Merge branch 'feature/input-actions' into 'main'
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commit
988fd6bf42
|
@ -1,8 +1,9 @@
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|||
use lyra_engine::{math::{self, Vec3}, ecs::{World, components::{transform::TransformComponent, camera::CameraComponent, model::ModelComponent, DeltaTime}, EventQueue, SimpleSystem, Component, Criteria, CriteriaSchedule, BatchedSystem}, math::Transform, input::{KeyCode, InputButtons, MouseMotion}, game::Game, plugin::Plugin, render::window::{CursorGrabMode, WindowOptions}, change_tracker::Ct};
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use lyra_engine::{math::{self, Vec3}, ecs::{World, components::{transform::TransformComponent, camera::CameraComponent, model::ModelComponent, DeltaTime}, EventQueue, SimpleSystem, Component, Criteria, CriteriaSchedule, BatchedSystem}, math::Transform, input::{KeyCode, InputButtons, MouseMotion, ActionHandler, Layout, Action, ActionKind, LayoutId, ActionMapping, Binding, ActionSource, ActionMappingId, InputActionPlugin, ActionState}, game::Game, plugin::Plugin, render::window::{CursorGrabMode, WindowOptions}, change_tracker::Ct};
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use lyra_engine::assets::{ResourceManager, Model};
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mod free_fly_camera;
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use free_fly_camera::{FreeFlyCameraPlugin, FreeFlyCamera};
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use tracing::debug;
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struct FixedTimestep {
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max_tps: u32,
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@ -127,10 +128,47 @@ async fn main() {
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game.with_system("fixed", sys, &[]);
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fps_plugin(game);
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};
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let action_handler_plugin = |game: &mut Game| {
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let action_handler = ActionHandler::new()
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.add_layout(LayoutId::from(0))
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.add_action("forward_backward", Action::new(ActionKind::Button))
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.add_action("left_right", Action::new(ActionKind::Button))
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.add_mapping(ActionMapping::new(LayoutId::from(0), ActionMappingId::from(0))
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.bind("forward_backward", &[
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ActionSource::Keyboard(KeyCode::W).into_binding_modifier(1.0),
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ActionSource::Keyboard(KeyCode::S).into_binding_modifier(-1.0)
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])
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.bind("left_right", &[
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ActionSource::Keyboard(KeyCode::A).into_binding_modifier(1.0),
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ActionSource::Keyboard(KeyCode::D).into_binding_modifier(-1.0)
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])
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.finish()
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);
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let test_system = |world: &mut World| -> anyhow::Result<()> {
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let handler = world.get_resource::<ActionHandler>().unwrap();
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if let Some(alpha) = handler.get_pressed_modifier("forward_backward") {
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debug!("'forward_backward': {alpha}");
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}
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if let Some(alpha) = handler.get_pressed_modifier("left_right") {
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debug!("'left_right': {alpha}");
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}
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Ok(())
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};
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game.world().insert_resource(action_handler);
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game.with_plugin(InputActionPlugin);
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game.with_system("test_actions", test_system, &[]);
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};
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Game::initialize().await
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.with_plugin(lyra_engine::DefaultPlugins)
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.with_startup_system(setup_sys)
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.with_plugin(action_handler_plugin)
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//.with_plugin(fps_plugin)
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.with_plugin(jiggle_plugin)
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.with_plugin(FreeFlyCameraPlugin)
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|
|
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@ -12,7 +12,7 @@ use tracing_subscriber::{
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use winit::{window::{WindowBuilder, Window}, event::{Event, WindowEvent, KeyboardInput, ElementState, VirtualKeyCode, DeviceEvent}, event_loop::{EventLoop, ControlFlow}};
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use crate::{render::{renderer::{Renderer, BasicRenderer}, window::WindowOptions}, input_event::InputEvent, ecs::{SimpleSystem, SystemDispatcher, EventQueue, Events}, plugin::Plugin, change_tracker::Ct};
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use crate::{render::{renderer::{Renderer, BasicRenderer}, window::WindowOptions}, input::InputEvent, ecs::{SimpleSystem, SystemDispatcher, EventQueue, Events}, plugin::Plugin, change_tracker::Ct};
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pub struct Controls<'a> {
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pub world: &'a mut edict::World,
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|
|
351
src/input.rs
351
src/input.rs
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@ -1,351 +0,0 @@
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use std::{collections::{HashMap, hash_map::DefaultHasher}, hash::{Hash, Hasher}};
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use glam::Vec2;
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use tracing::debug;
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use winit::event::{ElementState, MouseScrollDelta};
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use crate::{ecs::{SimpleSystem, EventQueue}, input_event::InputEvent, plugin::Plugin,};
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pub type KeyCode = winit::event::VirtualKeyCode;
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#[derive(Copy, Clone, Eq, PartialEq, PartialOrd, Ord, Hash)]
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pub enum ButtonEvent<T: Clone + Hash + Eq + PartialEq + 'static> {
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Pressed(T),
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Released(T),
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JustPressed(T),
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}
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impl<T: Clone + Hash + Eq + PartialEq + 'static> ButtonEvent<T> {
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fn take_val(self) -> T {
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match self {
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ButtonEvent::Pressed(t) => t,
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ButtonEvent::JustPressed(t) => t,
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ButtonEvent::Released(t) => t,
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}
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}
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fn clone_val(&self) -> T {
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self.clone().take_val()
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}
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}
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#[derive(Clone, Debug, PartialEq)]
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pub struct MouseMotion {
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pub delta: Vec2,
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}
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#[derive(Clone, Debug, PartialEq)]
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pub struct MouseWheel {
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pub delta: Vec2,
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}
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#[derive(Clone, Debug, PartialEq)]
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pub struct MouseExact {
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pub pos: Vec2,
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}
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#[derive(Clone, Copy, Debug, PartialEq, Hash)]
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pub enum TouchPhase {
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Started,
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Moved,
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Ended,
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Cancelled,
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}
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impl From<winit::event::TouchPhase> for TouchPhase {
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fn from(value: winit::event::TouchPhase) -> Self {
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match value {
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winit::event::TouchPhase::Started => TouchPhase::Started,
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winit::event::TouchPhase::Moved => TouchPhase::Moved,
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winit::event::TouchPhase::Ended => TouchPhase::Ended,
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winit::event::TouchPhase::Cancelled => TouchPhase::Cancelled,
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}
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}
