style: run cargo fmt

This commit is contained in:
nativerv
2024-02-16 03:49:36 +03:00
parent 1f972d8a5d
commit b88f37457b
6 changed files with 889 additions and 892 deletions
+248 -245
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@@ -1,245 +1,248 @@
use std::hash::Hash;
use bevy_ecs::{schedule::States, system::Resource};
#[cfg(feature = "inspector-egui")]
use bevy_inspector_egui::inspector_options::InspectorOptionsType;
use strum::IntoEnumIterator;
// #[cfg(all(feature = "reflect", feature = "serialize"))]
// use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
#[cfg(feature = "reflect")]
use bevy_reflect::{FromReflect, Reflect, TypePath};
#[cfg(feature = "serialize")]
use serde::{de::DeserializeOwned, Serialize};
use crate::resource::PlayerInputs;
pub trait ActionInner:
'static
+ std::marker::Sync
+ std::marker::Send
+ PartialEq
+ Eq
+ Hash
+ IntoEnumIterator
+ Clone
+ Copy
+ std::fmt::Debug
{
}
pub trait GameStateInner: 'static + std::marker::Sync + std::marker::Send + States + Default + std::fmt::Debug {}
pub trait InputsContainerInner<A: Action>:
'static + std::marker::Sync + std::marker::Send + Resource + Default + std::fmt::Debug
{
/// The method returning an iterator over references to the PlayerInputs.
/// Note: the use of 'a for both the method's lifetime and the returned Iterator's lifetime.
fn iter_inputs<'a>(&'a self) -> Box<dyn Iterator<Item = &'a PlayerInputs<A>> + 'a>;
/// The method returning an player inputs of this client.
fn me<'a>(&'a self) -> Option<&'a PlayerInputs<A>>;
/// The method returning an mutable player inputs of this client.
fn me_mut<'a>(&'a mut self) -> Option<&'a mut PlayerInputs<A>>;
}
#[cfg(feature = "serialize")]
pub trait SerializeImpl: Serialize + DeserializeOwned {}
#[cfg(feature = "reflect")]
pub trait ReflectImpl: Reflect + TypePath + FromReflect {}
#[cfg(feature = "inspector-egui")]
pub trait InspectorEguiImpl: InspectorOptionsType {}
// ===== Action =====
// SAFETY: inspector-egui includes reflect
#[cfg(all(
not(feature = "serialize"),
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait Action: ActionInner {}
#[cfg(all(
feature = "serialize",
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait Action: ActionInner + SerializeImpl {}
#[cfg(all(
not(feature = "serialize"),
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait Action: ActionInner + ReflectImpl {}
#[cfg(all(
feature = "serialize",
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait Action: ActionInner + SerializeImpl + ReflectImpl {}
#[cfg(all(not(feature = "serialize"), feature = "inspector-egui"))]
pub trait Action: ActionInner + ReflectImpl + InspectorEguiImpl {}
#[cfg(all(feature = "serialize", feature = "inspector-egui"))]
pub trait Action: ActionInner + SerializeImpl + ReflectImpl + InspectorEguiImpl {}
// ===== GameState =====
// SAFETY: inspector-egui includes reflect
#[cfg(all(
not(feature = "serialize"),
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait GameState: GameStateInner {}
#[cfg(all(
feature = "serialize",
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait GameState: GameStateInner + SerializeImpl {}
#[cfg(all(
not(feature = "serialize"),
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait GameState: GameStateInner + ReflectImpl {}
#[cfg(all(
feature = "serialize",
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait GameState: GameStateInner + SerializeImpl + ReflectImpl {}
#[cfg(all(not(feature = "serialize"), feature = "inspector-egui"))]
pub trait GameState: GameStateInner + ReflectImpl + InspectorEguiImpl {}
#[cfg(all(feature = "serialize", feature = "inspector-egui"))]
pub trait GameState: GameStateInner + SerializeImpl + ReflectImpl + InspectorEguiImpl {}
// ===== InputsContainer =====
// SAFETY: inspector-egui includes reflect
