Bindings<Gs: GameState> {
|
||||
/// List of bindings for action
|
||||
#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))]
|
||||
list: Vec<Binding<Gs>>,
|
||||
/// Possibility to change this binding
|
||||
options: OptionsMode,
|
||||
}
|
||||
}
|
||||
|
||||
impl<Gs: GameState> Default for Bindings<Gs> {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
list: Vec::new(),
|
||||
options: OptionsMode::Immutable,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<Gs: GameState> Bindings<Gs> {
|
||||
pub fn new(bindings: Vec<Binding<Gs>>, options: OptionsMode) -> Self {
|
||||
Self {
|
||||
list: bindings,
|
||||
options,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn push(&mut self, binding: Binding<Gs>) {
|
||||
if self.options == OptionsMode::Immutable {
|
||||
warn!("You try to push binding to immutable bindings");
|
||||
return;
|
||||
}
|
||||
self.list.push(binding);
|
||||
}
|
||||
|
||||
pub fn clear(&mut self) {
|
||||
if self.options == OptionsMode::Immutable {
|
||||
warn!("You try to clear immutable bindings");
|
||||
return;
|
||||
}
|
||||
self.list.clear();
|
||||
}
|
||||
|
||||
pub fn retain<F>(&mut self, f: F)
|
||||
where
|
||||
F: FnMut(&Binding<Gs>) -> bool,
|
||||
{
|
||||
if self.options == OptionsMode::Immutable {
|
||||
warn!("You try to retain immutable bindings");
|
||||
return;
|
||||
}
|
||||
self.list.retain(f);
|
||||
}
|
||||
|
||||
pub fn iter(&self) -> impl Iterator<Item = &Binding<Gs>> {
|
||||
self.list.iter()
|
||||
}
|
||||
|
||||
pub fn iter_mut(
|
||||
&mut self,
|
||||
) -> Result<impl Iterator<Item = &mut Binding<Gs>>, Box<dyn error::Error>> {
|
||||
if self.options == OptionsMode::Immutable {
|
||||
warn!("You try to iterate over immutable bindings");
|
||||
return Err("You try to iterate over immutable bindings".into());
|
||||
}
|
||||
Ok(self.list.iter_mut())
|
||||
}
|
||||
|
||||
pub fn is_customizable(&self) -> bool {
|
||||
self.options == OptionsMode::Customizable
|
||||
}
|
||||
|
||||
pub fn is_immutable(&self) -> bool {
|
||||
self.options == OptionsMode::Immutable
|
||||
}
|
||||
}
|
||||
|
||||
common_traits_conditions! {
|
||||
/// Contains all bindings for action
|
||||
/// and different activation options
|
||||
#[derive(Default)]
|
||||
pub struct BindingConfig<Gs: GameState> {
|
||||
#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))]
|
||||
pub bindings: Bindings<Gs>,
|
||||
#[cfg_attr(feature = "serialize", serde(skip))]
|
||||
pub activation: ActivationOptions,
|
||||
}
|
||||
}
|
||||
|
||||
impl<Gs: GameState> BindingConfig<Gs> {
|
||||
pub fn new(bindings: Bindings<Gs>, activation: ActivationOptions) -> Self {
|
||||
Self {
|
||||
bindings,
|
||||
activation,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
common_traits_conditions! {
|
||||
/// Contains all bindings for actions
|
||||
#[derive(Resource)]
|
||||
#[cfg_attr(feature = "reflect", reflect(Resource))]
|
||||
// TODO: Add delay for input
|
||||
pub struct Controls<A: Action, Gs: GameState>(#[cfg_attr(feature = "serialize", serde(bound(deserialize = "")))] HashMap<A, BindingConfig<Gs>>); // TODO: change HashMap to Vec for faster iteration
|
||||
}
