feat: initial recorces implimentation, basic features
This commit is contained in:
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/target
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/.vscode
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.env
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/.idea
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Generated
+3488
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Load Diff
+22
@@ -0,0 +1,22 @@
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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_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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@@ -0,0 +1,2 @@
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[toolchain]
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channel = '1.72.0'
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@@ -0,0 +1,4 @@
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pub mod resource;
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mod util;
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pub use util::*;
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+583
@@ -0,0 +1,583 @@
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use std::error;
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::system::Resource;
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use bevy_input::{keyboard::KeyCode, mouse::MouseButton};
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#[cfg(feature = "inspector-egui")]
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use bevy_inspector_egui::prelude::*;
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#[cfg(all(feature = "reflect", feature = "serialize"))]
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use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
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use bevy_utils::HashMap;
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use log::warn;
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#[cfg(feature = "serialize")]
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use serde::{Deserialize, Serialize};
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use std::mem::discriminant;
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use strum::IntoEnumIterator;
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use strum_macros::EnumIter;
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#[cfg(feature = "reflect")]
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use {bevy_ecs::prelude::ReflectResource, bevy_reflect::Reflect};
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use crate::{common_traits_conditions, hashmap};
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/// Validate that all enum variants are in the hash map
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pub fn validate_hash_map<K, V>(hash_map: &HashMap<K, V>) -> bool
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where
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K: Eq + std::hash::Hash + Copy + IntoEnumIterator,
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K::Iterator: Iterator<Item = K>,
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{
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let all_keys = K::iter().collect::<Vec<_>>();
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if hash_map.len() != all_keys.len() {
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return false;
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}
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for key in all_keys {
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if !hash_map.contains_key(&key) {
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return false;
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}
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}
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true
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}
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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(HashMap<Action, 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 {
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current: Inputs,
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previous: Inputs,
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}
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}
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impl Default for PlayerInputs {
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fn default() -> Self {
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PlayerInputs {
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current: Inputs(
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Action::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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Action::iter()
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.map(|action| (action, InputValue::Empty))
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.collect(),
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),
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}
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}
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}
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impl PlayerInputs {
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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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pub fn get(&self, action: Action) -> InputValue {
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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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*self.current.get(&action).unwrap()
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}
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/// Returns current input values for actions
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pub fn get_many(&self, actions: Vec<Action>) -> Vec<InputValue> {
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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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actions
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.iter()
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.map(|action| *self.current.get(action).unwrap())
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.collect()
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}
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/// Returns `true` if current `InputValue` has become `InputValue::Boolean(true)` in this frame
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/// If input has not same type as `InputValue` on previous frame call `panic`
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pub fn just_pressed(&self, action: Action) -> bool {
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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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if let InputValue::Boolean(current) = *self.current.get(&action).unwrap() {
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if let InputValue::Boolean(previous) = *self.previous.get(&action).unwrap() {
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return current && !previous;
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}
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panic!("Previous input is not boolean");
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}
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panic!("This input is not boolean")
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}
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/// Returns `true` if current `InputValue` has become `InputValue::Boolean(true)` in this frame
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/// If input has not same type as `InputValue` on previous frame return `Error()`
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pub fn get_just_pressed(&self, action: Action) -> Result<bool, 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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if let InputValue::Boolean(current) = *self.current.get(&action).unwrap() {
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if let InputValue::Boolean(previous) = *self.previous.get(&action).unwrap() {
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return Ok(current && !previous);
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}
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return Err("Previous input is not boolean".into());
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}
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Err("This input is not boolean".into())
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}
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/// Set input value to new
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pub fn forced_set(&mut self, action: Action, value: impl Into<InputValue>) {
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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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let current_input = self.current.get_mut(&action).unwrap();
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*self.previous.get_mut(&action).unwrap() = *current_input;
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*current_input = value.into();
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}
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/// Set input value to new
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/// if it is not the same InputValue type return `Error()`
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pub fn set(
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&mut self,
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action: Action,
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value: impl Into<InputValue>,