#[cfg(all(
not(feature = "serialize"),
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait InputsContainer<A: Action>: InputsContainerInner<A> {}
#[cfg(all(
feature = "serialize",
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait InputsContainer<A: Action>: InputsContainerInner<A> + SerializeImpl {}
#[cfg(all(
not(feature = "serialize"),
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait InputsContainer<A: Action>: InputsContainerInner<A> + ReflectImpl {}
#[cfg(all(
feature = "serialize",
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait InputsContainer<A: Action>:
InputsContainerInner<A> + SerializeImpl + ReflectImpl
{
}
#[cfg(all(not(feature = "serialize"), feature = "inspector-egui"))]
pub trait InputsContainer<A: Action>:
InputsContainerInner<A> + ReflectImpl + InspectorEguiImpl
{
}
#[cfg(all(feature = "serialize", feature = "inspector-egui"))]
pub trait InputsContainer<A: Action>:
InputsContainerInner<A> + SerializeImpl + ReflectImpl + InspectorEguiImpl
{
}
// #[cfg(test)]
// mod test {
// use bevy_ecs::{entity::Entity, schedule::States};
// use bevy_utils::{HashMap, prelude::default};
// use strum_macros::EnumIter;
// #[cfg(feature = "serialize")]
// use serde::{Serialize, Deserialize};
// use crate::{hashmap, resource::PlayerInputs, common_traits_conditions};
// common_traits_conditions! {
// #[derive(Debug, Clone, PartialEq)]
// #[cfg_attr(feature = "reflect", reflect(Resource))]
// pub struct Lobby {
// pub me: PlayerId,
// pub players: HashMap<PlayerId, Player>,
// }
// }
// impl Default for Lobby {
// fn default() -> Self {
// Self {
// me: PlayerId::Host,
// players: hashmap! {
// PlayerId::Host => Player::default()
// },
// }
// }
// }
// common_traits_conditions! {
// #[derive(Debug, PartialEq, Eq, Hash, Clone, Copy)]
// pub enum PlayerId {
// /// Host or alone
// Host,
// /// Client
// Client(()),
// }
// #[derive(Default, Debug, PartialEq, Clone)]
// pub struct Player {
// /// Client do not need to know about other clients
// #[cfg_attr(feature = "serialize", serde(skip))]
// pub inputs: PlayerInputs<Action>,
// #[cfg_attr(feature = "serialize", serde(skip))]
// pub entity: Option<Entity>,
// }
// }
// #[derive(Debug, PartialEq, Clone, States, Default, Hash, Eq)]
// pub enum GameState {
// #[default]
// LevelEditor,
// InGame,
// }
// impl super::GameState for GameState {}
// // TODO: it is just plug, it must be a trait
// /// Actions that can be performed by player
// #[derive(PartialEq, Eq, Hash, Clone, Copy, Debug, EnumIter)]
// pub enum Action {
// /// Move forward
// LeverEditorForward,
// /// Move backward
// LevelEditorBackward,
// /// Move left
// LevelEditorLeft,
// /// Move right
// LevelEditorRight,
// LevelEditorFly,
// }
// impl super::Action for Action {}
// }
use std::hash::Hash;
use bevy_ecs::{schedule::States, system::Resource};
#[cfg(feature = "inspector-egui")]
use bevy_inspector_egui::inspector_options::InspectorOptionsType;
use strum::IntoEnumIterator;
// #[cfg(all(feature = "reflect", feature = "serialize"))]
// use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
#[cfg(feature = "reflect")]
use bevy_reflect::{FromReflect, Reflect, TypePath};
#[cfg(feature = "serialize")]
use serde::{de::DeserializeOwned, Serialize};
use crate::resource::PlayerInputs;
pub trait ActionInner:
'static
+ std::marker::Sync
+ std::marker::Send
+ PartialEq
+ Eq
+ Hash
+ IntoEnumIterator
+ Clone
+ Copy
+ std::fmt::Debug
{
}
pub trait GameStateInner:
'static + std::marker::Sync + std::marker::Send + States + Default + std::fmt::Debug
{
}
pub trait InputsContainerInner<A: Action>:
'static + std::marker::Sync + std::marker::Send + Resource + Default + std::fmt::Debug
{
/// The method returning an iterator over references to the PlayerInputs.
