leafwing_input_manager/user_input/chord.rs
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//! This module contains [`ButtonlikeChord`] and its impls.
use bevy::math::{Vec2, Vec3};
use bevy::prelude::{Gamepad, Reflect, World};
use leafwing_input_manager_macros::serde_typetag;
use serde::{Deserialize, Serialize};
use crate as leafwing_input_manager;
use crate::clashing_inputs::BasicInputs;
use crate::user_input::{Buttonlike, TripleAxislike, UserInput};
use crate::InputControlKind;
use super::updating::CentralInputStore;
use super::{Axislike, DualAxislike};
/// A combined input that groups multiple [`Buttonlike`]s together,
/// allowing you to define complex input combinations like hotkeys, shortcuts, and macros.
///
/// A chord is pressed only if all its constituent buttons are pressed simultaneously.
///
/// Adding duplicate buttons within a chord will ignore the extras,
/// preventing redundant data fetching from multiple instances of the same input.
///
/// ```rust
/// use bevy::prelude::*;
/// use bevy::input::InputPlugin;
/// use leafwing_input_manager::plugin::{AccumulatorPlugin, CentralInputStorePlugin};
/// use leafwing_input_manager::prelude::*;
/// use leafwing_input_manager::user_input::testing_utils::FetchUserInput;
///
/// let mut app = App::new();
/// app.add_plugins((InputPlugin, AccumulatorPlugin, CentralInputStorePlugin));
///
/// // Define a chord using A and B keys
/// let input = ButtonlikeChord::new([KeyCode::KeyA, KeyCode::KeyB]);
///
/// // Pressing only one key doesn't activate the input
/// KeyCode::KeyA.press(app.world_mut());
/// app.update();
/// assert!(!app.read_pressed(input.clone()));
///
/// // Pressing both keys activates the input
/// KeyCode::KeyA.press(app.world_mut());
/// KeyCode::KeyB.press(app.world_mut());
/// app.update();
/// assert!(app.read_pressed(input.clone()));
/// ```
#[derive(Debug, Default, Clone, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]
#[must_use]
pub struct ButtonlikeChord(
// Note: We can't use a HashSet here because of
// https://users.rust-lang.org/t/hash-not-implemented-why-cant-it-be-derived/92416/8
// We can't use a BTreeSet because the underlying types don't impl Ord
// We don't want to use a PetitSet here because of memory bloat
// So a vec it is!
pub(crate) Vec<Box<dyn Buttonlike>>,
);
impl ButtonlikeChord {
/// Creates a [`ButtonlikeChord`] from multiple [`Buttonlike`]s, avoiding duplicates.
/// Note that all elements within the iterator must be of the same type (homogeneous).
/// You can still use other methods to add different types of inputs into the chord.
#[inline]
pub fn new<U: Buttonlike>(inputs: impl IntoIterator<Item = U>) -> Self {
Self::default().with_multiple(inputs)
}
/// Creates a [`ButtonlikeChord`] that only contains the given [`Buttonlike`].
/// You can still use other methods to add different types of inputs into the chord.
#[inline]
pub fn from_single(input: impl Buttonlike) -> Self {
Self::default().with(input)
}
/// Creates a [`ButtonlikeChord`] that combines the provided modifier and the given [`Buttonlike`].
#[cfg(feature = "keyboard")]
pub fn modified(modifier: super::keyboard::ModifierKey, input: impl Buttonlike) -> Self {
Self::default().with(modifier).with(input)
}
/// Adds the given [`Buttonlike`] into this chord, avoiding duplicates.
#[inline]
pub fn with(mut self, input: impl Buttonlike) -> Self {
self.push_boxed_unique(Box::new(input));
self
}
/// Adds multiple [`Buttonlike`]s into this chord, avoiding duplicates.
/// Note that all elements within the iterator must be of the same type (homogeneous).
#[inline]
pub fn with_multiple<U: Buttonlike>(mut self, inputs: impl IntoIterator<Item = U>) -> Self {
for input in inputs.into_iter() {
self.push_boxed_unique(Box::new(input));
}
self
}
/// Adds the given boxed dyn [`Buttonlike`] to this chord, avoiding duplicates.
#[inline]
fn push_boxed_unique(&mut self, input: Box<dyn Buttonlike>) {
if !self.0.contains(&input) {
self.0.push(input);
}
}
}
impl UserInput for ButtonlikeChord {
/// [`ButtonlikeChord`] acts as a virtual button.
#[inline]
fn kind(&self) -> InputControlKind {
InputControlKind::Button
}
/// Retrieves a list of simple, atomic [`Buttonlike`]s that compose the chord.
///
/// The length of the basic inputs is the sum of the lengths of the inner inputs.
#[inline]
fn decompose(&self) -> BasicInputs {
let inputs = self
.0
.iter()
.flat_map(|input| input.decompose().inputs())
.collect();
BasicInputs::Chord(inputs)
}
}
#[serde_typetag]
impl Buttonlike for ButtonlikeChord {
/// Checks if all the inner inputs within the chord are active simultaneously.