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}
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/// Translated `Force` from `winit` crate
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#[derive(Clone, Debug, PartialEq)]
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pub enum Force {
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Calibrated {
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force: f64,
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max_possible_force: f64,
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altitude_angle: Option<f64>,
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},
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Normalized(f64),
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}
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impl From<winit::event::Force> for Force {
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fn from(value: winit::event::Force) -> Self {
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match value {
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winit::event::Force::Calibrated { force, max_possible_force, altitude_angle } => Self::Calibrated { force, max_possible_force, altitude_angle },
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winit::event::Force::Normalized(v) => Self::Normalized(v),
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}
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}
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}
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/// Translated `WindowEvent::Touch` from `winit` crate
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#[derive(Clone, Debug, PartialEq)]
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pub struct Touch {
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pub phase: TouchPhase,
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pub location: Vec2,
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pub force: Option<Force>,
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pub finger_id: u64,
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}
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#[derive(Clone, Debug, PartialEq)]
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pub struct Touches {
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pub touches: Vec<Touch>,
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}
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impl Default for Touches {
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fn default() -> Self {
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Self::new()
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}
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}
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|
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impl Touches {
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pub fn new() -> Self {
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Self {
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touches: Vec::new()
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}
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}
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}
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/// A mouse button event
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///
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/// Translated `WindowEvent::MouseButton` from `winit` crate
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#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)]
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pub enum MouseButton {
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Left,
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Right,
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Middle,
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Other(u16),
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}
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#[derive(Clone, Debug, PartialEq)]
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pub enum MouseScrollUnit {
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Line(Vec2),
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Pixel(Vec2)
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}
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#[derive(Clone, Debug, PartialEq)]
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pub struct MouseScroll {
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pub unit: MouseScrollUnit,
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}
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#[derive(Clone, Debug, Eq, PartialEq)]
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pub struct CursorEnteredWindow;
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#[derive(Clone, Debug, Eq, PartialEq)]
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pub struct CursorLeftWindow;
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#[derive(Clone)]
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pub struct InputButtons<T: Clone + Hash + Eq + PartialEq + 'static> {
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// the u64 as the key is the hashed value of T. this makes it easier to
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// search for a button and see its state
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button_events: HashMap<u64, ButtonEvent<T>>,
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}
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impl<T: Clone + Hash + Eq + PartialEq + 'static> Default for InputButtons<T> {
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fn default() -> Self {
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Self::new()
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}
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}
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impl<T: Clone + Hash + Eq + PartialEq + 'static> InputButtons<T> {
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pub fn new() -> Self {
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Self {
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button_events: HashMap::new(),
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}
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}
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fn get_button_hash(button: &T) -> u64 {
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let mut hasher = DefaultHasher::new();
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button.hash(&mut hasher);
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hasher.finish()
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}
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/// Add a button event to this input type
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pub fn add_input(&mut self, button: ButtonEvent<T>) {
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let hash = Self::get_button_hash(&button.clone_val());
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self.button_events.insert(hash, button);
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}
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pub(crate) fn add_input_from_winit(&mut self, button: T, state: ElementState) {
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let event = match state {
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ElementState::Pressed if self.is_pressed(button.clone()) => ButtonEvent::Pressed(button),
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ElementState::Pressed => ButtonEvent::JustPressed(button),
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ElementState::Released => ButtonEvent::Released(button),
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};
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self.add_input(event);
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}
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/// Returns true if the button is pressed (or was just pressed)
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pub fn is_pressed(&self, button: T) -> bool
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{
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let hash = Self::get_button_hash(&button);
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match self.button_events.get(&hash) {
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Some(button_event) => match button_event {
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// this if statement should always be true, but just in case ;)
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ButtonEvent::Pressed(b) | ButtonEvent::JustPressed(b) if button == *b => true,
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_ => false,
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},
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None => false
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}
|
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}
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|
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/// Returns true if the button was just pressed this tick
|
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pub fn was_just_pressed(&self, button: T) -> bool {
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let hash = Self::get_button_hash(&button);
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match self.button_events.get(&hash) {
|
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Some(button_event) => match button_event {
|
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// this if statement should always be true, but just in case ;)
|
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ButtonEvent::JustPressed(b) if button == *b => true,
|
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_ => false,
|
||||
},
|
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None => false
|
||||
}
|
||||
}
|
||||
}
|
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|
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trait InputStorage {
|
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fn update_just_pressed(&mut self);
|
||||
}
|
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|
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impl<T: Clone + Hash + Eq + PartialEq + 'static> InputStorage for InputButtons<T> {
|
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fn update_just_pressed(&mut self) {
|
||||
self.button_events.retain(|_hash, button| {
|
||||
match button {
|
||||
// remove released, no need to keep those around.
