1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
//! The generic input type.

use bevy_ecs::system::Resource;
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_utils::HashSet;
use std::hash::Hash;

/// 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:
///
/// * [`ButtonInput::pressed`] will return `true` between a press and a release event.
/// * [`ButtonInput::just_pressed`] will return `true` for one frame after a press event.
/// * [`ButtonInput::just_released`] will return `true` for one frame after a release event.
///
/// ## 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:
///
/// * Using [`ButtonInput::clear_just_pressed`] or [`ButtonInput::clear_just_released`] instead.
/// * Calling [`ButtonInput::clear`] or [`ButtonInput::reset`] immediately after the state change.
///
/// ## 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](https://doc.rust-lang.org/std/collections/index.html#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:
/// ```no_run
/// # use bevy_app::{App, NoopPluginGroup as DefaultPlugins, Update};
/// # use bevy_ecs::{prelude::{IntoSystemConfigs, Res, Resource, resource_changed}, schedule::Condition};
/// # use bevy_input::{ButtonInput, prelude::{GamepadButton, KeyCode, MouseButton}};
///
/// 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:
/// ```no_run
/// # use bevy_app::{App, NoopPluginGroup as DefaultPlugins, Update};
/// # use bevy_ecs::{prelude::IntoSystemConfigs, schedule::Condition};
/// # use bevy_input::{ButtonInput, common_conditions::{input_just_pressed}, prelude::{GamepadButton, Gamepad, GamepadButtonType, KeyCode}};
///
/// 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:
///
/// * Call the [`ButtonInput::press`] method for each press event.
/// * Call the [`ButtonInput::release`] method for each release event.
/// * Call the [`ButtonInput::clear`] method at each frame start, before processing events.
///
/// 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.
///
///[`ResMut`]: bevy_ecs::system::ResMut
///[`DetectChangesMut::bypass_change_detection`]: bevy_ecs::change_detection::DetectChangesMut::bypass_change_detection
#[derive(Debug, Clone, Resource, Reflect)]
#[reflect(Default)]
pub struct ButtonInput<T: Copy + Eq + Hash + Send + Sync + 'static> {
    /// A collection of every button that is currently being pressed.
    pressed: HashSet<T>,
    /// A collection of every button that has just been pressed.
    just_pressed: HashSet<T>,
    /// A collection of every button that has just been released.
    just_released: HashSet<T>,
}

impl<T: Copy + Eq + Hash + Send + Sync + 'static> Default for ButtonInput<T> {
    fn default() -> Self {
        Self {
            pressed: Default::default(),
            just_pressed: Default::default(),
            just_released: Default::default(),
        }
    }
}

impl<T> ButtonInput<T>
where
    T: Copy + Eq + Hash + Send + Sync + 'static,
{
    /// Registers a press for the given `input`.
    pub fn press(&mut self, input: T) {
        // Returns `true` if the `input` wasn't pressed.
        if self.pressed.insert(input) {
            self.just_pressed.insert(input);
        }
    }

    /// Returns `true` if the `input` has been pressed.
    pub fn pressed(&self, input: T) -> bool {
        self.pressed.contains(&input)
    }

    /// Returns `true` if any item in `inputs` has been pressed.
    pub fn any_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
        inputs.into_iter().any(|it| self.pressed(it))
    }

    /// Returns `true` if all items in `inputs` have been pressed.
    pub fn all_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
        inputs.into_iter().all(|it| self.pressed(it))
    }

    /// Registers a release for the given `input`.
    pub fn release(&mut self, input: T) {
        // Returns `true` if the `input` was pressed.
        if self.pressed.remove(&input) {
            self.just_released.insert(input);
        }
    }

    /// Registers a release for all currently pressed inputs.
    pub fn release_all(&mut self) {
        // Move all items from pressed into just_released
        self.just_released.extend(self.pressed.drain());
    }

    /// 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`].
    pub fn just_pressed(&self, input: T) -> bool {
        self.just_pressed.contains(&input)
    }

    /// Returns `true` if any item in `inputs` has been pressed during the current frame.
    pub fn any_just_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool {
        inputs.into_iter().any(|it| self.just_pressed(it))
    }

    /// 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.
    pub fn clear_just_pressed(&mut self, input: T) -> bool {
        self.just_pressed.remove(&input)
    }

