entevsbaer/src/input.rs

109 lines
4.0 KiB
Rust

use std::collections::HashSet;
use bevy::{
input::gamepad::{Gamepad, GamepadAxisType, GamepadButtonType, GamepadEvent, GamepadEventType},
prelude::*,
};
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
pub enum Source {
KeyboardRight,
KeyboardLeft,
Gamepad(Gamepad),
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum Key {
Up,
Down,
Left,
Right,
Jump,
}
const KEYBOARD_KEYS: &[(KeyCode, Source, Key)] = &[
(KeyCode::Up, Source::KeyboardRight, Key::Up),
(KeyCode::Down, Source::KeyboardRight, Key::Down),
(KeyCode::Left, Source::KeyboardRight, Key::Left),
(KeyCode::Right, Source::KeyboardRight, Key::Right),
(KeyCode::Return, Source::KeyboardRight, Key::Jump),
(KeyCode::W, Source::KeyboardLeft, Key::Up),
(KeyCode::S, Source::KeyboardLeft, Key::Down),
(KeyCode::A, Source::KeyboardLeft, Key::Left),
(KeyCode::D, Source::KeyboardLeft, Key::Right),
(KeyCode::Space, Source::KeyboardLeft, Key::Jump),
];
const GAMEPAD_KEYS: &[(GamepadButtonType, Key)] = &[
(GamepadButtonType::DPadUp, Key::Up),
(GamepadButtonType::DPadDown, Key::Down),
(GamepadButtonType::DPadLeft, Key::Left),
(GamepadButtonType::DPadRight, Key::Right),
(GamepadButtonType::South, Key::Jump),
];
#[derive(Default)]
pub struct InputState(pub HashSet<(Source, Key)>);
pub fn setup(mut commands: Commands) {
commands.insert_resource(InputState::default());
}
pub fn handle(
keyboard: Res<Input<KeyCode>>,
mut gamepad_event: EventReader<GamepadEvent>,
mut state: ResMut<InputState>,
) {
// handle keyboard
for (key_code, source, key) in KEYBOARD_KEYS {
if keyboard.pressed(*key_code) {
state.0.insert((source.clone(), *key));
} else {
state.0.remove(&(source.clone(), *key));
}
}
// handle gamepads
for event in gamepad_event.iter() {
match event {
GamepadEvent(gamepad, GamepadEventType::ButtonChanged(button, value)) => {
if let Some((_, key)) = GAMEPAD_KEYS.iter().find(|(button_, _)| {
button == button_
}) {
if *value > 0.01 {
state.0.insert((Source::Gamepad(*gamepad), *key));
} else {
state.0.remove(&(Source::Gamepad(*gamepad), *key));
}
}
}
GamepadEvent(gamepad, GamepadEventType::AxisChanged(GamepadAxisType::DPadX, value)) |
GamepadEvent(gamepad, GamepadEventType::AxisChanged(GamepadAxisType::LeftStickX, value)) => {
if *value < -0.01 {
state.0.insert((Source::Gamepad(*gamepad), Key::Left));
state.0.remove(&(Source::Gamepad(*gamepad), Key::Right));
} else if *value > 0.01 {
state.0.insert((Source::Gamepad(*gamepad), Key::Right));
state.0.remove(&(Source::Gamepad(*gamepad), Key::Left));
} else {
state.0.remove(&(Source::Gamepad(*gamepad), Key::Left));
state.0.remove(&(Source::Gamepad(*gamepad), Key::Right));
}
}
GamepadEvent(gamepad, GamepadEventType::AxisChanged(GamepadAxisType::DPadY, value)) |
GamepadEvent(gamepad, GamepadEventType::AxisChanged(GamepadAxisType::LeftStickY, value)) => {
if *value < -0.01 {
state.0.insert((Source::Gamepad(*gamepad), Key::Down));
state.0.remove(&(Source::Gamepad(*gamepad), Key::Up));
} else if *value > 0.01 {
state.0.insert((Source::Gamepad(*gamepad), Key::Up));
state.0.remove(&(Source::Gamepad(*gamepad), Key::Down));
} else {
state.0.remove(&(Source::Gamepad(*gamepad), Key::Up));
state.0.remove(&(Source::Gamepad(*gamepad), Key::Down));
}
}
_ => {}
}
}
}