/// Note: the use of 'a for both the method's lifetime and the returned Iterator's lifetime.
fn iter_inputs<'a>(&'a self) -> Box<dyn Iterator<Item = &'a PlayerInputs<A>> + 'a>;
/// The method returning an player inputs of this client.
fn me<'a>(&'a self) -> Option<&'a PlayerInputs<A>>;
/// The method returning an mutable player inputs of this client.
fn me_mut<'a>(&'a mut self) -> Option<&'a mut PlayerInputs<A>>;
}
#[cfg(feature = "serialize")]
pub trait SerializeImpl: Serialize + DeserializeOwned {}
#[cfg(feature = "reflect")]
pub trait ReflectImpl: Reflect + TypePath + FromReflect {}
#[cfg(feature = "inspector-egui")]
pub trait InspectorEguiImpl: InspectorOptionsType {}
// ===== Action =====
// SAFETY: inspector-egui includes reflect
#[cfg(all(
not(feature = "serialize"),
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait Action: ActionInner {}
#[cfg(all(
feature = "serialize",
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait Action: ActionInner + SerializeImpl {}
#[cfg(all(
not(feature = "serialize"),
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait Action: ActionInner + ReflectImpl {}
#[cfg(all(
feature = "serialize",
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait Action: ActionInner + SerializeImpl + ReflectImpl {}
#[cfg(all(not(feature = "serialize"), feature = "inspector-egui"))]
pub trait Action: ActionInner + ReflectImpl + InspectorEguiImpl {}
#[cfg(all(feature = "serialize", feature = "inspector-egui"))]
pub trait Action: ActionInner + SerializeImpl + ReflectImpl + InspectorEguiImpl {}
// ===== GameState =====
// SAFETY: inspector-egui includes reflect
#[cfg(all(
not(feature = "serialize"),
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait GameState: GameStateInner {}
#[cfg(all(
feature = "serialize",
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait GameState: GameStateInner + SerializeImpl {}
#[cfg(all(
not(feature = "serialize"),
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait GameState: GameStateInner + ReflectImpl {}
#[cfg(all(
feature = "serialize",
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait GameState: GameStateInner + SerializeImpl + ReflectImpl {}
#[cfg(all(not(feature = "serialize"), feature = "inspector-egui"))]
pub trait GameState: GameStateInner + ReflectImpl + InspectorEguiImpl {}
#[cfg(all(feature = "serialize", feature = "inspector-egui"))]
pub trait GameState: GameStateInner + SerializeImpl + ReflectImpl + InspectorEguiImpl {}
// ===== InputsContainer =====
// SAFETY: inspector-egui includes reflect
#[cfg(all(
not(feature = "serialize"),
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait InputsContainer<A: Action>: InputsContainerInner<A> {}
#[cfg(all(
feature = "serialize",
not(feature = "reflect"),
not(feature = "inspector-egui")
))]
pub trait InputsContainer<A: Action>: InputsContainerInner<A> + SerializeImpl {}
#[cfg(all(
not(feature = "serialize"),
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait InputsContainer<A: Action>: InputsContainerInner<A> + ReflectImpl {}
#[cfg(all(
feature = "serialize",
feature = "reflect",
not(feature = "inspector-egui")
))]
pub trait InputsContainer<A: Action>:
InputsContainerInner<A> + SerializeImpl + ReflectImpl
{
}
#[cfg(all(not(feature = "serialize"), feature = "inspector-egui"))]
pub trait InputsContainer<A: Action>:
InputsContainerInner<A> + ReflectImpl + InspectorEguiImpl
{
}
#[cfg(all(feature = "serialize", feature = "inspector-egui"))]
pub trait InputsContainer<A: Action>:
InputsContainerInner<A> + SerializeImpl + ReflectImpl + InspectorEguiImpl
{
}
// #[cfg(test)]
// mod test {
// use bevy_ecs::{entity::Entity, schedule::States};
// use bevy_utils::{HashMap, prelude::default};
// use strum_macros::EnumIter;
// #[cfg(feature = "serialize")]
// use serde::{Serialize, Deserialize};
// use crate::{hashmap, resource::PlayerInputs, common_traits_conditions};
// common_traits_conditions! {
// #[derive(Debug, Clone, PartialEq)]
// #[cfg_attr(feature = "reflect", reflect(Resource))]