    /// 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`].
    pub fn just_released(&self, input: T) -> bool {
        self.just_released.contains(&input)
    }

    /// Returns `true` if any item in `inputs` has just been released.
    pub fn any_just_released(&self, inputs: impl IntoIterator<Item = T>) -> bool {
        inputs.into_iter().any(|it| self.just_released(it))
    }

    /// 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.
    pub fn clear_just_released(&mut self, input: T) -> bool {
        self.just_released.remove(&input)
    }

    /// Clears the `pressed`, `just_pressed` and `just_released` data of the `input`.
    pub fn reset(&mut self, input: T) {
        self.pressed.remove(&input);
        self.just_pressed.remove(&input);
        self.just_released.remove(&input);
    }

    /// Clears the `pressed`, `just_pressed`, and `just_released` data for every input.
    ///
    /// See also [`ButtonInput::clear`] for simulating elapsed time steps.
    pub fn reset_all(&mut self) {
        self.pressed.clear();
        self.just_pressed.clear();
        self.just_released.clear();
    }

    /// Clears the `just pressed` and `just released` data for every input.
    ///
    /// See also [`ButtonInput::reset_all`] for a full reset.
    pub fn clear(&mut self) {
        self.just_pressed.clear();
        self.just_released.clear();
    }

    /// An iterator visiting every pressed input in arbitrary order.
    pub fn get_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
        self.pressed.iter()
    }

    /// 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`].
    pub fn get_just_pressed(&self) -> impl ExactSizeIterator<Item = &T> {
        self.just_pressed.iter()
    }

    /// 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`].
    pub fn get_just_released(&self) -> impl ExactSizeIterator<Item = &T> {
        self.just_released.iter()
    }
}

#[cfg(test)]
mod test {
    use bevy_reflect::TypePath;

    use crate::ButtonInput;

    /// Used for testing the functionality of [`ButtonInput`].
    #[derive(TypePath, Copy, Clone, Eq, PartialEq, Hash)]
    enum DummyInput {
        Input1,
        Input2,
    }

    #[test]
    fn test_press() {
        let mut input = ButtonInput::default();
        assert!(!input.pressed.contains(&DummyInput::Input1));
        assert!(!input.just_pressed.contains(&DummyInput::Input1));
        input.press(DummyInput::Input1);
        assert!(input.just_pressed.contains(&DummyInput::Input1));
        assert!(input.pressed.contains(&DummyInput::Input1));
    }

    #[test]
    fn test_pressed() {
        let mut input = ButtonInput::default();
        assert!(!input.pressed(DummyInput::Input1));
        input.press(DummyInput::Input1);
        assert!(input.pressed(DummyInput::Input1));
    }

    #[test]
    fn test_any_pressed() {
        let mut input = ButtonInput::default();
        assert!(!input.any_pressed([DummyInput::Input1]));
        assert!(!input.any_pressed([DummyInput::Input2]));
        assert!(!input.any_pressed([DummyInput::Input1, DummyInput::Input2]));
        input.press(DummyInput::Input1);
        assert!(input.any_pressed([DummyInput::Input1]));
        assert!(!input.any_pressed([DummyInput::Input2]));
        assert!(input.any_pressed([DummyInput::Input1, DummyInput::Input2]));
    }

    #[test]
    fn test_all_pressed() {
        let mut input = ButtonInput::default();
        assert!(!input.all_pressed([DummyInput::Input1]));
        assert!(!input.all_pressed([DummyInput::Input2]));
        assert!(!input.all_pressed([DummyInput::Input1, DummyInput::Input2]));
        input.press(DummyInput::Input1);
        assert!(input.all_pressed([DummyInput::Input1]));
        assert!(!input.all_pressed([DummyInput::Input1, DummyInput::Input2]));
        input.press(DummyInput::Input2);
        assert!(input.all_pressed([DummyInput::Input1, DummyInput::Input2]));
    }

    #[test]
    fn test_release() {
        let mut input = ButtonInput::default();
        input.press(DummyInput::Input1);
        assert!(input.pressed.contains(&DummyInput::Input1));
        assert!(!input.just_released.contains(&DummyInput::Input1));
        input.release(DummyInput::Input1);
        assert!(!input.pressed.contains(&DummyInput::Input1));
        assert!(input.just_released.contains(&DummyInput::Input1));
    }

