added second layer for start of pause menu stuff
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parent
a703f6ab85
commit
9de729fb7f
8 changed files with 247 additions and 11 deletions
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@ -1 +1,2 @@
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pub mod navi;
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pub mod pause;
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@ -1,4 +1,6 @@
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use bevy::{post_process::bloom::Bloom, prelude::*, sprite::Anchor};
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use bevy::{
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camera::visibility::RenderLayers, post_process::bloom::Bloom, prelude::*, sprite::Anchor,
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};
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use rand::Rng;
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use crate::{
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@ -26,6 +28,10 @@ impl Plugin for NaviGameplayPlugin {
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#[derive(Component)]
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pub struct PlayerVWBus;
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#[derive(Component)]
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#[require(Camera2d)]
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struct MainCamera;
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pub fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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@ -36,7 +42,16 @@ pub fn setup_scene(
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MeshMaterial2d(materials.add(Color::srgb(0.2, 0.2, 0.3))),
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));
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commands.spawn((Camera2d, Bloom::NATURAL));
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commands.spawn((
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MainCamera,
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Camera {
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order: 1,
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// clear_color: ClearColorConfig::None,
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..default()
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},
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Bloom::NATURAL,
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RenderLayers::layer(0),
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));
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}
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pub fn spawn_bus(mut commands: Commands, asset_server: Res<AssetServer>) {
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@ -106,9 +121,9 @@ pub fn move_player(
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}
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}
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pub fn follow_player(
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mut camera: Single<&mut Transform, (With<Camera2d>, Without<PlayerVWBus>)>,
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player: Single<&Transform, (With<PlayerVWBus>, Without<Camera2d>)>,
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fn follow_player(
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mut camera: Single<&mut Transform, (With<MainCamera>, Without<PlayerVWBus>)>,
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player: Single<&Transform, (With<PlayerVWBus>, Without<MainCamera>)>,
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time: Res<Time>,
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) {
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let Vec3 { x, y, .. } = player.translation;
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115
src/gameplay/pause.rs
Normal file
115
src/gameplay/pause.rs
Normal file
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@ -0,0 +1,115 @@
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use bevy::{
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camera::visibility::RenderLayers, post_process::bloom::Bloom, prelude::*, sprite::Anchor,
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};
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use crate::{
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GameState, PauseState,
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utils::input::{GameInputPlugin, InputButton, InputMessage, InputPressStatus},
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};
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const COLOR_BG: Color = Color::srgba_u8(249, 226, 156, 255);
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const COLOR_HL1: Color = Color::srgba_u8(187, 241, 241, 255);
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const COLOR_HL2: Color = Color::srgba_u8(192, 149, 145, 255);
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pub struct PausePlugin;
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impl Plugin for PausePlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, setup_pause).add_systems(
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Update,
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(
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listen_for_pause.run_if(in_state(PauseState::Running)),
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listen_for_unpause.run_if(in_state(PauseState::Paused)),
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animate_in.run_if(in_state(PauseState::AnimatingIntoPause)),
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animate_out.run_if(in_state(PauseState::AnimatingOutOfPause)),
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),
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);
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}
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}
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#[derive(Component)]
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pub struct PauseMenuRoot;
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#[derive(Component)]
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#[require(Camera2d)]
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struct PauseCamera;
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fn setup_pause(
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mut commands: Commands,
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assets: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands.spawn((
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PauseCamera,
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Camera {
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order: 3,
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clear_color: ClearColorConfig::None,
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..default()
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},
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// Bloom::NATURAL,
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RenderLayers::layer(3),
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));
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commands.spawn((
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Mesh2d(meshes.add(Triangle2d::new(
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Vec2::new(-100., -100.),
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Vec2::new(-100., 100.),
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Vec2::new(-100., 100.),
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))),
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MeshMaterial2d(materials.add(Color::srgb(0.2, 0.2, 0.3))),
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RenderLayers::layer(3),
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));
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commands.spawn((
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Node {
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position_type: PositionType::Absolute,
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width: percent(80),
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height: percent(80),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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},
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UiTransform::from_translation(Val2::px(0., 0.)),