// pub struct Lobby {
// pub me: PlayerId,
// pub players: HashMap<PlayerId, Player>,
// }
// }
// impl Default for Lobby {
// fn default() -> Self {
// Self {
// me: PlayerId::Host,
// players: hashmap! {
// PlayerId::Host => Player::default()
// },
// }
// }
// }
// common_traits_conditions! {
// #[derive(Debug, PartialEq, Eq, Hash, Clone, Copy)]
// pub enum PlayerId {
// /// Host or alone
// Host,
// /// Client
// Client(()),
// }
// #[derive(Default, Debug, PartialEq, Clone)]
// pub struct Player {
// /// Client do not need to know about other clients
// #[cfg_attr(feature = "serialize", serde(skip))]
// pub inputs: PlayerInputs<Action>,
// #[cfg_attr(feature = "serialize", serde(skip))]
// pub entity: Option<Entity>,
// }
// }
// #[derive(Debug, PartialEq, Clone, States, Default, Hash, Eq)]
// pub enum GameState {
// #[default]
// LevelEditor,
// InGame,
// }
// impl super::GameState for GameState {}
// // TODO: it is just plug, it must be a trait
// /// Actions that can be performed by player
// #[derive(PartialEq, Eq, Hash, Clone, Copy, Debug, EnumIter)]
// pub enum Action {
// /// Move forward
// LeverEditorForward,
// /// Move backward
// LevelEditorBackward,
// /// Move left
// LevelEditorLeft,
// /// Move right
// LevelEditorRight,
// LevelEditorFly,
// }
// impl super::Action for Action {}
// }
+2 -2
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@@ -1,6 +1,6 @@
pub mod resource;
pub mod plugin;
pub mod contract;
pub mod plugin;
pub mod resource;
mod util;
pub use util::*;
+247 -260
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@@ -1,260 +1,247 @@
use bevy_app::{Plugin, App, Update};
use bevy_ecs::{system::{Res, ResMut}, schedule::State};
use bevy_input::{Input, keyboard::KeyCode, mouse::MouseButton};
use crate::{resource::*, contract::{Action, GameState, InputsContainer}};
pub struct ControlsPlugin<A, Ic, Gs> {
_action: std::marker::PhantomData<A>,
_inputs_container: std::marker::PhantomData<Ic>,
_game_state: std::marker::PhantomData<Gs>,
}
impl<A, Ic, Gs> Default for ControlsPlugin<A, Ic, Gs> {
fn default() -> Self {
Self {
_action: std::marker::PhantomData,
_inputs_container: std::marker::PhantomData,
_game_state: std::marker::PhantomData,
}
}
}
impl<
A: Action,
Ic: InputsContainer<A>,
Gs: GameState
> Plugin for ControlsPlugin<A, Ic, Gs> {
fn build(&self, app: &mut App) {
app.init_resource::<Controls<A, Gs>>()
.init_resource::<Ic>()
.add_state::<Gs>()
.add_systems(Update, Self::save_input);
#[cfg(feature = "reflect")]
app.register_type::<Controls<A, Gs>>();
}
}
impl<
A: Action,
Ic: InputsContainer<A>,
Gs: GameState
> ControlsPlugin<A, Ic, Gs> {
/// Process all hard inputs and bindings to update [`PlayerInputs`]
fn save_input(
keyboard_input: Res<Input<KeyCode>>,
mouse_input: Res<Input<MouseButton>>,
mut inputs_container: ResMut<Ic>,
controls: Res<Controls<A, Gs>>,
game_state: Res<State<Gs>>,
) {
if let Some(inputs) = inputs_container.me_mut() {
for (action, config) in controls.iter() {
'bindings_loop: for binding in config.bindings.iter() {
for condition in &binding.conditions {
match condition {
BindingCondition::InGameState(state) => {
if *state != *game_state.get() {
continue 'bindings_loop;
}
}
}
}
log::trace!("action binding {:?} {:?} in condition", action, binding);
match &binding.input {
ButtonCombination::Single(button) => match button {
InputType::Keyboard(key) => {
log::trace!("presed?: {:?}", keyboard_input.pressed(*key));
log::trace!("active");
if keyboard_input.pressed(*key) {
inputs.forced_set(*action, true);
break; // when on binding trigered no sence check another
}
inputs.forced_set(*action, false); // FIXME: this is happening on every pass so too frequently
}
InputType::Mouse(input) => {
match input {
MouseInput::Axis(_axis) => {
todo!();
}
MouseInput::Button(button) => {
if !mouse_input
.get_pressed()
.any(|b| b == button)
{
continue 'bindings_loop;
}
}
MouseInput::Wheel(_axis) => {
todo!();
}
}
}
},
ButtonCombination::Chord(buttons) => {
