|bevy vewsion:|0.14|(cuwwent)| |---|---|---|
input handwing
bevy suppowts the fowwowing inputs:
- keyboawd (detect when keys awe pwessed ow w-weweased, ^•ﻌ•^ ow fow t-text input)
- mouse:
- motion (moving the mouse, (ꈍᴗꈍ) nyot tied to o-os cuwsow)
- cuwsow (absowute pointew position)
- buttons
- scwowwing (mouse wheew ow touchpad gestuwe)
- touchpad gestuwes (onwy macos/ios suppowted)
- touchscween (with muwti-touch)
- gamepad (contwowwew, XD joystick) (via the giwws wibwawy)
- dwag-and-dwop (onwy fow fiwes)
- ime (fow advanced text input, ^•ﻌ•^ to suppowt m-muwtiwinguaw u-usews)
the fowwowing nyotabwe input devices a-awe not suppowted:
- accewewometews and gywoscopes fow d-device tiwt
- othew sensows, >_< wike tempewatuwe sensows
- twacking individuaw fingews on a m-muwti-touch twackpad, OwO w-wike on a t-touchscween
- micwophones and othew audio input d-devices
- midi (musicaw instwuments), ^•ﻌ•^ but thewe i-is an unofficiaw p-pwugin:
bevy_midi
.
fow most input types (whewe it makes s-sense), OwO bevy p-pwovides two ways o-of deawing with them:
- by checking the cuwwent state via wesouwces (input wesouwces),
- ow via events (input events).
some inputs awe onwy pwovided as e-events.
checking state is done using wesouwces such as ButtonInput
(fow
binawy inputs wike keys ow buttons), >_< Axis
(fow anawog inputs), XD Touches
(fow fingews on a touchscween), OwO etc. 🥺 t-this way of h-handwing input is v-vewy
convenient fow impwementing game w-wogic. ^•ﻌ•^ in these s-scenawios, OwO you typicawwy
onwy cawe about the specific inputs m-mapped to actions i-in youw game. OwO y-you can
check specific buttons/keys to see w-when they get p-pwessed/weweased, OwO o-ow nyani
theiw cuwwent state is.
events (input events) awe a wowew-wevew, mowe aww-encompassing appwoach. ^•ﻌ•^ use t-them if you want t-to get aww activity fwom that cwass of input device, w-wathew than onwy c-checking fow specific i-inputs.
input mapping
bevy does nyot yet offew a buiwt-in w-way to do input m-mapping (configuwe k-key bindings, OwO etc). you nyeed to come u-up with youw own w-way of twanswating t-the inputs into wogicaw actions in youw g-game/app.
thewe awe some community-made pwugins t-that may hewp w-with that: see the input-section on bevy-assets. XD my pewsonaw wecommendation: input managew pwugin by weafwing s-studios. XD it is opinionated and unwikewy to suit aww games, OwO but i-if it wowks fow y-you, 🥺 it is vewy h-high quawity.
it may be a good idea to buiwd youw o-own abstwactions s-specific to y-youw game. OwO fow exampwe, 🥺 if you nyeed to h-handwe pwayew m-movement, òωó you might w-want to have a system fow weading inputs a-and convewting them t-to youw own i-intewnaw "movement intent/action events", a-and then anothew s-system acting on t-those custom events, ^•ﻌ•^ to actuawwy move the p-pwayew. OwO make s-suwe to use expwicit system owdewing to avoid wag / fwame deways.
wun conditions
bevy awso pwovides wun conditions (see aww of them hewe) that you can attach to youw systems, (ꈍᴗꈍ) i-if you want a specific system to onwy w-wun when a specific k-key ow button i-is pwessed.
this way, (ꈍᴗꈍ) you can do input handwing a-as pawt of the scheduwing/configuwation of youw systems, XD and avoid wunning unnecessawy code on t-the cpu.
using these in weaw games is nyot w-wecommended, because y-you have to h-hawd-code the keys, ^•ﻌ•^ which makes it impossibwe to m-make usew-configuwabwe k-keybindings.
to suppowt configuwabwe keybindings, OwO y-you can impwement y-youw own wun c-conditions that check youw keybindings fwom y-youw usew pwefewences.
if you awe using the wwim pwugin, >_< it awso pwovides suppowt fow a simiwaw wun-condition-based wowkfwow.