Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Merged by Bors] - Added keyboard scan input event #5495

Closed
wants to merge 12 commits into from
Closed
44 changes: 31 additions & 13 deletions crates/bevy_input/src/keyboard.rs
Original file line number Diff line number Diff line change
Expand Up @@ -24,25 +24,29 @@ pub struct KeyboardInput {
///
/// ## Differences
///
/// The main difference between the [`KeyboardInput`] event and the [`Input<KeyCode>`] resource is that
/// the latter has convenient functions like [`Input::pressed`], [`Input::just_pressed`] and [`Input::just_released`].
/// The main difference between the [`KeyboardInput`] event and the [`Input<KeyCode>`] or [`Input<ScanCode>`] resources is that
/// the latter have convenient functions such as [`Input::pressed`], [`Input::just_pressed`] and [`Input::just_released`].
pub fn keyboard_input_system(
mut keyboard_input: ResMut<Input<KeyCode>>,
mut scan_input: ResMut<Input<ScanCode>>,
mut key_input: ResMut<Input<KeyCode>>,
mut keyboard_input_events: EventReader<KeyboardInput>,
) {
keyboard_input.clear();
scan_input.clear();
key_input.clear();
for event in keyboard_input_events.iter() {
if let KeyboardInput {
key_code: Some(key_code),
state,
..
} = event
{
let KeyboardInput {
scan_code, state, ..
} = event;
if let Some(key_code) = event.key_code {
match state {
ButtonState::Pressed => keyboard_input.press(*key_code),
ButtonState::Released => keyboard_input.release(*key_code),
ButtonState::Pressed => key_input.press(key_code),
ButtonState::Released => key_input.release(key_code),
}
}
match state {
ButtonState::Pressed => scan_input.press(ScanCode(*scan_code)),
ButtonState::Released => scan_input.release(ScanCode(*scan_code)),
}
}
}

Expand All @@ -51,7 +55,7 @@ pub fn keyboard_input_system(
/// ## Usage
///
/// It is used as the generic `T` value of an [`Input`](crate::Input) to create a `Res<Input<KeyCode>>`.
/// The resource stores the data of the buttons of a keyboard and can be accessed inside of a system.
/// The resource values are mapped to the current layout of the keyboard and correlate to an [`ScanCode`](ScanCode).
///
/// ## Updating
///
Expand Down Expand Up @@ -407,3 +411,17 @@ pub enum KeyCode {
/// The `Cut` key.
Cut,
}

/// The scan code of a [`KeyboardInput`](crate::keyboard::KeyboardInput).
///
/// ## Usage
///
/// It is used as the generic <T> value of an [`Input`](crate::Input) to create a `Res<Input<ScanCode>>`.
/// The resource values are mapped to the physical location of a key on the keyboard and correlate to an [`KeyCode`](KeyCode)
///
/// ## Updating
///
/// The resource is updated inside of the [`keyboard_input_system`](crate::keyboard::keyboard_input_system).
#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub struct ScanCode(pub u32);
5 changes: 3 additions & 2 deletions crates/bevy_input/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -16,15 +16,15 @@ pub mod prelude {
Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent,
GamepadEventType, Gamepads,
},
keyboard::KeyCode,
keyboard::{KeyCode, ScanCode},
mouse::MouseButton,
touch::{TouchInput, Touches},
Axis, Input,
};
}

use bevy_app::prelude::*;
use keyboard::{keyboard_input_system, KeyCode, KeyboardInput};
use keyboard::{keyboard_input_system, KeyCode, KeyboardInput, ScanCode};
use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
use prelude::Gamepads;
use touch::{touch_screen_input_system, TouchInput, Touches};
Expand All @@ -47,6 +47,7 @@ impl Plugin for InputPlugin {
// keyboard
.add_event::<KeyboardInput>()
.init_resource::<Input<KeyCode>>()
.init_resource::<Input<ScanCode>>()
.add_system_to_stage(
CoreStage::PreUpdate,
keyboard_input_system.label(InputSystem),
Expand Down