|
||||
ButtonEvent::Released(_) => {
|
||||
return false;
|
||||
},
|
||||
ButtonEvent::JustPressed(b) => {
|
||||
*button = ButtonEvent::Pressed(b.clone());
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
true
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct InputSystem;
|
||||
|
||||
impl InputSystem {
|
||||
pub fn update(&mut self, event: &InputEvent, world: &mut edict::World) -> bool {
|
||||
let event_queue = world.get_resource_mut::<EventQueue>();
|
||||
if event_queue.is_none() {
|
||||
return false;
|
||||
}
|
||||
let mut event_queue = event_queue.unwrap();
|
||||
|
||||
match event {
|
||||
InputEvent::KeyboardInput { input, .. } => {
|
||||
if let Some(code) = input.virtual_keycode {
|
||||
drop(event_queue);
|
||||
let e = world.with_resource(InputButtons::<KeyCode>::new);
|
||||
//let mut e = with_resource_mut(world, || InputButtons::<KeyCode>::new());
|
||||
e.add_input_from_winit(code, input.state);
|
||||
}
|
||||
},
|
||||
InputEvent::MouseMotion { delta, .. } => {
|
||||
let delta = MouseMotion {
|
||||
delta: Vec2::new(delta.0 as f32, delta.1 as f32)
|
||||
};
|
||||
|
||||
event_queue.trigger_event(delta);
|
||||
},
|
||||
InputEvent::CursorMoved { position, .. } => {
|
||||
let exact = MouseExact {
|
||||
pos: Vec2::new(position.x as f32, position.y as f32)
|
||||
};
|
||||
|
||||
event_queue.trigger_event(exact);
|
||||
},
|
||||
InputEvent::CursorEntered { .. } => {
|
||||
let event = CursorEnteredWindow {};
|
||||
event_queue.trigger_event(event);
|
||||
},
|
||||
InputEvent::CursorLeft { .. } => {
|
||||
let event = CursorLeftWindow {};
|
||||
event_queue.trigger_event(event);
|
||||
},
|
||||
InputEvent::MouseWheel { delta, .. } => {
|
||||
let event = match delta {
|
||||
MouseScrollDelta::LineDelta(x, y) => MouseScroll {
|
||||
unit: MouseScrollUnit::Line(Vec2::new(*x, *y)),
|
||||
},
|
||||
MouseScrollDelta::PixelDelta(delta) => MouseScroll {
|
||||
unit: MouseScrollUnit::Pixel(Vec2::new(delta.x as f32, delta.y as f32)),
|
||||
},
|
||||
};
|
||||
|
||||
event_queue.trigger_event(event);
|
||||
}, //MouseButton
|
||||
InputEvent::MouseInput { button, state, .. } => {
|
||||
let button_event = match button {
|
||||
winit::event::MouseButton::Left => MouseButton::Left,
|
||||
winit::event::MouseButton::Right => MouseButton::Right,
|
||||
winit::event::MouseButton::Middle => MouseButton::Middle,
|
||||
winit::event::MouseButton::Other(v) => MouseButton::Other(*v),
|
||||
};
|
||||
|
||||
event_queue.trigger_event(button_event);
|
||||
drop(event_queue);
|
||||
|
||||
let e = world.with_resource(InputButtons::<MouseButton>::new);
|
||||
e.add_input_from_winit(button_event, *state);
|
||||
},
|
||||
InputEvent::Touch(t) => {
|
||||
drop(event_queue);
|
||||
|
||||
let touch = Touch {
|
||||
phase: TouchPhase::from(t.phase),
|
||||
location: Vec2::new(t.location.x as f32, t.location.y as f32),
|
||||
force: t.force.map(Force::from),
|
||||
finger_id: t.id,
|
||||
};
|
||||
|
||||
let touches = world.with_resource(Touches::new);
|
||||
touches.touches.push(touch);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
impl SimpleSystem for InputSystem {
|
||||
fn execute_mut(&mut self, world: &mut edict::World) -> anyhow::Result<()> {
|
||||
let queue = world.get_resource_mut::<EventQueue>()
|
||||
.and_then(|q| q.read_events::<InputEvent>());
|
||||
|
||||
if queue.is_none() {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
let mut events = queue.unwrap();
|
||||
|
||||
while let Some(event) = events.pop_front() {
|
||||
self.update(&event, world);
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
/// Plugin that runs InputSystem
|
||||
#[derive(Default)]
|
||||
pub struct InputPlugin;
|
||||
|
||||
impl Plugin for InputPlugin {
|
||||
fn setup(&self, game: &mut crate::game::Game) {
|
||||
game.with_system("input", InputSystem, &[]);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,429 @@
|
|||
use std::{collections::HashMap, cell::RefCell, borrow::BorrowMut, ops::Deref};
|
||||
|
||||
use edict::{action, World};
|
||||
|
||||
use crate::{castable_any::CastableAny, plugin::Plugin};
|
||||
|
||||
use super::{Button, KeyCode, InputButtons};
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
|
||||
enum GamepadFormat {
|
||||
DualAxis,
|
||||
Joystick,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
|
||||
enum GamepadButton {
|
||||
FaceBottom,
|
||||
FaceLeft,
|
||||
FaceRight,
|
||||
FaceTop,
|
||||
VirtualConfirm,
|
||||
VirtualDeny,
|
||||
LThumbstick,
|
||||
RThumbstick,
|
||||
DPadUp,
|
||||
DPadDown,
|
||||
DPadLeft,
|
||||
DPadRight,
|
||||
LShoulder,
|
||||
RShoulder,
|
||||
LTrigger,
|
||||
RTrigger,
|
||||
Special,
|
||||
LSpecial,
|
||||
RSpecial,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
|
||||
enum GamepadAxis {
|
||||
LThumbstickX,
|
||||
LThumbstickY,
|
||||
RThumbstickX,
|
||||
RThumbstickY,
|
||||
LTrigger,
|
||||
RTrigger,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
|
||||
enum GamepadInput {
|
||||
Button(GamepadButton),
|
||||
Axis(GamepadAxis),
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
|
||||
pub enum ActionSource {
|
||||
Keyboard(KeyCode),
|
||||
Gamepad(GamepadFormat, GamepadInput),
|
||||
}
|
||||
|
||||
impl ActionSource {
|
||||
/// Convert this Source into a Binding. Uses a default Binding modifier value of `1.0`.