|
||||
|
||||
impl<A: Action, Gs: GameState> Default for Controls<A, Gs> {
|
||||
fn default() -> Self {
|
||||
// TODO: default must create empty controls or fill empty / default BindingConfig on any actions
|
||||
let controls = Self(HashMap::new());
|
||||
|
||||
// If you see this error, you may add new action in menu_actions
|
||||
// or make sure that you have only one Menufor<'a> Action<'a> with the same name in the Menufor<'a> Action<'a>s
|
||||
assert!(validate_hash_map(&controls.0));
|
||||
|
||||
controls
|
||||
}
|
||||
}
|
||||
|
||||
impl<A: Action, Gs: GameState> Controls<A, Gs> {
|
||||
/// Returns bindings for action
|
||||
pub fn get(&self, action: A) -> Option<&BindingConfig<Gs>> {
|
||||
self.0.get(&action)
|
||||
}
|
||||
|
||||
/// Push new binding for action
|
||||
pub fn push(&mut self, action: A, binding: Binding<Gs>) {
|
||||
// TODO: warning if config is not exist yet
|
||||
self.0
|
||||
.entry(action)
|
||||
.or_insert_with(BindingConfig::default)
|
||||
.bindings
|
||||
.push(binding);
|
||||
}
|
||||
|
||||
/// Remove all bindings for action
|
||||
pub fn remove(&mut self, action: A) {
|
||||
// TODO: warning if config is not exist yet
|
||||
self.0
|
||||
.entry(action)
|
||||
.or_insert_with(BindingConfig::default)
|
||||
.bindings
|
||||
.clear();
|
||||
}
|
||||
|
||||
pub fn remove_binding(&mut self, action: A, binding: Binding<Gs>) {
|
||||
if let Some(config) = self.0.get_mut(&action) {
|
||||
config.bindings.retain(|b| *b == binding);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn iter(&self) -> impl Iterator<Item = (&A, &BindingConfig<Gs>)> {
|
||||
self.0.iter()
|
||||
}
|
||||
}
|
||||
@@ -1,179 +0,0 @@
|
||||
/// Creates a [`HashMap`](bevy_utils::HashMap) from a list of key-value pairs.
|
||||
///
|
||||
/// Example:
|
||||
/// ```ignore
|
||||
/// let map = hashmap! {
|
||||
/// "key1" => "value1",
|
||||
/// "key2" => "value2"
|
||||
/// };
|
||||
#[macro_export]
|
||||
macro_rules! hashmap {
|
||||
($( $key: expr => $val: expr ),*) => {{
|
||||
let mut map = HashMap::new();
|
||||
$(
|
||||
map.insert($key, $val);
|
||||
)*
|
||||
map
|
||||
}};
|
||||
}
|
||||
|
||||
/// Applies common traits conditionally to items.
|
||||
///
|
||||
/// This macro is designed to reduce repetition and maintenance overhead by
|
||||
/// automatically deriving specified traits for each item passed to it based
|
||||
/// on the feature flags. It's intended for use with almost all types in this module.
|
||||
///
|
||||
/// # Features:
|
||||
/// - `serialize`: Derives `Serialize` and `Deserialize` traits and applies
|
||||
/// reflection for serialization if the `serialize` feature is enabled.
|
||||
/// - `reflect`: Derives the `Reflect` trait if the `reflect` feature is enabled.
|
||||
/// - `inspector-egui`: Derives `InspectorOptions` trait and applies reflection
|
||||
/// for the inspector if the `inspector-egui` feature is enabled.
|
||||
///
|
||||
/// # Usage
|
||||
/// To use this macro, wrap any item(s) you want to apply the common traits to.
|
||||
/// Each item can be a struct or enum that you want to derive traits for based
|
||||
/// on the feature flags.
