Recognizes and acts on input sequences from the keyboard or a gamepad.
- Hotkeys
- Cheat codes
- Developer UI
cargo install bevy-input-sequence
Here are some code snippets. These also run as doctests so they do a few things differently than a regular runnable example:
- Instead of
DefaultPlugins
they useMinimalPlugins
. - Instead of
app.run()
they callapp.update()
.
The next section describes the runnable examples that come with the crate.
Run a system whenever the user presses the key sequence H I
or "hi" within a
time limit.
use bevy::prelude::*;
use bevy_input_sequence::prelude::*;
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(InputSequencePlugin::default())
.add_systems(Startup, setup)
.update(); // Normally you'd run it here.
}
fn setup(mut commands: Commands) {
// Add key sequence.
commands.add(
KeySequence::new(say_hello,
keyseq! { H I })
.time_limit(Duration::from_secs(2))
);
}
fn say_hello() {
info!("hello");
}
Originally bevy-input-sequence
always sent an event. You can still do that
with action::send_event()
.
use bevy::prelude::*;
use bevy_input_sequence::prelude::*;
/// Define an event.
#[derive(Event, Clone, Debug)]
struct MyEvent;
/// Add event as an key sequence.
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(InputSequencePlugin::default())
.add_event::<MyEvent>()
.add_systems(Startup, setup)
.update(); // Normally you'd run it here.
}
fn setup(mut commands: Commands) {
commands.add(
KeySequence::new(action::send_event(MyEvent),
keyseq! { Ctrl-E L M })
);
}
fn check_events(mut events: EventReader<MyEvent>) {
for event in events.read() {
info!("got event {event:?}");
}
}
Gamepads have something that keyboards don't: identity problems. Which player
hit the button sequence may be important to know. So the systems it accepts
take an input of Gamepad
.
use bevy::prelude::*;
use bevy_input_sequence::prelude::*;
/// Define an event.
#[derive(Event, Clone, Debug)]
struct MyEvent(Gamepad);
/// Add event as an key sequence.
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(InputSequencePlugin::default())
.add_event::<MyEvent>()
.add_systems(Startup, setup)
.update(); // Normally you'd run it here.
}
fn setup(mut commands: Commands) {
commands.add(
ButtonSequence::new(action::send_event_with_input(|gamepad| MyEvent(gamepad)),
[GamepadButtonType::North,
GamepadButtonType::East,
GamepadButtonType::South,
GamepadButtonType::West])
);
}
fn check_events(mut events: EventReader<MyEvent>) {
for event in events.read() {
info!("got event {event:?}");
}
}
You can also trigger an event with action::trigger()
or action::trigger_targets()
.
use bevy::prelude::*;
use bevy_input_sequence::prelude::*;
/// Define an event.
#[derive(Event, Clone, Debug)]
struct MyEvent;
/// Add event as an key sequence.
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(InputSequencePlugin::default())
.add_event::<MyEvent>()
.add_systems(Startup, setup)
.observe(check_trigger)
.update(); // Normally you'd run it here.
}
fn setup(mut commands: Commands) {
commands.add(
KeySequence::new(action::trigger(MyEvent),
keyseq! { Ctrl-E L M })
);
}
fn check_trigger(mut trigger: Trigger<MyEvent>) {
info!("got event {:?}", trigger.event());
}
KeySequence::new
now returns KeySequenceBuilder
, which implements Command
.
Therefore, you need to call Commands::add
instead of Commands::spawn
.
use bevy::prelude::*;
use bevy_input_sequence::prelude::*;
#[derive(Event, Clone)]
struct MyEvent;
fn create_key_sequence(mut commands: Commands) {
commands.add(KeySequence::new(
action::send_event(bevy::app::AppExit::default()),
keyseq! { Ctrl-E L M }
));
}
fn create_key_sequence_and_add_it_to_an_entity(mut commands: Commands) {
let id = commands.spawn_empty().id();
commands.entity(id).add(KeySequence::new(
action::send_event(MyEvent),
keyseq! { Ctrl-E L M }
));
// OR
commands.spawn_empty().add(KeySequence::new(
action::send_event(MyEvent),
keyseq! { Ctrl-E L M }
));
}
The KeySequenceBuilder
requires a &mut World
to build it. You can build it
yourself like so:
use bevy::prelude::*;
use bevy_input_sequence::prelude::*;
fn create_key_sequence_within_command(mut commands: Commands) {
commands.add(|world: &mut World| {
let builder = KeySequence::new(
move || { info!("got it"); },
keyseq! { Ctrl-E L M }
);
let key_sequence: KeySequence = builder.build(world);
// And then put it somewhere? It ought to go as a component.
});
}
The keycode
example recognizes the key sequences W D S A
and W A S D
and
fires a distinct event.
cargo run --example keycode
The keymod
example recognizes Ctrl-W Ctrl-D Ctrl-S Ctrl-A
and fires an event.
cargo run --example keymod
The gamepad_button
example recognizes gamepad buttons North East South West
or Y B A X
on an Xbox controller and fires an event.
cargo run --example gamepad_button
The multiple_input
example recognizes gamepad buttons North East South West
,
or Y B A X
on an Xbox controller, or W D S A
on a keyboard and fires an
event.
cargo run --example multiple_input
Note: Either W D S A
will be recognized from the keyboard, or Y B A X
will
be recognized from the controller. But a mixed sequence like W D A X
will not
currently be recognized. If this should be done and how exactly one should do it
are under consideration. Please open an issue or PR if you have thoughts on this.
The only_if
example recognizes Space
and fires an event if it's in game
mode. The Escape
key toggles the app between menu and game mode. It does this
by only sending the Space
event if it's in game mode.
cargo run --example only_if
The run_if
has the same behavior as only_if
but achieves it differently. It
places the InputSequencePlugin
systems in a system set that is configured to
only run in game mode. Because of this the Escape
key which toggles between
game and menu mode cannot be a KeySequence
.
cargo run --example run_if
bevy-input-sequence | bevy |
---|---|
0.5 ~ 0.6 | 0.14 |
0.3 ~ 0.4 | 0.13 |
0.2 | 0.12 |
0.1 | 0.11 |
This crate is licensed under the MIT License or the Apache License 2.0.