|
||||
pub fn into_binding(self) -> Binding {
|
||||
Binding::from_source(self)
|
||||
}
|
||||
|
||||
/// Convert this Source into a Binding, setting the modifier.
|
||||
pub fn into_binding_modifier(self, modifier: f32) -> Binding {
|
||||
Binding::from_source_modifier(self, modifier)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct Binding {
|
||||
pub source: ActionSource,
|
||||
pub modifier: f32,
|
||||
}
|
||||
|
||||
impl Binding {
|
||||
/// Create a binding from a Source. Uses a default value of `1.0` as the modifier.
|
||||
pub fn from_source(source: ActionSource) -> Self {
|
||||
Self {
|
||||
source,
|
||||
modifier: 1.0,
|
||||
}
|
||||
}
|
||||
|
||||
/// Create a binding from a Source, with a modifier
|
||||
pub fn from_source_modifier(source: ActionSource, modifier: f32) -> Self {
|
||||
Self {
|
||||
source,
|
||||
modifier,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub enum ActionState {
|
||||
/// No input is being given by the user for the button/axis.
|
||||
Idle,
|
||||
/// The button is pressed
|
||||
Pressed(f32),
|
||||
/// The button was just pressed
|
||||
JustPressed(f32),
|
||||
/// The button was just released
|
||||
JustReleased,
|
||||
|
||||
//Released,
|
||||
/// The axis moved
|
||||
Axis(f32),
|
||||
/// Some other state with a modifier
|
||||
Other(f32),
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
|
||||
pub enum ActionKind {
|
||||
Button,
|
||||
Axis
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct Action {
|
||||
pub kind: ActionKind,
|
||||
pub state: ActionState,
|
||||
}
|
||||
|
||||
impl Action {
|
||||
pub fn new(kind: ActionKind) -> Self {
|
||||
Self {
|
||||
kind,
|
||||
state: ActionState::Idle,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
|
||||
pub struct LayoutId(u32);
|
||||
|
||||
impl From<u32> for LayoutId {
|
||||
fn from(value: u32) -> Self {
|
||||
Self(value)
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for LayoutId {
|
||||
fn default() -> Self {
|
||||
Self(0)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct Layout {
|
||||
mappings: HashMap<ActionMappingId, ActionMapping>,
|
||||
active_mapping: ActionMappingId,
|
||||
}
|
||||
|
||||
impl Layout {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
mappings: HashMap::new(),
|
||||
active_mapping: Default::default(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn add_mapping(&mut self, mapping: ActionMapping) -> &mut Self {
|
||||
self.mappings.insert(mapping.id, mapping);
|
||||
|
||||
self
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
|
||||
pub struct ActionMappingId(u32);
|
||||
|
||||
impl From<u32> for ActionMappingId {
|
||||
fn from(value: u32) -> Self {
|
||||
Self(value)
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for ActionMappingId {
|
||||
fn default() -> Self {
|
||||
Self(0)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct ActionMapping {
|
||||
layout: LayoutId,
|
||||
id: ActionMappingId,
|
||||
action_binds: HashMap<String, Vec<Binding>>,
|
||||
}
|
||||
|
||||
impl ActionMapping {
|
||||
pub fn new(layout: LayoutId, id: ActionMappingId) -> Self {
|
||||
Self {
|
||||
layout,
|
||||
id,
|
||||
action_binds: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates a binding for the action.
|
||||
///
|
||||
/// If the action is not in this layout, this will panic!
|
||||
///
|
||||
/// Parameters:
|
||||
/// * `action_label` - The label corresponding to the action in this Layout.
|
||||
/// * `bind` - The Binding to add to the Action.
|
||||
pub fn bind(mut self, action_label: &str, bindings: &[Binding]) -> Self {
|
||||
let mut bindings = bindings.to_vec();
|
||||
|
||||
let action_binds = self.action_binds.entry(action_label.to_string())
|
||||
.or_insert_with(|| Vec::new());
|
||||
action_binds.append(&mut bindings);
|
||||
|
||||
self
|
||||
}
|
||||
|
||||
/// Creates multiple binding for the action.
