Struct bevy_input::ButtonInput

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pub struct ButtonInput<T: Copy + Eq + Hash + Send + Sync + 'static> { /* private fields */ }
Expand description

A “press-able” input of type T.

§Usage

This type can be used as a resource to keep the current state of an input, by reacting to events from the input. For a given input value:

§Multiple systems

In case multiple systems are checking for ButtonInput::just_pressed or ButtonInput::just_released but only one should react, for example when modifying a Resource, you should consider clearing the input state, either by:

§Performance

For all operations, the following conventions are used:

  • n is the number of stored inputs.
  • m is the number of input arguments passed to the method.
  • *-suffix denotes an amortized cost.
  • ~-suffix denotes an expected cost.

See Rust’s std::collections doc on performance for more details on the conventions used here.

| ButtonInput operations | Computational complexity | |———————————–|————————————| | ButtonInput::any_just_pressed | O(m)~ | | ButtonInput::any_just_released | O(m)~ | | ButtonInput::any_pressed | O(m)~ | | ButtonInput::get_just_pressed | O(n) | | ButtonInput::get_just_released | O(n) | | ButtonInput::get_pressed | O(n) | | ButtonInput::just_pressed | O(1)~ | | ButtonInput::just_released | O(1)~ | | ButtonInput::pressed | O(1)~ | | ButtonInput::press | O(1)* | | ButtonInput::release | O(1)* | | ButtonInput::release_all | O(n)* | | ButtonInput::clear_just_pressed | O(1) | | ButtonInput::clear_just_released | *O*(1)~ | | ButtonInput::reset_all | O(n) | | ButtonInput::clear | O(n) |

§Window focus

ButtonInput<KeyCode> is tied to window focus. For example, if the user holds a button while the window loses focus, ButtonInput::just_released will be triggered. Similarly if the window regains focus, ButtonInput::just_pressed will be triggered. Currently this happens even if the focus switches from one Bevy window to another (for example because a new window was just spawned).

ButtonInput<GamepadButton> is independent of window focus.

§Examples

Reading and checking against the current set of pressed buttons:


fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(
            Update,
            print_gamepad.run_if(resource_changed::<ButtonInput<GamepadButton>>),
        )
        .add_systems(
            Update,
            print_mouse.run_if(resource_changed::<ButtonInput<MouseButton>>),
        )
        .add_systems(
            Update,
            print_keyboard.run_if(resource_changed::<ButtonInput<KeyCode>>),
        )
        .run();
}

fn print_gamepad(gamepad: Res<ButtonInput<GamepadButton>>) {
    println!("Gamepad: {:?}", gamepad.get_pressed().collect::<Vec<_>>());
}

fn print_mouse(mouse: Res<ButtonInput<MouseButton>>) {
    println!("Mouse: {:?}", mouse.get_pressed().collect::<Vec<_>>());
}

fn print_keyboard(keyboard: Res<ButtonInput<KeyCode>>) {
    if keyboard.any_pressed([KeyCode::ControlLeft, KeyCode::ControlRight])
        && keyboard.any_pressed([KeyCode::AltLeft, KeyCode::AltRight])
        && keyboard.any_pressed([KeyCode::ShiftLeft, KeyCode::ShiftRight])
        && keyboard.any_pressed([KeyCode::SuperLeft, KeyCode::SuperRight])
        && keyboard.pressed(KeyCode::KeyL)
    {
        println!("On Windows this opens LinkedIn.");
    } else {
        println!("keyboard: {:?}", keyboard.get_pressed().collect::<Vec<_>>());
    }
}

Accepting input from multiple devices:


fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(
            Update,
            something_used.run_if(
                input_just_pressed(KeyCode::KeyE)
                    .or_else(input_just_pressed(GamepadButton::new(
                        Gamepad::new(0),
                        GamepadButtonType::West,
                    ))),
            ),
        )
        .run();
}

fn something_used() {
    println!("Generic use-ish button pressed.");
}

§Note

When adding this resource for a new input type, you should:

Note: Calling clear from a ResMut will trigger change detection. It may be preferable to use DetectChangesMut::bypass_change_detection to avoid causing the resource to always be marked as changed.

Implementations§

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impl<T> ButtonInput<T>
where T: Copy + Eq + Hash + Send + Sync + 'static,

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pub fn press(&mut self, input: T)

Registers a press for the given input.

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pub fn pressed(&self, input: T) -> bool

Returns true if the input has been pressed.

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pub fn any_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool

Returns true if any item in inputs has been pressed.

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pub fn all_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool

Returns true if all items in inputs have been pressed.

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pub fn release(&mut self, input: T)

Registers a release for the given input.

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pub fn release_all(&mut self)

Registers a release for all currently pressed inputs.

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pub fn just_pressed(&self, input: T) -> bool

Returns true if the input has been pressed during the current frame.

Note: This function does not imply information regarding the current state of ButtonInput::pressed or ButtonInput::just_released.

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pub fn any_just_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool

Returns true if any item in inputs has been pressed during the current frame.