    #[test]
    fn test_release_all() {
        let mut input = ButtonInput::default();
        input.press(DummyInput::Input1);
        input.press(DummyInput::Input2);
        input.release_all();
        assert!(input.pressed.is_empty());
        assert!(input.just_released.contains(&DummyInput::Input1));
        assert!(input.just_released.contains(&DummyInput::Input2));
    }

    #[test]
    fn test_just_pressed() {
        let mut input = ButtonInput::default();
        assert!(!input.just_pressed(DummyInput::Input1));
        input.press(DummyInput::Input1);
        assert!(input.just_pressed(DummyInput::Input1));
    }

    #[test]
    fn test_any_just_pressed() {
        let mut input = ButtonInput::default();
        assert!(!input.any_just_pressed([DummyInput::Input1]));
        assert!(!input.any_just_pressed([DummyInput::Input2]));
        assert!(!input.any_just_pressed([DummyInput::Input1, DummyInput::Input2]));
        input.press(DummyInput::Input1);
        assert!(input.any_just_pressed([DummyInput::Input1]));
        assert!(!input.any_just_pressed([DummyInput::Input2]));
        assert!(input.any_just_pressed([DummyInput::Input1, DummyInput::Input2]));
    }

    #[test]
    fn test_clear_just_pressed() {
        let mut input = ButtonInput::default();
        input.press(DummyInput::Input1);
        assert!(input.just_pressed(DummyInput::Input1));
        input.clear_just_pressed(DummyInput::Input1);
        assert!(!input.just_pressed(DummyInput::Input1));
    }

    #[test]
    fn test_just_released() {
        let mut input = ButtonInput::default();
        input.press(DummyInput::Input1);
        assert!(!input.just_released(DummyInput::Input1));
        input.release(DummyInput::Input1);
        assert!(input.just_released(DummyInput::Input1));
    }

    #[test]
    fn test_any_just_released() {
        let mut input = ButtonInput::default();
        input.press(DummyInput::Input1);
        assert!(!input.any_just_released([DummyInput::Input1]));
        assert!(!input.any_just_released([DummyInput::Input2]));
        assert!(!input.any_just_released([DummyInput::Input1, DummyInput::Input2]));
        input.release(DummyInput::Input1);
        assert!(input.any_just_released([DummyInput::Input1]));
        assert!(!input.any_just_released([DummyInput::Input2]));
        assert!(input.any_just_released([DummyInput::Input1, DummyInput::Input2]));
    }

    #[test]
    fn test_clear_just_released() {
        let mut input = ButtonInput::default();
        input.press(DummyInput::Input1);
        input.release(DummyInput::Input1);
        assert!(input.just_released(DummyInput::Input1));
        input.clear_just_released(DummyInput::Input1);
        assert!(!input.just_released(DummyInput::Input1));
    }

    #[test]
    fn test_reset() {
        let mut input = ButtonInput::default();

        // Pressed
        input.press(DummyInput::Input1);
        assert!(input.pressed(DummyInput::Input1));
        assert!(input.just_pressed(DummyInput::Input1));
        assert!(!input.just_released(DummyInput::Input1));
        input.reset(DummyInput::Input1);
        assert!(!input.pressed(DummyInput::Input1));
        assert!(!input.just_pressed(DummyInput::Input1));
        assert!(!input.just_released(DummyInput::Input1));

        // Released
        input.press(DummyInput::Input1);
        input.release(DummyInput::Input1);
        assert!(!input.pressed(DummyInput::Input1));
        assert!(input.just_pressed(DummyInput::Input1));
        assert!(input.just_released(DummyInput::Input1));
        input.reset(DummyInput::Input1);
        assert!(!input.pressed(DummyInput::Input1));
        assert!(!input.just_pressed(DummyInput::Input1));
        assert!(!input.just_released(DummyInput::Input1));
    }

    #[test]
    fn test_reset_all() {
        let mut input = ButtonInput::default();

        input.press(DummyInput::Input1);
        input.press(DummyInput::Input2);
        input.release(DummyInput::Input2);
        assert!(input.pressed.contains(&DummyInput::Input1));
        assert!(input.just_pressed.contains(&DummyInput::Input1));
        assert!(input.just_released.contains(&DummyInput::Input2));
        input.reset_all();
        assert!(input.pressed.is_empty());
        assert!(input.just_pressed.is_empty());
        assert!(input.just_released.is_empty());
    }