|
||||
///
|
||||
/// If the action is not in this layout, this will panic!
|
||||
///
|
||||
/// Parameters:
|
||||
/// * `action_label` - The label corresponding to the action in this Layout.
|
||||
/// * `bindings` - The list of Bindings to add to the Action.
|
||||
/* pub fn add_bindings(&mut self, action_label: String, bindings: &[Binding]) -> &mut Self {
|
||||
let mut bindings = bindings.to_vec();
|
||||
let action_binds = self.action_binds.entry(action_label)
|
||||
.or_insert_with(|| Vec::new());
|
||||
action_binds.append(&mut bindings);
|
||||
|
||||
self
|
||||
} */
|
||||
|
||||
pub fn finish(self) -> Self {
|
||||
self
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct ActionHandler {
|
||||
pub actions: HashMap<String, Action>,
|
||||
pub layouts: HashMap<LayoutId, Layout>,
|
||||
pub current_layout: LayoutId,
|
||||
pub current_mapping: ActionMappingId,
|
||||
}
|
||||
|
||||
impl ActionHandler {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
actions: HashMap::new(),
|
||||
layouts: HashMap::new(),
|
||||
current_layout: LayoutId::default(),
|
||||
current_mapping: ActionMappingId::default(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn add_layout(mut self, id: LayoutId) -> Self {
|
||||
self.layouts.insert(id, Layout::new());
|
||||
|
||||
self
|
||||
}
|
||||
|
||||
pub fn add_action(mut self, label: &str, action: Action) -> Self {
|
||||
/* let layout = self.layouts.get_mut(&layout_id).unwrap();
|
||||
layout.actions.insert(label.to_string(), action); */
|
||||
self.actions.insert(label.to_string(), action);
|
||||
|
||||
self
|
||||
}
|
||||
|
||||
pub fn add_mapping(mut self, mapping: ActionMapping) -> Self {
|
||||
let layout = self.layouts.get_mut(&mapping.layout).unwrap();
|
||||
layout.add_mapping(mapping);
|
||||
|
||||
self
|
||||
}
|
||||
|
||||
/// Returns true if the action is pressed (or was just pressed).
|
||||
///
|
||||
/// This will panic if the action name does not correspond to an action.
|
||||
pub fn is_action_pressed(&self, action_name: &str) -> bool {
|
||||
let action = self.actions.get(action_name)
|
||||
.expect(&format!("Action {action_name} was not found"));
|
||||
|
||||
match action.state {
|
||||
ActionState::Pressed(_) | ActionState::JustPressed(_) => true,
|
||||
_ => false
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns true if the action was just pressed.
|
||||
///
|
||||
/// This will panic if the action name does not correspond to an action.
|
||||
pub fn was_action_just_pressed(&self, action_name: &str) -> bool {
|
||||
let action = self.actions.get(action_name)
|
||||
.expect(&format!("Action {action_name} was not found"));
|
||||
|
||||
match action.state {
|
||||
ActionState::JustPressed(_) => true,
|
||||
_ => false
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns true if the action was just released.
|
||||
///
|
||||
/// This will panic if the action name does not correspond to an action.
|
||||
pub fn was_action_just_released(&self, action_name: &str) -> bool {
|
||||
let action = self.actions.get(action_name)
|
||||
.expect(&format!("Action {action_name} was not found"));
|
||||
|
||||
match action.state {
|
||||
ActionState::JustReleased => true,
|
||||
_ => false
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns an action's state.
|
||||
///
|
||||
/// This will panic if the action name does not correspond to an action.
|
||||
pub fn get_action_state(&self, action_name: &str) -> ActionState {
|
||||
let action = self.actions.get(action_name)
|
||||
.expect(&format!("Action {action_name} was not found"));
|
||||
|
||||
action.state
|
||||
}
|
||||
|
||||
/// Returns the action's modifier if it is pressed (or was just pressed).
|
||||
/// Returns `None` if the action's state is not `ActionState::Pressed` or `ActionState::JustPressed`.
|
||||
///
|
||||
/// This will panic if the action name does not correspond to an action.
|
||||
pub fn get_pressed_modifier(&self, action_name: &str) -> Option<f32> {
|
||||
let action = self.actions.get(action_name)
|
||||
.expect(&format!("Action {action_name} was not found"));
|
||||
|
||||
match action.state {
|
||||
ActionState::Pressed(v) | ActionState::JustPressed(v) => Some(v),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the action's modifier if it was just pressed.
|
||||
/// Returns `None` if the action's state is not `ActionState::JustPressed`.
|
||||
///
|
||||
/// This will panic if the action name does not correspond to an action.
|
||||
pub fn get_just_pressed_modifier(&self, action_name: &str) -> Option<f32> {
|
||||
let action = self.actions.get(action_name)
|
||||
.expect(&format!("Action {action_name} was not found"));
|
||||
|
||||
match action.state {
|
||||
ActionState::JustPressed(v) => Some(v),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the action's modifier if its an updated axis.
|
||||
/// Returns `None` if the action's state is not `ActionState::Axis`.
|
||||
///
|
||||
/// This will panic if the action name does not correspond to an action.