// If any button in chord is not pressed we skip this `binding`
for button in buttons {
match button {
InputType::Keyboard(key) => {
if !keyboard_input.pressed(*key) {
continue 'bindings_loop;
}
}
InputType::Mouse(input) => {
match input {
MouseInput::Axis(_axis) => {
todo!();
}
MouseInput::Button(button) => {
if !mouse_input
.get_pressed()
.any(|b| b == button)
{
continue 'bindings_loop;
}
}
MouseInput::Wheel(_axis) => {
todo!();
}
}
}
}
}
log::trace!("active");
// TODO: should be [`Chord`](ButtonCombination::Chord) only [`Boolean`](InputValue::Boolean) type
inputs.forced_set(*action, true);
break; // when on binding trigered no sence check another
}
}
}
}
} else {
log::error!("cannot find me in inputs container")
}
}
}
// #[cfg(test)]
// mod performance_test {
// use crate::{ util::test::{enable_loggings, measure_time, Times}, resource::PlayerInputs};
// use super::Controls;
// use std::time::Duration;
// /// Test for execution time for [`Controls`] get
// ///
// /// Example:
// /// ```
// /// cargo test --package pih-pah-app --lib --features "dev, ui_egui" -- controls::test::controls_get --exact --nocapture
// /// ```
// #[test]
// fn controls_get() {
// enable_loggings();
// let controls = Controls::default();
// let duration = measure_time(
// || {
// controls.get(Action::LeverEditorForward);
// controls.get(Action::LevelEditorBackward);
// controls.get(Action::LevelEditorLeft);
// controls.get(Action::LevelEditorRight);
// },
// Times::default(),
// );
// log::info!("time: {:?}", duration);
// }
// /// Test for execution speed for [`PlayerInputs`] get
// fn player_inputs_get() -> Duration {
// enable_loggings();
// let inputs = PlayerInputs::default();
// let duration = measure_time(
// || {
// inputs.get(Action::LeverEditorForward);
// inputs.get(Action::LevelEditorBackward);
// inputs.get(Action::LevelEditorLeft);
// inputs.get(Action::LevelEditorRight);
// },
// Times::default(),
// );
// 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(
// || {
// 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);
// }
// }
use bevy_app::{App, Plugin, Update};
use bevy_ecs::{
schedule::State,
system::{Res, ResMut},
};
use bevy_input::{keyboard::KeyCode, mouse::MouseButton, Input};
use crate::{
contract::{Action, GameState, InputsContainer},
resource::*,
};
pub struct ControlsPlugin<A, Ic, Gs> {
_action: std::marker::PhantomData<A>,
_inputs_container: std::marker::PhantomData<Ic>,
_game_state: std::marker::PhantomData<Gs>,
}
impl<A, Ic, Gs> Default for ControlsPlugin<A, Ic, Gs> {
fn default() -> Self {
Self {
_action: std::marker::PhantomData,
_inputs_container: std::marker::PhantomData,
_game_state: std::marker::PhantomData,
}
}
}
impl<A: Action, Ic: InputsContainer<A>, Gs: GameState> Plugin for ControlsPlugin<A, Ic, Gs> {
fn build(&self, app: &mut App) {
app
.init_resource::<Controls<A, Gs>>()
.init_resource::<Ic>()
.add_state::<Gs>()
.add_systems(Update, Self::save_input);
#[cfg(feature = "reflect")]
app.register_type::<Controls<A, Gs>>();
}
}
impl<A: Action, Ic: InputsContainer<A>, Gs: GameState> ControlsPlugin<A, Ic, Gs> {
/// Process all hard inputs and bindings to update [`PlayerInputs`]
fn save_input(
keyboard_input: Res<Input<KeyCode>>,
mouse_input: Res<Input<MouseButton>>,
mut inputs_container: ResMut<Ic>,
controls: Res<Controls<A, Gs>>,
game_state: Res<State<Gs>>,
) {
if let Some(inputs) = inputs_container.me_mut() {
for (action, config) in controls.iter() {
'bindings_loop: for binding in config.bindings.iter() {
for condition in &binding.conditions {
match condition {
BindingCondition::InGameState(state) => {
if *state != *game_state.get() {
continue 'bindings_loop;
}
}
}
}
log::trace!("action binding {:?} {:?} in condition", action, binding);
match &binding.input {
ButtonCombination::Single(button) => match button {
InputType::Keyboard(key) => {
log::trace!("presed?: {:?}", keyboard_input.pressed(*key));
log::trace!("active");
if keyboard_input.pressed(*key) {
inputs.forced_set(*action, true);
break; // when on binding trigered no sence check another