#[must_use]
#[inline]
fn pressed(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> bool {
self.0
.iter()
.all(|input| input.pressed(input_store, gamepad))
}
fn press(&self, world: &mut World) {
for input in &self.0 {
input.press(world);
}
}
fn release(&self, world: &mut World) {
for input in &self.0 {
input.release(world);
}
}
fn press_as_gamepad(&self, world: &mut World, gamepad: Option<Gamepad>) {
for input in &self.0 {
input.press_as_gamepad(world, gamepad);
}
}
fn release_as_gamepad(&self, world: &mut World, gamepad: Option<Gamepad>) {
for input in &self.0 {
input.release_as_gamepad(world, gamepad);
}
}
}
impl<U: Buttonlike> FromIterator<U> for ButtonlikeChord {
/// Creates a [`ButtonlikeChord`] from an iterator over multiple [`Buttonlike`]s, avoiding duplicates.
/// Note that all elements within the iterator must be of the same type (homogeneous).
/// You can still use other methods to add different types of inputs into the chord.
#[inline]
fn from_iter<T: IntoIterator<Item = U>>(iter: T) -> Self {
Self::default().with_multiple(iter)
}
}
/// A combined input that groups a [`Buttonlike`] and a [`Axislike`] together,
/// allowing you to only read the axis value when the button is pressed.
#[derive(Debug, Clone, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]
#[must_use]
pub struct AxislikeChord {
/// The button that must be pressed to read the axis value.
pub button: Box<dyn Buttonlike>,
/// The axis value that is read when the button is pressed.
pub axis: Box<dyn Axislike>,
}
impl AxislikeChord {
/// Creates a new [`AxislikeChord`] from the given [`Buttonlike`] and [`Axislike`].
#[inline]
pub fn new(button: impl Buttonlike, axis: impl Axislike) -> Self {
Self {
button: Box::new(button),
axis: Box::new(axis),
}
}
}
impl UserInput for AxislikeChord {
/// [`AxislikeChord`] acts as a virtual axis.
#[inline]
fn kind(&self) -> InputControlKind {
InputControlKind::Axis
}
/// Retrieves a list of simple, atomic [`Buttonlike`]s that compose the chord.
#[inline]
fn decompose(&self) -> BasicInputs {
BasicInputs::compose(self.button.decompose(), self.axis.decompose())
}
}
#[serde_typetag]
impl Axislike for AxislikeChord {
fn value(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> f32 {
if self.button.pressed(input_store, gamepad) {
self.axis.value(input_store, gamepad)
} else {
0.0
}
}
fn set_value(&self, world: &mut World, value: f32) {
self.axis.set_value(world, value);
}
fn set_value_as_gamepad(&self, world: &mut World, value: f32, gamepad: Option<Gamepad>) {
self.axis.set_value_as_gamepad(world, value, gamepad);
}
}
/// A combined input that groups a [`Buttonlike`] and a [`DualAxislike`] together,
/// allowing you to only read the dual axis data when the button is pressed.
#[derive(Debug, Clone, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]
#[must_use]
pub struct DualAxislikeChord {
/// The button that must be pressed to read the axis values.
pub button: Box<dyn Buttonlike>,
/// The dual axis data that is read when the button is pressed.
pub dual_axis: Box<dyn DualAxislike>,
}
impl DualAxislikeChord {
/// Creates a new [`DualAxislikeChord`] from the given [`Buttonlike`] and [`DualAxislike`].
#[inline]
pub fn new(button: impl Buttonlike, dual_axis: impl DualAxislike) -> Self {
Self {
button: Box::new(button),
dual_axis: Box::new(dual_axis),
}
}
}
impl UserInput for DualAxislikeChord {
/// [`DualAxislikeChord`] acts as a virtual dual-axis.
#[inline]
fn kind(&self) -> InputControlKind {
InputControlKind::DualAxis
}
/// Retrieves a list of simple, atomic [`Buttonlike`]s that compose the chord.
#[inline]
fn decompose(&self) -> BasicInputs {
BasicInputs::compose(self.button.decompose(), self.dual_axis.decompose())
}
}
#[serde_typetag]
impl DualAxislike for DualAxislikeChord {
fn axis_pair(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> Vec2 {
if self.button.pressed(input_store, gamepad) {
self.dual_axis.axis_pair(input_store, gamepad)
} else {
Vec2::ZERO
}
}
fn set_axis_pair(&self, world: &mut World, axis_pair: Vec2) {
self.dual_axis.set_axis_pair(world, axis_pair);
}
fn set_axis_pair_as_gamepad(
&self,
world: &mut World,
axis_pair: Vec2,
gamepad: Option<Gamepad>,
) {
self.dual_axis
.set_axis_pair_as_gamepad(world, axis_pair, gamepad);
}
}
/// A combined input that groups a [`Buttonlike`] and a [`TripleAxislike`] together,
/// allowing you to only read the dual axis data when the button is pressed.