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pub fn clear_just_pressed(&mut self, input: T) -> bool

Clears the just_pressed state of the input and returns true if the input has just been pressed.

Future calls to ButtonInput::just_pressed for the given input will return false until a new press event occurs.

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pub fn just_released(&self, input: T) -> bool

Returns true if the input has been released during the current frame.

Note: This function does not imply information regarding the current state of ButtonInput::pressed or ButtonInput::just_pressed.

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pub fn any_just_released(&self, inputs: impl IntoIterator<Item = T>) -> bool

Returns true if any item in inputs has just been released.

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pub fn clear_just_released(&mut self, input: T) -> bool

Clears the just_released state of the input and returns true if the input has just been released.

Future calls to ButtonInput::just_released for the given input will return false until a new release event occurs.

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pub fn reset(&mut self, input: T)

Clears the pressed, just_pressed and just_released data of the input.

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pub fn reset_all(&mut self)

Clears the pressed, just_pressed, and just_released data for every input.

See also ButtonInput::clear for simulating elapsed time steps.

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pub fn clear(&mut self)

Clears the just pressed and just released data for every input.

See also ButtonInput::reset_all for a full reset.

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pub fn get_pressed(&self) -> impl ExactSizeIterator<Item = &T>

An iterator visiting every pressed input in arbitrary order.

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pub fn get_just_pressed(&self) -> impl ExactSizeIterator<Item = &T>

An iterator visiting every just pressed input in arbitrary order.

Note: Returned elements do not imply information regarding the current state of ButtonInput::pressed or ButtonInput::just_released.

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pub fn get_just_released(&self) -> impl ExactSizeIterator<Item = &T>

An iterator visiting every just released input in arbitrary order.

Note: Returned elements do not imply information regarding the current state of ButtonInput::pressed or ButtonInput::just_pressed.

Trait Implementations§

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impl<T: Clone + Copy + Eq + Hash + Send + Sync + 'static> Clone for ButtonInput<T>

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fn clone(&self) -> ButtonInput<T>

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<T: Debug + Copy + Eq + Hash + Send + Sync + 'static> Debug for ButtonInput<T>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<T: Copy + Eq + Hash + Send + Sync + 'static> Default for ButtonInput<T>

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<T> FromReflect for ButtonInput<T>
where Self: Any + Send + Sync, T: TypePath + Copy + Eq + Hash + Send + Sync + 'static, HashSet<T>: FromReflect + TypePath + RegisterForReflection,

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fn from_reflect(reflect: &dyn Reflect) -> Option<Self>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl<T> GetTypeRegistration for ButtonInput<T>
where Self: Any + Send + Sync, T: TypePath + Copy + Eq + Hash + Send + Sync + 'static, HashSet<T>: FromReflect + TypePath + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl<T> Reflect for ButtonInput<T>
where Self: Any + Send + Sync, T: TypePath + Copy + Eq + Hash + Send + Sync + 'static, HashSet<T>: FromReflect + TypePath + RegisterForReflection,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<Self>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &dyn Any

Returns the value as a &dyn Any.
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Returns the value as a &mut dyn Any.
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Casts this type to a boxed reflected value.
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Casts this type to a reflected value.
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Casts this type to a mutable reflected value.
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Clones the value as a Reflect trait object. Read more
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Performs a type-checked assignment of a reflected value to this value. Read more
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Tries to apply a reflected value to this value. Read more
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Returns a “partial equality” comparison result. Read more
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Applies a reflected value to this value. Read more
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Returns a hash of the value (which includes the type). Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl<T> Struct for ButtonInput<T>
where Self: Any + Send + Sync, T: TypePath + Copy + Eq + Hash + Send + Sync + 'static, HashSet<T>: FromReflect + TypePath + RegisterForReflection,

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fn field(&self, name: &str) -> Option<&dyn Reflect>

Returns a reference to the value of the field named name as a &dyn Reflect.
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Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
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Returns a reference to the value of the field with index index as a &dyn Reflect.
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fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
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fn field_len(&self) -> usize

Returns the number of fields in the struct.
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fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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impl<T> TypePath for ButtonInput<T>
where Self: Any + Send + Sync, T: TypePath + Copy + Eq + Hash + Send + Sync + 'static,

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl<T> Typed for ButtonInput<T>
where Self: Any + Send + Sync, T: TypePath + Copy + Eq + Hash + Send + Sync + 'static, HashSet<T>: FromReflect + TypePath + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl<T: Copy + Eq + Hash + Send + Sync + 'static> Resource for ButtonInput<T>
where Self: Send + Sync + 'static,

Auto Trait Implementations§

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impl<T> Freeze for ButtonInput<T>

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impl<T> RefUnwindSafe for ButtonInput<T>
where T: RefUnwindSafe,

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impl<T> Send for ButtonInput<T>

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impl<T> Sync for ButtonInput<T>

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impl<T> Unpin for ButtonInput<T>
where T: Unpin,

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impl<T> UnwindSafe for ButtonInput<T>
where T: UnwindSafe,

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where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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Immutably borrows from an owned value. Read more
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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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Creates Self using data from the given World.
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where T: Reflect,

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where T: Reflect,

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