}
inputs.forced_set(*action, false); // FIXME: this is happening on every pass so too frequently
}
InputType::Mouse(input) => match input {
MouseInput::Axis(_axis) => {
todo!();
}
MouseInput::Button(button) => {
if !mouse_input.get_pressed().any(|b| b == button) {
continue 'bindings_loop;
}
}
MouseInput::Wheel(_axis) => {
todo!();
}
},
},
ButtonCombination::Chord(buttons) => {
// If any button in chord is not pressed we skip this `binding`
for button in buttons {
match button {
InputType::Keyboard(key) => {
if !keyboard_input.pressed(*key) {
continue 'bindings_loop;
}
}
InputType::Mouse(input) => match input {
MouseInput::Axis(_axis) => {
todo!();
}
MouseInput::Button(button) => {
if !mouse_input.get_pressed().any(|b| b == button) {
continue 'bindings_loop;
}
}
MouseInput::Wheel(_axis) => {
todo!();
}
},
}
}
log::trace!("active");
// TODO: should be [`Chord`](ButtonCombination::Chord) only [`Boolean`](InputValue::Boolean) type
inputs.forced_set(*action, true);
break; // when on binding trigered no sence check another
}
}
}
}
} else {
log::error!("cannot find me in inputs container")
}
}
}
// #[cfg(test)]
// mod performance_test {
// use crate::{ util::test::{enable_loggings, measure_time, Times}, resource::PlayerInputs};
// use super::Controls;
// use std::time::Duration;
// /// Test for execution time for [`Controls`] get
// ///
// /// Example:
// /// ```
// /// cargo test --package pih-pah-app --lib --features "dev, ui_egui" -- controls::test::controls_get --exact --nocapture
// /// ```
// #[test]
// fn controls_get() {
// enable_loggings();
// let controls = Controls::default();
// let duration = measure_time(
// || {
// controls.get(Action::LeverEditorForward);
// controls.get(Action::LevelEditorBackward);
// controls.get(Action::LevelEditorLeft);
// controls.get(Action::LevelEditorRight);
// },
// Times::default(),
// );
// log::info!("time: {:?}", duration);
// }
// /// Test for execution speed for [`PlayerInputs`] get
// fn player_inputs_get() -> Duration {
// enable_loggings();
// let inputs = PlayerInputs::default();
// let duration = measure_time(
// || {
// inputs.get(Action::LeverEditorForward);
// inputs.get(Action::LevelEditorBackward);
// inputs.get(Action::LevelEditorLeft);
// inputs.get(Action::LevelEditorRight);
// },
// Times::default(),
// );
// 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(
// || {
// 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);
// }
// }
+314 -308
View File
@@ -10,32 +10,35 @@ use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
use bevy_utils::HashMap;
use log::warn;
#[cfg(feature = "serialize")]
use serde::{Deserialize, 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}};
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>,
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;
}
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;
}
for key in all_keys {
if !hash_map.contains_key(&key) {
return false;
}
}
true
true
}
common_traits_conditions! {
@@ -54,143 +57,143 @@ common_traits_conditions! {
}
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(),
),
}
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 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()
}
// TODO
// /// Returns current input value for action
// ///
// /// in any case faster that `get_many` method
// pub fn all_active(&self) -> InputValue {
// *self.current.iter().filter(|a| {a.})
// }
/// 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")
}
// TODO
// /// Returns current input value for action
// ///
// /// in any case faster that `get_many` method
// pub fn all_active(&self) -> InputValue {
// *self.current.iter().filter(|a| {a.})
// }
/// 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()
// TODO this is must be binding option for non axis inputs
/// 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())
}
/// 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")
/// Set input value to new
///