#[derive(Debug, Clone, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]
#[must_use]
pub struct TripleAxislikeChord {
/// The button that must be pressed to read the axis values.
pub button: Box<dyn Buttonlike>,
/// The triple axis data that is read when the button is pressed.
pub triple_axis: Box<dyn TripleAxislike>,
}
impl TripleAxislikeChord {
/// Creates a new [`TripleAxislikeChord`] from the given [`Buttonlike`] and [`TripleAxislike`].
#[inline]
pub fn new(button: impl Buttonlike, triple_axis: impl TripleAxislike) -> Self {
Self {
button: Box::new(button),
triple_axis: Box::new(triple_axis),
}
}
}
impl UserInput for TripleAxislikeChord {
/// [`TripleAxislikeChord`] acts as a virtual triple-axis.
#[inline]
fn kind(&self) -> InputControlKind {
InputControlKind::TripleAxis
}
/// Retrieves a list of simple, atomic [`Buttonlike`]s that compose the chord.
#[inline]
fn decompose(&self) -> BasicInputs {
BasicInputs::compose(self.button.decompose(), self.triple_axis.decompose())
}
}
#[serde_typetag]
impl TripleAxislike for TripleAxislikeChord {
fn axis_triple(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> Vec3 {
if self.button.pressed(input_store, gamepad) {
self.triple_axis.axis_triple(input_store, gamepad)
} else {
Vec3::ZERO
}
}
fn set_axis_triple(&self, world: &mut World, axis_triple: Vec3) {
self.triple_axis.set_axis_triple(world, axis_triple);
}
fn set_axis_triple_as_gamepad(
&self,
world: &mut World,
axis_triple: Vec3,
gamepad: Option<Gamepad>,
) {
self.triple_axis
.set_axis_triple_as_gamepad(world, axis_triple, gamepad);
}
}
#[cfg(feature = "keyboard")]
#[cfg(test)]
mod tests {
use super::ButtonlikeChord;
use crate::plugin::{AccumulatorPlugin, CentralInputStorePlugin};
use crate::user_input::updating::CentralInputStore;
use crate::user_input::Buttonlike;
use bevy::input::gamepad::{
GamepadConnection, GamepadConnectionEvent, GamepadEvent, GamepadInfo,
};
use bevy::input::InputPlugin;
use bevy::prelude::*;
fn test_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(InputPlugin)
.add_plugins((AccumulatorPlugin, CentralInputStorePlugin));
// WARNING: you MUST register your gamepad during tests,
// or all gamepad input mocking actions will fail
let mut gamepad_events = app.world_mut().resource_mut::<Events<GamepadEvent>>();
gamepad_events.send(GamepadEvent::Connection(GamepadConnectionEvent {
// This MUST be consistent with any other mocked events
gamepad: Gamepad { id: 1 },
connection: GamepadConnection::Connected(GamepadInfo {
name: "TestController".into(),
}),
}));
// Ensure that the gamepad is picked up by the appropriate system
app.update();
// Ensure that the connection event is flushed through
app.update();
app
}
#[test]
fn test_chord_with_buttons_only() {
let chord = ButtonlikeChord::new([KeyCode::KeyC, KeyCode::KeyH])
.with(KeyCode::KeyO)
.with_multiple([KeyCode::KeyR, KeyCode::KeyD]);
let required_keys = [
KeyCode::KeyC,
KeyCode::KeyH,
KeyCode::KeyO,
KeyCode::KeyR,
KeyCode::KeyD,
];
let expected_inners = required_keys
.iter()
.map(|key| Box::new(*key) as Box<dyn Buttonlike>)
.collect::<Vec<_>>();
assert_eq!(chord.0, expected_inners);
// No keys pressed, resulting in a released chord with a value of zero.
let mut app = test_app();
app.update();
let inputs = app.world().resource::<CentralInputStore>();
assert!(!chord.pressed(inputs, Gamepad::new(0)));
// All required keys pressed, resulting in a pressed chord with a value of one.
let mut app = test_app();
for key in required_keys {
key.press(app.world_mut());
}
app.update();
let inputs = app.world().resource::<CentralInputStore>();
assert!(chord.pressed(inputs, Gamepad::new(0)));
// Some required keys pressed, but not all required keys for the chord,
// resulting in a released chord with a value of zero.
for i in 1..=4 {
let mut app = test_app();
for key in required_keys.iter().take(i) {
key.press(app.world_mut());
}
app.update();
let inputs = app.world().resource::<CentralInputStore>();
assert!(!chord.pressed(inputs, Gamepad::new(0)));
}
// Five keys pressed, but not all required keys for the chord,
// resulting in a released chord with a value of zero.
let mut app = test_app();
for key in required_keys.iter().take(4) {
key.press(app.world_mut());
}
KeyCode::KeyB.press(app.world_mut());
app.update();
let inputs = app.world().resource::<CentralInputStore>();
assert!(!chord.pressed(inputs, Gamepad::new(0)));
}
}