|
||||
pub fn get_axis_modifier(&self, action_name: &str) -> Option<f32> {
|
||||
let action = self.actions.get(action_name)
|
||||
.expect(&format!("Action {action_name} was not found"));
|
||||
|
||||
match action.state {
|
||||
ActionState::Axis(v) => Some(v),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn actions_system(world: &mut World) -> anyhow::Result<()> {
|
||||
let keys = world.get_resource::<InputButtons<KeyCode>>()
|
||||
.map(|r| r.deref().clone());
|
||||
|
||||
if let Some(keys) = keys {
|
||||
let mut handler = world.get_resource_mut::<ActionHandler>()
|
||||
.expect("No Input Action handler was created in the world!");
|
||||
|
||||
//handler
|
||||
let layout = handler.layouts.get(&handler.current_layout).expect("No active layout");
|
||||
let mapping = layout.mappings.get(&layout.active_mapping).expect("No active mapping");
|
||||
|
||||
for (action_name, binds) in mapping.action_binds.clone().iter() { // TODO: dont clone
|
||||
let mut new_state = None;
|
||||
|
||||
for bind in binds.iter() {
|
||||
match bind.source {
|
||||
ActionSource::Keyboard(key) => {
|
||||
// JustPressed needs to be first, since is_pressed includes buttons that
|
||||
// were just pressed.
|
||||
if keys.was_just_pressed(key) {
|
||||
new_state = Some(ActionState::JustPressed(bind.modifier));
|
||||
} else if keys.is_pressed(key) {
|
||||
new_state = Some(ActionState::Pressed(bind.modifier));
|
||||
}
|
||||
},
|
||||
ActionSource::Gamepad(_, _) => todo!(),
|
||||
}
|
||||
}
|
||||
|
||||
let action = handler.actions.get_mut(action_name).expect("Action name for binding is invalid!");
|
||||
|
||||
if let Some(new_state) = new_state {
|
||||
action.state = new_state;
|
||||
} else {
|
||||
match action.state {
|
||||
ActionState::Idle => {},
|
||||
//ActionState::Pressed(_) => todo!(),
|
||||
//ActionState::JustPressed(_) => todo!(),
|
||||
ActionState::JustReleased => action.state = ActionState::Idle,
|
||||
//ActionState::Released => action.state = ActionState::I,
|
||||
_ => action.state = ActionState::JustReleased,
|
||||
}
|
||||
//action.state = ActionState::JustReleased;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
#[derive(Default, Clone, Copy)]
|
||||
pub struct InputActionPlugin;
|
||||
|
||||
impl Plugin for InputActionPlugin {
|
||||
fn setup(&self, game: &mut crate::game::Game) {
|
||||
game.with_system("input_actions", actions_system, &[]);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,103 @@
|
|||
use std::{hash::{Hash, Hasher}, collections::{HashMap, hash_map::DefaultHasher}};
|
||||
|
||||
use winit::event::ElementState;
|
||||
|
||||
//pub trait Button : Clone + Hash + Eq + PartialEq + 'static {}
|
||||
/* pub trait Button {}
|
||||
impl<T: Clone + Hash + Eq + PartialEq + 'static> Button for T {} */
|
||||
|
||||
pub trait Button = Clone + Hash + Eq + PartialEq + 'static;
|
||||
|
||||
#[derive(Copy, Clone, Eq, PartialEq, PartialOrd, Ord, Hash)]
|
||||
pub enum ButtonEvent<T: Button> {
|
||||
Pressed(T),
|
||||
Released(T),
|
||||
JustPressed(T),
|
||||
}
|
||||
|
||||
impl<T: Button> ButtonEvent<T> {
|
||||
fn take_val(self) -> T {
|
||||
match self {
|
||||
ButtonEvent::Pressed(t) => t,
|
||||
ButtonEvent::JustPressed(t) => t,
|
||||
ButtonEvent::Released(t) => t,
|
||||
}
|
||||
}
|
||||
|
||||
fn clone_val(&self) -> T {
|
||||
self.clone().take_val()
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct InputButtons<T: Button> {
|
||||
// the u64 as the key is the hashed value of T. this makes it easier to
|
||||
// search for a button and see its state
|
||||
button_events: HashMap<u64, ButtonEvent<T>>,
|
||||
}
|
||||
|
||||
impl<T: Button> Default for InputButtons<T> {
|
||||
fn default() -> Self {
|
||||
Self::new()
|
||||
}
|
||||
}
|
||||
|
||||
impl<T: Button> InputButtons<T> {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
button_events: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
fn get_button_hash(button: &T) -> u64 {
|
||||
let mut hasher = DefaultHasher::new();
|
||||
button.hash(&mut hasher);
|
||||
hasher.finish()
|
||||
}
|
||||
|
||||
/// Add a button event to this input type
|
||||
pub fn add_input(&mut self, button: ButtonEvent<T>) {
|
||||
let hash = Self::get_button_hash(&button.clone_val());
|
||||
|
||||
self.button_events.insert(hash, button);
|
||||
}
|
||||
|
||||
pub(crate) fn add_input_from_winit(&mut self, button: T, state: ElementState) {
|
||||
let event = match state {
|
||||
// TODO: there is a pause between pressed events of a key when holding down, so it stays in a just pressed state for too long
|
||||
// When a button is held down, this would change a just pressed button into a pressed button.