/// notice: not recomended to use if you do not know what do you do
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()`
///
/// notice: not recomended to use if you do not know what do you do
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())
}
}
// TODO this is must be binding option for non axis inputs
/// 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
///
/// notice: not recomended to use if you do not know what do you do
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()`
///
/// notice: not recomended to use if you do not know what do you do
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
///
/// notice: not recomended to use if you do not know what do you do
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
///
/// notice: not recomended to use if you do not know what do you do
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(())
/// Update current inputs
///
/// notice: not recomended to use if you do not know what do you do
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
///
/// notice: not recomended to use if you do not know what do you do
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! {
@@ -251,28 +254,28 @@ common_traits_conditions! {
}
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?
}
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 new(mode: ActivationMode, option: OptionsMode) -> Self {
Self {
mode,
option,
..Default::default()
}
}
pub fn with_delay(mut self, delay: f32) -> Self {
self.delay = delay;
self
}
pub fn with_delay(mut self, delay: f32) -> Self {
self.delay = delay;
self
}
}
common_traits_conditions! {
@@ -303,26 +306,26 @@ common_traits_conditions! {
}
impl<Gs: GameState> From<ButtonCombination> for Binding<Gs> {
fn from(input: ButtonCombination) -> Self {
Binding {
input,
conditions: Vec::new(),
}
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 new(input: ButtonCombination) -> Self {
Self {
input,
conditions: Vec::new(),
}
}
pub fn with_condition(mut self, condition: BindingCondition<Gs>) -> Self {
self.conditions.push(condition);
self
}
pub fn with_condition(mut self, condition: BindingCondition<Gs>) -> Self {
self.conditions.push(condition);
self
}
}
common_traits_conditions! {
@@ -337,55 +340,55 @@ common_traits_conditions! {
}
impl From<bool> for InputValue {
fn from(value: bool) -> Self {
InputValue::Boolean(value)
}
fn from(value: bool) -> Self {
InputValue::Boolean(value)
}
}
impl From<f32> for InputValue {
fn from(value: f32) -> Self {
InputValue::Float(value)
}
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"),
}
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"),
}
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_empty(&self) -> bool {
matches!(self, InputValue::Empty)
}
pub fn is_boolean(&self) -> bool {
matches!(self, InputValue::Boolean(_))
}
pub fn is_boolean(&self) -> bool {
matches!(self, InputValue::Boolean(_))
}
pub fn is_float(&self) -> bool {
matches!(self, InputValue::Float(_))
}
pub fn is_float(&self) -> bool {
matches!(self, InputValue::Float(_))
}
pub fn to_boolean(&self) -> bool {
match self {
InputValue::Boolean(value) => *value,
InputValue::Float(value) => *value > 0.0,
InputValue::Empty => false,
}
pub fn to_boolean(&self) -> bool {
match self {
InputValue::Boolean(value) => *value,
InputValue::Float(value) => *value > 0.0,
InputValue::Empty => false,
}
}
}
common_traits_conditions! {
@@ -400,74 +403,74 @@ common_traits_conditions! {
}
impl<Gs: GameState> Default for Bindings<Gs> {
fn default() -> Self {
Self {
list: Vec::new(),
options: OptionsMode::Immutable,
}
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 new(bindings: Vec<Binding<Gs>>, options: OptionsMode) -> Self {
Self {
list: bindings,
options,
}
}
pub fn force_push(&mut self, binding: Binding<Gs>) {
self.list.push(binding);
}
pub fn force_push(&mut self, binding: Binding<Gs>) {
self.list.push(binding);
}