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BackgroundColor(COLOR_BG),
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Visibility::Visible,
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PauseMenuRoot,
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));
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}
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fn listen_for_pause(
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mut next: ResMut<NextState<PauseState>>,
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mut btn_msgs: MessageReader<InputMessage>,
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) {
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for btn_msg in btn_msgs.read() {
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if btn_msg.just_pressed(InputButton::Pause) {
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next.set(PauseState::AnimatingIntoPause);
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}
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}
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}
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fn listen_for_unpause(
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mut next: ResMut<NextState<PauseState>>,
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mut btn_msgs: MessageReader<InputMessage>,
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) {
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for btn_msg in btn_msgs.read() {
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if btn_msg.just_pressed(InputButton::Pause) {
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next.set(PauseState::AnimatingOutOfPause);
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}
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}
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}
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fn animate_in(
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mut menu_visibility: Single<&mut Visibility, With<PauseMenuRoot>>,
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mut next_state: ResMut<NextState<PauseState>>,
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) {
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**menu_visibility = Visibility::Visible;
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next_state.set(PauseState::Paused);
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}
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fn animate_out(
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mut menu_visibility: Single<&mut Visibility, With<PauseMenuRoot>>,
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mut next_state: ResMut<NextState<PauseState>>,
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) {
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**menu_visibility = Visibility::Hidden;
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next_state.set(PauseState::Running);
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}
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10
src/main.rs
10
src/main.rs
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@ -1,8 +1,7 @@
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use bevy::{post_process::bloom::Bloom, prelude::*, sprite::Anchor};
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use rand::Rng;
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use crate::{
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gameplay::navi::NaviGameplayPlugin,
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gameplay::{navi::NaviGameplayPlugin, pause::PausePlugin},
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utils::input::{GameInputPlugin, InputButton, InputPressStatus},
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};
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@ -29,7 +28,12 @@ pub enum PauseState {
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fn main() {
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println!("Hello, world!");
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App::new()
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.add_plugins((DefaultPlugins, GameInputPlugin, NaviGameplayPlugin))
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.add_plugins((
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DefaultPlugins,
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GameInputPlugin,
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NaviGameplayPlugin,
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PausePlugin,
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))
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.init_state::<GameState>()
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.init_state::<PauseState>()
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.run();
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@ -7,7 +7,7 @@ impl Plugin for GameInputPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(InputPressStatus::default())
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.add_message::<InputMessage>()
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.add_systems(Update, process_input);
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.add_systems(Update, (process_input, input_debug_logger));
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}
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}
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@ -28,7 +28,7 @@ fn process_input(
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}
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}
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#[derive(EnumSetType)]
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#[derive(EnumSetType, Debug)]
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pub enum InputButton {
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Up,
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Down,
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@ -39,12 +39,13 @@ pub enum InputButton {
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Pause,
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}
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#[derive(PartialEq, Debug)]
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pub enum InputAction {
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Pressed,
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Released,
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}
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#[derive(Message)]
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#[derive(Message, Debug)]
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pub struct InputMessage {
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button: InputButton,
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action: InputAction,
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@ -73,6 +74,11 @@ impl InputMessage {
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pub fn new(button: InputButton, action: InputAction) -> Self {
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Self { button, action }
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}
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#[inline(always)]
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pub fn just_pressed(&self, button: InputButton) -> bool {
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self.button == button && self.action == InputAction::Pressed
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}
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}
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impl KeyboardMapping {
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@ -80,3 +86,9 @@ impl KeyboardMapping {
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Self { key, button }
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}
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}
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fn input_debug_logger(mut input_reader: MessageReader<InputMessage>) {
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for msg in input_reader.read() {
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info!("Input Event: {:?}", msg);
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}
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}
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