|
||||
ElementState::Pressed if self.is_pressed(button.clone()) => ButtonEvent::Pressed(button),
|
||||
ElementState::Pressed => ButtonEvent::JustPressed(button),
|
||||
ElementState::Released => ButtonEvent::Released(button),
|
||||
};
|
||||
|
||||
self.add_input(event);
|
||||
}
|
||||
|
||||
/// Returns true if the button is pressed (or was just pressed)
|
||||
pub fn is_pressed(&self, button: T) -> bool
|
||||
{
|
||||
let hash = Self::get_button_hash(&button);
|
||||
match self.button_events.get(&hash) {
|
||||
Some(button_event) => match button_event {
|
||||
// this if statement should always be true, but just in case ;)
|
||||
ButtonEvent::Pressed(b) | ButtonEvent::JustPressed(b) if button == *b => true,
|
||||
_ => false,
|
||||
},
|
||||
None => false
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns true if the button was just pressed this tick
|
||||
pub fn was_just_pressed(&self, button: T) -> bool {
|
||||
let hash = Self::get_button_hash(&button);
|
||||
match self.button_events.get(&hash) {
|
||||
Some(button_event) => match button_event {
|
||||
// this if statement should always be true, but just in case ;)
|
||||
ButtonEvent::JustPressed(b) if button == *b => true,
|
||||
_ => false,
|
||||
},
|
||||
None => false
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,109 @@
|
|||
#[derive(Clone, Debug, PartialEq)]
|
||||
pub struct MouseMotion {
|
||||
pub delta: glam::Vec2,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq)]
|
||||
pub struct MouseWheel {
|
||||
pub delta: glam::Vec2,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq)]
|
||||
pub struct MouseExact {
|
||||
pub pos: glam::Vec2,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Hash)]
|
||||
pub enum TouchPhase {
|
||||
Started,
|
||||
Moved,
|
||||
Ended,
|
||||
Cancelled,
|
||||
}
|
||||
|
||||
impl From<winit::event::TouchPhase> for TouchPhase {
|
||||
fn from(value: winit::event::TouchPhase) -> Self {
|
||||
match value {
|
||||
winit::event::TouchPhase::Started => TouchPhase::Started,
|
||||
winit::event::TouchPhase::Moved => TouchPhase::Moved,
|
||||
winit::event::TouchPhase::Ended => TouchPhase::Ended,
|
||||
winit::event::TouchPhase::Cancelled => TouchPhase::Cancelled,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Translated `Force` from `winit` crate
|
||||
#[derive(Clone, Debug, PartialEq)]
|
||||
pub enum Force {
|
||||
Calibrated {
|
||||
force: f64,
|
||||
max_possible_force: f64,
|
||||
altitude_angle: Option<f64>,
|
||||
},
|
||||
Normalized(f64),
|
||||
}
|
||||
|
||||
impl From<winit::event::Force> for Force {
|
||||
fn from(value: winit::event::Force) -> Self {
|
||||
match value {
|
||||
winit::event::Force::Calibrated { force, max_possible_force, altitude_angle } => Self::Calibrated { force, max_possible_force, altitude_angle },
|
||||
winit::event::Force::Normalized(v) => Self::Normalized(v),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Translated `WindowEvent::Touch` from `winit` crate
|
||||
#[derive(Clone, Debug, PartialEq)]
|
||||
pub struct Touch {
|
||||
pub phase: TouchPhase,
|
||||
pub location: glam::Vec2,
|
||||
pub force: Option<Force>,
|
||||
pub finger_id: u64,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq)]
|
||||
pub struct Touches {
|
||||
pub touches: Vec<Touch>,
|
||||
}
|
||||
|
||||
impl Default for Touches {
|
||||
fn default() -> Self {
|
||||
Self::new()
|
||||
}
|
||||
}
|
||||
|
||||
impl Touches {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
touches: Vec::new()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A mouse button event
|
||||
///
|
||||
/// Translated `WindowEvent::MouseButton` from `winit` crate
|
||||
#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)]
|
||||
pub enum MouseButton {
|
||||
Left,
|
||||
Right,
|
||||
Middle,
|
||||
Other(u16),
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq)]
|
||||
pub enum MouseScrollUnit {
|
||||
Line(glam::Vec2),
|
||||
Pixel(glam::Vec2)
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq)]
|
||||
pub struct MouseScroll {
|
||||
pub unit: MouseScrollUnit,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Eq, PartialEq)]
|
||||
pub struct CursorEnteredWindow;
|
||||
|
||||
#[derive(Clone, Debug, Eq, PartialEq)]
|
||||
pub struct CursorLeftWindow;
|
|
@ -0,0 +1,14 @@
|
|||
pub mod system;
|
||||
pub use system::*;
|
||||
|
||||
pub mod input_event;
|
||||
pub use input_event::*;
|
||||
|
||||
pub mod events;
|
||||
pub use events::*;
|
||||
|
||||
pub mod buttons;
|
||||
pub use buttons::*;
|
||||
|
||||
pub mod action;
|
||||
pub use action::*;
|
|
@ -0,0 +1,125 @@
|
|||
use glam::Vec2;
|
||||
use winit::event::MouseScrollDelta;
|
||||
|