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) -> 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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let current_input = self.current.get_mut(&action).unwrap();
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let previos_input = self.previous.get_mut(&action).unwrap();
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// check if enum type is the same ignoring value
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if discriminant(current_input) == discriminant(previos_input) {
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*previos_input = *current_input;
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*current_input = value.into();
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Ok(())
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} else {
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Err("Input type is not the same".into())
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}
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}
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/// Update current inputs
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pub fn forced_update(&mut self, inputs: Inputs) {
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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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/// Update current inputs
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/// if any input is not the same InputValue type return `Error()`
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/// ! remember that it work safely but slow
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pub fn update(&mut self, inputs: Inputs) -> 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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let current_input = self.current.get_mut(action).unwrap();
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let previos_input = self.previous.get_mut(action).unwrap();
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// check if enum type is not the same ignoring value
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if discriminant(current_input) != discriminant(previos_input) {
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return Err("Input type is not the same".into());
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}
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*previos_input = *current_input;
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*current_input = *value;
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}
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Ok(())
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}
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}
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common_traits_conditions! {
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// TODO: it must be a trait
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#[derive(Debug, PartialEq, Clone)]
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pub enum GameState {
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LevelEditor,
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InGame,
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}
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#[derive(Debug, PartialEq, Clone)]
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pub enum InputType {
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Keyboard(KeyCode),
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Mouse(MouseInput),
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// TODO: Gamepad(GamepadButtonType),
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// TODO: Touch screen
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}
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#[derive(Debug, PartialEq, Clone)]
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pub enum MouseInput {
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Button(MouseButton),
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Axis(AxisName),
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Wheel(AxisName)
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// TODO: CursorPosition
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// TODO: TouchPad inputs
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}
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/// Name of axis
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#[derive(Debug, PartialEq, Clone)]
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pub enum AxisName {
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Horizontal,
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Vertical,
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}
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/// Represents a binding that can be changed by the player
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#[derive(Debug, PartialEq, Clone)]
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pub enum OptionsMode {
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/// Represents a binding that cannot be changed as it is crucial to the game logic
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Immutable,
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/// Represents a binding that the player can customize
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Customizable,
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}
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/// Represents the manner in which input is registered
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#[derive(Debug, PartialEq, Clone)]
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pub enum ActivationMode {
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/// Action is triggered when the button is pressed
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Hold,
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/// Action is triggered when the button is pressed
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/// and cannot be triggered again until the button is released
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/// you don't need to release all buttons in chord
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/// you can release only last pressed button
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Tap,
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}
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pub struct ActivationOptions {
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/// Manner in which input is registered
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pub mode: ActivationMode,
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/// Possibility to change this activation mode
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pub option: OptionsMode,
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/// Delay between activation
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pub delay: f32,
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}
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}
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impl Default for ActivationOptions {
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fn default() -> Self {
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Self {
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mode: ActivationMode::Tap, // Because it is more safe
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option: OptionsMode::Immutable,
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delay: 0.05, // 20 times per second; 14 - world record?
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}
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}
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}
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impl ActivationOptions {
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pub fn new(mode: ActivationMode, option: OptionsMode) -> Self {
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Self {
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mode,
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option,
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..Default::default()
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}
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}
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pub fn with_delay(mut self, delay: f32) -> Self {
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self.delay = delay;
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self
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}
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}
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common_traits_conditions! {
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/// Represents a combination of buttons that triggers an action
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#[derive(Debug, PartialEq, Clone)]
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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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}
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#[derive(Debug, PartialEq, Clone)]
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pub enum BindingCondition {
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/// During specific game state
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InGameState(GameState),
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/// Binding is active only if player is in pause menu
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DuringPauseMenu(bool),
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/// Binding is active only if player types text
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ListeningForText(bool),
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}
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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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/// Binding is a combination of buttons that triggers action