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 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 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 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(&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 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_customizable(&self) -> bool {
self.options == OptionsMode::Customizable
}
pub fn is_immutable(&self) -> bool {
self.options == OptionsMode::Immutable
}
pub fn is_immutable(&self) -> bool {
self.options == OptionsMode::Immutable
}
}
common_traits_conditions! {
@@ -483,12 +486,12 @@ common_traits_conditions! {
}
impl<Gs: GameState> BindingConfig<Gs> {
pub fn new(bindings: Bindings<Gs>, activation: ActivationOptions) -> Self {
Self {
bindings,
activation,
}
pub fn new(bindings: Bindings<Gs>, activation: ActivationOptions) -> Self {
Self {
bindings,
activation,
}
}
}
common_traits_conditions! {
@@ -504,67 +507,70 @@ common_traits_conditions! {
}
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 mut controls = HashMap::new();
fn default() -> Self {
// TODO: default must create empty controls or fill empty / default BindingConfig on any actions
let mut controls = HashMap::new();
for key in A::iter() {
controls.insert(key, BindingConfig::default());
}
// 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));
Self(controls)
for key in A::iter() {
controls.insert(key, BindingConfig::default());
}
// 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));
Self(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)
}
/// Returns bindings for action
pub fn get(&self, action: A) -> Option<&BindingConfig<Gs>> {
self.0.get(&action)
}
/// Forced push new binding for action
pub fn force_push(&mut self, action: A, binding: Binding<Gs>) {
// TODO: warning if config is not exist yet
// TODO: interface for [`ActivationOptions`]
self.0
.entry(action)
.or_insert_with(BindingConfig::default)
.bindings
.force_push(binding);
}
/// Forced push new binding for action
pub fn force_push(&mut self, action: A, binding: Binding<Gs>) {
// TODO: warning if config is not exist yet
// TODO: interface for [`ActivationOptions`]
self
.0
.entry(action)
.or_insert_with(BindingConfig::default)
.bindings
.force_push(binding);
}
/// Push new binding for action
pub fn push(&mut self, action: A, binding: Binding<Gs>) {
// TODO: warning if config is not exist yet
// TODO: interface for [`ActivationOptions`]
self.0
.entry(action)
.or_insert_with(BindingConfig::default)
.bindings
.push(binding);
}
/// Push new binding for action
pub fn push(&mut self, action: A, binding: Binding<Gs>) {
// TODO: warning if config is not exist yet
// TODO: interface for [`ActivationOptions`]
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();
}
/// 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 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()
}
pub fn iter(&self) -> impl Iterator<Item = (&A, &BindingConfig<Gs>)> {
self.0.iter()
}
}
+77 -77
View File
@@ -75,105 +75,105 @@ macro_rules! common_traits_conditions {
#[cfg(test)]
pub mod test {
use std::time::{Duration, Instant};
use std::time::{Duration, Instant};
use bevy_derive::{Deref, DerefMut};
use log::Level;
use bevy_derive::{Deref, DerefMut};
use log::Level;
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Deref, DerefMut)]
pub struct Times(u64);
#[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<u64> for Times {
fn into(self) -> u64 {
self.0
}
}
impl Into<usize> for Times {
fn into(self) -> usize {
self.0 as usize
}
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<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 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<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<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<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 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)
}
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;
/// 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),
};
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()
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()
}
}