|
||||
///
|
||||
/// # Example:
|
||||
/// ```ignore
|
||||
/// common_traits_conditions! {
|
||||
/// struct MyStruct {
|
||||
/// // fields
|
||||
/// }
|
||||
///
|
||||
/// enum MyEnum {
|
||||
/// // variants
|
||||
/// }
|
||||
/// }
|
||||
/// ```
|
||||
#[macro_export]
|
||||
macro_rules! common_traits_conditions {
|
||||
($($item:item)*) => {
|
||||
$(
|
||||
#[cfg_attr(
|
||||
feature = "serialize",
|
||||
derive(Serialize, Deserialize),
|
||||
)]
|
||||
#[cfg_attr(
|
||||
feature = "reflect",
|
||||
derive(Reflect),
|
||||
)]
|
||||
#[cfg_attr(
|
||||
all(feature = "reflect", feature = "serialize"),
|
||||
reflect(Serialize, Deserialize),
|
||||
)]
|
||||
#[cfg_attr(
|
||||
feature = "inspector-egui",
|
||||
derive(InspectorOptions),
|
||||
reflect(InspectorOptions),
|
||||
)]
|
||||
$item
|
||||
)*
|
||||
};
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
pub mod test {
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use bevy_derive::{Deref, DerefMut};
|
||||
use log::Level;
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Deref, DerefMut)]
|
||||
pub struct Times(u64);
|
||||
|
||||
impl Into<u64> for Times {
|
||||
fn into(self) -> u64 {
|
||||
self.0
|
||||
}
|
||||
}
|
||||
|
||||
impl Into<usize> for Times {
|
||||
fn into(self) -> usize {
|
||||
self.0 as usize
|
||||
}
|
||||
}
|
||||
|
||||
impl Into<u32> for Times {
|
||||
fn into(self) -> u32 {
|
||||
self.0 as u32
|
||||
}
|
||||
}
|
||||
|
||||
impl Into<i32> for Times {
|
||||
fn into(self) -> i32 {
|
||||
self.0 as i32
|
||||
}
|
||||
}
|
||||
|
||||
impl From<u64> for Times {
|
||||
fn from(times: u64) -> Self {
|
||||
Self(times)
|
||||
}
|
||||
}
|
||||
|
||||
impl From<usize> for Times {
|
||||
fn from(times: usize) -> Self {
|
||||
Self(times as u64)
|
||||
}
|
||||
}
|
||||
|
||||
impl From<u32> for Times {
|
||||
fn from(times: u32) -> Self {
|
||||
Self(times as u64)
|
||||
}
|
||||
}
|
||||
|
||||
impl From<i32> for Times {
|
||||
fn from(times: i32) -> Self {
|
||||
Self(times as u64)
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for Times {
|
||||
/// Value that may be enough for most cases
|
||||
fn default() -> Self {
|
||||
Self(100000)
|
||||
}
|
||||
}
|
||||
|
||||
/// Enable logging for debug
|
||||
pub fn enable_loggings() {
|
||||
use std::env;
|
||||
use std::io::Write;
|
||||
|
||||
let _ = env::set_var("RUST_LOG", "debug");
|
||||
// FIXME: colorize logs
|
||||
// TODO: colorize thorwed args
|
||||
let _ = env_logger::builder()
|
||||
.is_test(true)
|
||||
.format(|buf, record| {
|
||||
let mut style = buf.style();
|
||||
let level = record.level();
|
||||
match level {
|
||||
Level::Trace => style.set_color(env_logger::fmt::Color::Magenta),
|
||||
Level::Debug => style.set_color(env_logger::fmt::Color::Blue),
|
||||
Level::Info => style.set_color(env_logger::fmt::Color::Green),
|
||||
Level::Warn => style.set_color(env_logger::fmt::Color::Yellow),
|
||||
Level::Error => style.set_color(env_logger::fmt::Color::Red),
|
||||
};
|
||||
|
||||
writeln!(buf, "{}: {}", style.value(level), record.args())
|
||||
})
|
||||
.try_init();
|
||||
}
|
||||
|
||||
/// Measure time of predicate
|
||||
pub fn measure_time<F: Copy>(predicate: F, times: Times) -> Duration
|
||||
where
|
||||
F: FnOnce() -> (),
|
||||
{
|
||||
let start = Instant::now();
|
||||
for _ in 0..times.clone().into() {
|
||||
predicate();
|
||||
}
|
||||
let global_duration = start.elapsed();
|
||||
global_duration / times.into()
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user