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#[derive(Debug, PartialEq, Clone)]
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pub struct Binding {
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pub input: ButtonCombination,
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pub conditions: Vec<BindingCondition>,
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}
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}
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impl From<ButtonCombination> for Binding {
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fn from(input: ButtonCombination) -> Self {
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Binding {
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input,
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conditions: Vec::new(),
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}
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}
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}
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impl Binding {
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pub fn new(input: ButtonCombination) -> Self {
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Self {
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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) -> Self {
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self.conditions.push(condition);
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self
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}
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}
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common_traits_conditions! {
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/// Input value that can be used in game logic
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#[derive(Default, Clone, Copy, PartialEq, Debug)]
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pub enum InputValue {
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#[default]
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Empty,
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Boolean(bool),
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Float(f32),
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}
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}
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impl From<bool> for InputValue {
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fn from(value: bool) -> Self {
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InputValue::Boolean(value)
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}
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}
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impl From<f32> for InputValue {
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fn from(value: f32) -> Self {
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InputValue::Float(value)
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}
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}
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impl From<InputValue> for bool {
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fn from(value: InputValue) -> Self {
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match value {
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InputValue::Boolean(value) => value,
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_ => panic!("InputValue is not boolean"),
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}
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}
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}
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impl From<InputValue> for f32 {
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fn from(value: InputValue) -> Self {
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match value {
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InputValue::Float(value) => value,
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_ => panic!("InputValue is not float"),
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}
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}
|
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}
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impl InputValue {
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pub fn is_empty(&self) -> bool {
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matches!(self, InputValue::Empty)
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}
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pub fn is_boolean(&self) -> bool {
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matches!(self, InputValue::Boolean(_))
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}
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pub fn is_float(&self) -> bool {
|
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matches!(self, InputValue::Float(_))
|
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}
|
||||
|
||||
pub fn as_boolean(&self) -> bool {
|
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match self {
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InputValue::Boolean(value) => *value,
|
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InputValue::Float(value) => *value > 0.0,
|
||||
InputValue::Empty => false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
common_traits_conditions! {
|
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pub struct Bindings {
|
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/// List of bindings for action
|
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list: Vec<Binding>,
|
||||
/// Possibility to change this binding
|
||||
options: OptionsMode,
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for Bindings {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
list: Vec::new(),
|
||||
options: OptionsMode::Immutable,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Bindings {
|
||||
pub fn new(bindings: Vec<Binding>, options: OptionsMode) -> Self {
|
||||
Self {
|
||||
list: bindings,
|
||||
options,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn push(&mut self, binding: Binding) {
|
||||
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) -> 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> {
|
||||
self.list.iter()
|
||||
}
|
||||
|
||||
pub fn iter_mut(
|
||||
&mut self,
|
||||
) -> Result<impl Iterator<Item = &mut Binding>, 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 {
|
||||
pub bindings: Bindings,
|
||||
#[cfg_attr(feature = "serialize", serde(skip))]
|
||||
pub activation: ActivationOptions,
|
||||
}
|
||||
}
|
||||
|
||||
impl BindingConfig {
|
||||
pub fn new(bindings: Bindings, 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(HashMap<Action, BindingConfig>); // TODO: change HashMap to Vec for faster iteration
|
||||
}
|
||||
|
||||
impl Default for Controls {
|
||||
fn default() -> Self {
|
||||
// TODO: default must create empty controls or fill empty / default BindingConfig on any actions
|
||||
let controls = Self(hashmap! {
|
||||
Action::LeverEditorForward => BindingConfig::new(
|
||||
Bindings::new(
|
||||
vec![Binding::from(ButtonCombination::Single(InputType::Keyboard(KeyCode::W))).with_condition(BindingCondition::InGameState(GameState::LevelEditor))],
|
||||
OptionsMode::Customizable,
|
||||
),
|
||||
ActivationOptions::new(ActivationMode::Hold, OptionsMode::Immutable),
|
||||
),
|
||||
Action::LevelEditorBackward => BindingConfig::new(
|
||||
Bindings::new(
|
||||
vec![Binding::from(ButtonCombination::Single(InputType::Keyboard(KeyCode::S))).with_condition(BindingCondition::InGameState(GameState::LevelEditor))],
|
||||
OptionsMode::Customizable,
|
||||
),
|
||||
ActivationOptions::new(ActivationMode::Hold, OptionsMode::Immutable),
|
||||
),
|
||||
Action::LevelEditorLeft => BindingConfig::new(
|
||||
Bindings::new(
|
||||
vec![Binding::from(ButtonCombination::Single(InputType::Keyboard(KeyCode::A))).with_condition(BindingCondition::InGameState(GameState::LevelEditor))],
|
||||
OptionsMode::Customizable,
|
||||
),
|
||||
ActivationOptions::new(ActivationMode::Hold, OptionsMode::Immutable),
|
||||
),
|
||||
Action::LevelEditorRight => BindingConfig::new(
|
||||
Bindings::new(
|
||||
vec![Binding::from(ButtonCombination::Single(InputType::Keyboard(KeyCode::D))).with_condition(BindingCondition::InGameState(GameState::LevelEditor))],
|
||||
OptionsMode::Customizable,
|
||||
),
|
||||
ActivationOptions::new(ActivationMode::Hold, OptionsMode::Immutable),
|
||||
),
|
||||
Action::LevelEditorFly => BindingConfig::new(
|
||||
Bindings::new(
|
||||
vec![Binding::from(ButtonCombination::Single(InputType::Keyboard(KeyCode::Space))).with_condition(BindingCondition::InGameState(GameState::LevelEditor))],
|
||||
OptionsMode::Customizable,
|
||||
),
|
||||
ActivationOptions::new(ActivationMode::Hold, OptionsMode::Customizable),
|
||||
)
|
||||
});
|
||||
|
||||
// If you see this error, you may add new action in menu_actions
|
||||
// or make sure that you have only one MenuAction with the same name in the MenuActions
|
||||
assert!(validate_hash_map(&controls.0));
|
||||
|
||||
controls
|
||||
}
|
||||
}
|
||||
|
||||
impl Controls {
|
||||
/// Returns bindings for action
|
||||
pub fn get(&self, action: Action) -> Option<&BindingConfig> {
|
||||
self.0.get(&action)
|
||||
}
|
||||
|
||||
/// Push new binding for action
|
||||
pub fn push(&mut self, action: Action, binding: Binding) {
|
||||
// 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: Action) {
|
||||
// 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: Action, binding: Binding) {
|
||||
if let Some(config) = self.0.get_mut(&action) {
|
||||
config.bindings.retain(|b| *b == binding);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn iter(&self) -> impl Iterator<Item = (&Action, &BindingConfig)> {
|
||||
self.0.iter()
|
||||
}
|
||||
}
|
||||
+74
@@ -0,0 +1,74 @@
|
||||
/// 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
|
||||
)*
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user