A straightforward but robust input-action manager for Bevy.
Inputs from various input sources (keyboard, mouse and gamepad) are collected into a common ActionState on your player entity,
which can be conveniently used in your game logic.
The mapping between inputs and actions is many-to-many, and easily configured and extended with the InputMap components on each player entity.
A single action can be triggered by multiple inputs (or set directly by UI elements or gameplay logic),
and a single input can result in multiple actions being triggered, which can be handled contextually.
Features
Full keyboard, mouse and joystick support for button-like inputs.
Effortlessly wire UI buttons to game state with one simple component!
When clicked, your button will press the appropriate action on the corresponding entity.
Store all your input mappings in a single InputMap component
No more bespoke Keybindings<KeyCode>, Keybindings<Gamepad> headaches
Look up your current input state in a single ActionState component
That pesky maximum of 16 system parameters got you down? Say goodbye to that input handling mega-system
Ergonomic insertion API that seamlessly blends multiple input types for you
Can't decide between input_map.insert(Action::Jump, KeyCode::Space) and input_map.insert(Action::Jump, GamepadButtonType::South)? Have both!
Full support for arbitrary button combinations: chord your heart out.
The Button enum only includes KeyCode, MouseButton and GamepadButtonType.
This is due to object-safety limitations on the types stored in bevy::input::Input
Please file an issue if you would like something more exotic!
No built-in support for non-button input types (e.g. gestures or analog sticks).
All methods on ActionState are pub: it's designed to be hooked into and extended.
Gamepads must be manually assigned to each input map: read from the Gamepads resource and use InputMap::set_gamepad.
Instructions
Development occurs on the dev branch, which is merged into main on each release.
This ensures the examples are in-sync with the latest release.
Getting started
Add leafwing_input_manager to your Cargo.toml.
Create an enum of the logical actions you want to represent, and derive the Actionlike trait for it.
Add the InputManagerPlugin to your App.
Add the InputManagerBundle to your player entity (or entities!).
Configure a mapping between your inputs and your actions by modifying the InputMap component on your player entity.
Read the ActionState component on your player entity to check the collected input state!
Running your game
Use cargo run.
This repo is set up to always build with full optimizations, so there's no need for a --release flag in most cases.
Dynamic linking is enabled to ensure build times stay snappy.
To run an example, use cargo run --example_name, where example_name is the file name of the example without the .rs extension.
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