    #[test]
    fn test_clear() {
        let mut input = ButtonInput::default();

        // Pressed
        input.press(DummyInput::Input1);
        assert!(input.pressed(DummyInput::Input1));
        assert!(input.just_pressed(DummyInput::Input1));
        assert!(!input.just_released(DummyInput::Input1));
        input.clear();
        assert!(input.pressed(DummyInput::Input1));
        assert!(!input.just_pressed(DummyInput::Input1));
        assert!(!input.just_released(DummyInput::Input1));

        // Released
        input.press(DummyInput::Input1);
        input.release(DummyInput::Input1);
        assert!(!input.pressed(DummyInput::Input1));
        assert!(!input.just_pressed(DummyInput::Input1));
        assert!(input.just_released(DummyInput::Input1));
        input.clear();
        assert!(!input.pressed(DummyInput::Input1));
        assert!(!input.just_pressed(DummyInput::Input1));
        assert!(!input.just_released(DummyInput::Input1));
    }

    #[test]
    fn test_get_pressed() {
        let mut input = ButtonInput::default();
        input.press(DummyInput::Input1);
        input.press(DummyInput::Input2);
        let pressed = input.get_pressed();
        assert_eq!(pressed.len(), 2);
        for pressed_input in pressed {
            assert!(input.pressed.contains(pressed_input));
        }
    }

    #[test]
    fn test_get_just_pressed() {
        let mut input = ButtonInput::default();
        input.press(DummyInput::Input1);
        input.press(DummyInput::Input2);
        let just_pressed = input.get_just_pressed();
        assert_eq!(just_pressed.len(), 2);
        for just_pressed_input in just_pressed {
            assert!(input.just_pressed.contains(just_pressed_input));
        }
    }

    #[test]
    fn test_get_just_released() {
        let mut input = ButtonInput::default();
        input.press(DummyInput::Input1);
        input.press(DummyInput::Input2);
        input.release(DummyInput::Input1);
        input.release(DummyInput::Input2);
        let just_released = input.get_just_released();
        assert_eq!(just_released.len(), 2);
        for just_released_input in just_released {
            assert!(input.just_released.contains(just_released_input));
        }
    }

    #[test]
    fn test_general_input_handling() {
        let mut input = ButtonInput::default();

        // Test pressing
        input.press(DummyInput::Input1);
        input.press(DummyInput::Input2);

        // Check if they were `just_pressed` (pressed on this update)
        assert!(input.just_pressed(DummyInput::Input1));
        assert!(input.just_pressed(DummyInput::Input2));

        // Check if they are also marked as pressed
        assert!(input.pressed(DummyInput::Input1));
        assert!(input.pressed(DummyInput::Input2));

        // Clear the `input`, removing `just_pressed` and `just_released`
        input.clear();

        // Check if they're marked `just_pressed`
        assert!(!input.just_pressed(DummyInput::Input1));
        assert!(!input.just_pressed(DummyInput::Input2));

        // Check if they're marked as pressed
        assert!(input.pressed(DummyInput::Input1));
        assert!(input.pressed(DummyInput::Input2));

        // Release the inputs and check state
        input.release(DummyInput::Input1);
        input.release(DummyInput::Input2);

        // Check if they're marked as `just_released` (released on this update)
        assert!(input.just_released(DummyInput::Input1));
        assert!(input.just_released(DummyInput::Input2));

        // Check that they're not incorrectly marked as pressed
        assert!(!input.pressed(DummyInput::Input1));
        assert!(!input.pressed(DummyInput::Input2));

        // Clear the `Input` and check for removal from `just_released`
        input.clear();

        // Check that they're not incorrectly marked as just released
        assert!(!input.just_released(DummyInput::Input1));
        assert!(!input.just_released(DummyInput::Input2));

        // Set up an `Input` to test resetting
        let mut input = ButtonInput::default();

        input.press(DummyInput::Input1);
        input.release(DummyInput::Input2);

        // Reset the `Input` and test if it was reset correctly
        input.reset(DummyInput::Input1);
        input.reset(DummyInput::Input2);

        assert!(!input.just_pressed(DummyInput::Input1));
        assert!(!input.pressed(DummyInput::Input1));
        assert!(!input.just_released(DummyInput::Input2));
    }
}