||||
use crate::{ecs::{SimpleSystem, EventQueue}, plugin::Plugin,};
|
||||
|
||||
use super::{events::*, InputButtons, InputEvent};
|
||||
|
||||
pub type KeyCode = winit::event::VirtualKeyCode;
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct InputSystem;
|
||||
|
||||
impl InputSystem {
|
||||
pub fn process_event(&mut self, world: &mut edict::World, event: &InputEvent) -> bool {
|
||||
let event_queue = world.get_resource_mut::<EventQueue>();
|
||||
if event_queue.is_none() {
|
||||
return false;
|
||||
}
|
||||
let mut event_queue = event_queue.unwrap();
|
||||
|
||||
match event {
|
||||
InputEvent::KeyboardInput { input, .. } => {
|
||||
if let Some(code) = input.virtual_keycode {
|
||||
drop(event_queue);
|
||||
let e = world.with_resource(InputButtons::<winit::event::VirtualKeyCode>::new);
|
||||
//let mut e = with_resource_mut(world, || InputButtons::<KeyCode>::new());
|
||||
e.add_input_from_winit(code, input.state);
|
||||
}
|
||||
},
|
||||
InputEvent::MouseMotion { delta, .. } => {
|
||||
let delta = MouseMotion {
|
||||
delta: Vec2::new(delta.0 as f32, delta.1 as f32)
|
||||
};
|
||||
|
||||
event_queue.trigger_event(delta);
|
||||
},
|
||||
InputEvent::CursorMoved { position, .. } => {
|
||||
let exact = MouseExact {
|
||||
pos: Vec2::new(position.x as f32, position.y as f32)
|
||||
};
|
||||
|
||||
event_queue.trigger_event(exact);
|
||||
},
|
||||
InputEvent::CursorEntered { .. } => {
|
||||
let event = CursorEnteredWindow {};
|
||||
event_queue.trigger_event(event);
|
||||
},
|
||||
InputEvent::CursorLeft { .. } => {
|
||||
let event = CursorLeftWindow {};
|
||||
event_queue.trigger_event(event);
|
||||
},
|
||||
InputEvent::MouseWheel { delta, .. } => {
|
||||
let event = match delta {
|
||||
MouseScrollDelta::LineDelta(x, y) => MouseScroll {
|
||||
unit: MouseScrollUnit::Line(Vec2::new(*x, *y)),
|
||||
},
|
||||
MouseScrollDelta::PixelDelta(delta) => MouseScroll {
|
||||
unit: MouseScrollUnit::Pixel(Vec2::new(delta.x as f32, delta.y as f32)),
|
||||
},
|
||||
};
|
||||
|
||||
event_queue.trigger_event(event);
|
||||
}, //MouseButton
|
||||
InputEvent::MouseInput { button, state, .. } => {
|
||||
let button_event = match button {
|
||||
winit::event::MouseButton::Left => MouseButton::Left,
|
||||
winit::event::MouseButton::Right => MouseButton::Right,
|
||||
winit::event::MouseButton::Middle => MouseButton::Middle,
|
||||
winit::event::MouseButton::Other(v) => MouseButton::Other(*v),
|
||||
};
|
||||
|
||||
event_queue.trigger_event(button_event);
|
||||
drop(event_queue);
|
||||
|
||||
let e = world.with_resource(InputButtons::<MouseButton>::new);
|
||||
e.add_input_from_winit(button_event, *state);
|
||||
},
|
||||
InputEvent::Touch(t) => {
|
||||
drop(event_queue);
|
||||
|
||||
let touch = Touch {
|
||||
phase: TouchPhase::from(t.phase),
|
||||
location: Vec2::new(t.location.x as f32, t.location.y as f32),
|
||||
force: t.force.map(Force::from),
|
||||
finger_id: t.id,
|
||||
};
|
||||
|
||||
let touches = world.with_resource(Touches::new);
|
||||
touches.touches.push(touch);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
impl SimpleSystem for InputSystem {
|
||||
fn execute_mut(&mut self, world: &mut edict::World) -> anyhow::Result<()> {
|
||||
let queue = world.get_resource_mut::<EventQueue>()
|
||||
.and_then(|q| q.read_events::<InputEvent>());
|
||||
|
||||
if queue.is_none() {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
let mut events = queue.unwrap();
|
||||
|
||||
while let Some(event) = events.pop_front() {
|
||||
self.process_event(world, &event);
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
/// Plugin that runs InputSystem
|
||||
#[derive(Default)]
|
||||
pub struct InputPlugin;
|
||||
|
||||
impl Plugin for InputPlugin {
|
||||
fn setup(&self, game: &mut crate::game::Game) {
|
||||
game.with_system("input", InputSystem, &[]);
|
||||
}
|
||||
}
|
|
@ -1,9 +1,9 @@
|
|||
#![feature(hash_extract_if)]
|
||||
#![feature(lint_reasons)]
|
||||
#![feature(trait_alias)]
|
||||
|
||||
pub mod game;
|
||||
pub mod render;
|
||||
pub mod input_event;
|
||||
pub mod resources;
|
||||
pub mod ecs;
|
||||
pub mod math;
|
||||
|
|
|
@ -6,7 +6,7 @@ use winit::{window::{Window, Fullscreen}, dpi::{LogicalPosition, LogicalSize, Ph
|
|||
|
||||
pub use winit::window::{CursorGrabMode, CursorIcon, Icon, Theme, WindowButtons, WindowLevel};
|
||||
|
||||
use crate::{plugin::Plugin, change_tracker::Ct, ecs::EventQueue, input_event::InputEvent};
|
||||
use crate::{plugin::Plugin, change_tracker::Ct, ecs::EventQueue, input::InputEvent};
|
||||
|
||||
#[derive(Default, Clone)]
|
||||
pub enum WindowMode {
|
||||
|
|
Loading…
Reference in New Issue