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Update Rust crate leafwing-input-manager to 0.16.0 #14
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This PR contains the following updates:
0.6.1
->0.16.0
Release Notes
leafwing-studios/leafwing-input-manager (leafwing-input-manager)
v0.16.0
v0.15.1
Enhancements (0.15.1)
TripleAxislike
trait for inputs that track all X, Y, and Z axes.KeyboardVirtualDPad3D
that consists of sixKeyCode
s to represent a triple-axis-like input.TripleAxislikeChord
that groups aButtonlike
and aTripleAxislike
together.InputControlType::TripleAxis
ActionDiff::TripleAxisChanged
Usability (0.15.1)
InputMap reflection
Component
andResource
, which enables accessing the data in the type registryActionlike macro improvements
#[actionlike]
for actions to set their input kinds, either on an enum or on its individual variants.ActionState reflection
Component
andResource
, which enables accessing the data in the type registryInput Processors
DualAxisBounds
,DualAxisExclusion
, andDualAxisDeadZone
from their struct definitions directly.at_least
andat_most
methods for those implementingWithAxisProcessorExt
trait.at_least
,at_least_only_x
,at_least_only_y
,at_most
,at_most_only_x
, andat_most_only_y
methods for those implementingWithDualAxisProcessorExt
trait.only_positive
andonly_negative
builders forAxisDeadZone
andAxisExclusion
.WithAxisProcessorExt
trait.only_positive
,only_positive_x
,only_positive_y
,only_negative
,only_negative_x
, andonly_negative_y
builders forDualAxisDeadZone
andDualAxisExclusion
.WithDualAxisProcessorExt
trait.ActionDiffEvent
MapEntities
, which lets networking crates translate owner entity IDs between ECS worldsBugs (0.15.1)
InputMap
sInputMap::get_pressed
and siblings now check if the action kind is buttonlike before checking if they are pressed or released, avoiding a debug-mode panicInputMap::merge
is now compatible with all input kinds, previously limited to buttonsv0.15.0
Enhancements (0.15)
Trait-based input design
UserInput
trait, which can be divided into three subtraits:Buttonlike
,Axislike
andDualAxislike
InputControlKind
for each action can be set via the newActionlike::input_control_kind
method. The derive will assume that all actions are buttonlike.get
onInputMap
andActionState
have been split into three variants, one for each kind of inputActionlike
enum now has a specificInputControlKind
, mapping it to one of these three categoriesf32
values can only be accessed for axislike data: invalid requests will always return 0.0ActionData
has been refactored, and now stores common data and input-kind specific data separatelyDualAxisData
can only be accessed for dualaxislike data: invalid requests will always return (0.0, 0.0)Axislike
inputs can no longer be inserted directly into anInputMap
: instead, use theinsert_axis
methodAxislike
inputs can no longer be inserted directly into anInputMap
: instead, use theinsert_dual_axis
methodInputStreams
has been removed in favor of an extensibleCentralInputStore
type, which you can add your own raw input kinds toRawInputs
has been removed to ensure that clashes for new raw input kinds can be handled correctlydefault-features
to avoid paying the runtime and compile time costs for input kinds your project doesn't care aboutbevy_gilrs
feature ofbevy
is now enabled via thegamepad
featureMore inputs
UserInput
impls for gamepad input events:UserInput
for Bevy’sGamepadAxisType
-related inputs.GamepadStick
:DualAxislike
, continuous or discrete movement events of the left or right gamepad stick along both X and Y axes.GamepadControlAxis
:Axislike
, Continuous or discrete movement events of aGamepadAxisType
.GamepadControlDirection
:Buttonlike
, Discrete movement direction events of aGamepadAxisType
, treated as a button press.UserInput
for Bevy’sGamepadButtonType
directly.GamepadVirtualAxis
, which implementsAxislike
, similar to the oldUserInput::VirtualAxis
using twoGamepadButtonType
s.GamepadVirtualDPad
, which implementsDualAxislike
, similar to the oldUserInput::VirtualDPad
using fourGamepadButtonType
s.UserInput
impls for keyboard inputs:Buttonlike
forKeyCode
andModifierKey
Buttonlike
forModifierKey
.KeyboardVirtualAxis
, which implementsAxislike
, similar to the oldUserInput::VirtualAxis
using twoKeyCode
s.KeyboardVirtualDPad
which implementsDualAxislike
, similar to the oldUserInput::VirtualDPad
using fourKeyCode
s.UserInput
impls for mouse inputs:UserInput
for movement-related inputs.MouseMove
:DualAxislike
, continuous or discrete movement events of the mouse both X and Y axes.MouseMoveAxis
:Axislike
, continuous or discrete movement events of the mouse on an axis, similar to the oldSingleAxis::mouse_motion_*
.MouseMoveDirection
:Buttonlike
, discrete movement direction events of the mouse on an axis, similar to the oldMouseMotionDirection
.UserInput
for wheel-related inputs.MouseScroll
:DualAxislike
, continuous or discrete movement events of the mouse wheel both X and Y axes.MouseScrollAxis
:Axislike
, continuous or discrete movement events of the mouse wheel on an axis, similar to the oldSingleAxis::mouse_wheel_*
.MouseScrollDirection
:ButtonLike
, discrete movement direction events of the mouse wheel on an axis, similar to the oldMouseWheelDirection
.ButtonlikeChord
,AxislikeChord
andDualAxislikeChord
for combining multiple inputs, similar to the oldUserInput::Chord
.Input Processors
Input processors allow you to create custom logic for axis-like input manipulation.
AxisProcessor
: Handles single-axis values.DualAxisProcessor
: Handles dual-axis values.CustomAxisProcessor
: Handles single-axis values.CustomDualAxisProcessor
: Handles dual-axis values.register_axis_processor
forCustomAxisProcessor
.register_dual_axis_processor
forCustomDualAxisProcessor
.Into<Processor>
implementors):-1.0
.0.0
or1.0
:AxisProcessor::Digital
: Single-axis digital conversion.DualAxisProcessor::Digital
: Dual-axis digital conversion.AxisProcessor::Inverted
: Single-axis inversion.DualAxisInverted
: Dual-axis inversion, implementedInto<DualAxisProcessor>
.AxisProcessor::Sensitivity
: Single-axis scaling.DualAxisSensitivity
: Dual-axis scaling, implementedInto<DualAxisProcessor>
.AxisBounds
: Restricts single-axis values to a range, implementedInto<AxisProcessor>
andInto<DualAxisProcessor>
.DualAxisBounds
: Restricts single-axis values to a range along each axis, implementedInto<DualAxisProcessor>
.CircleBounds
: Limits dual-axis values to a maximum magnitude, implementedInto<DualAxisProcessor>
.AxisExclusion
: Excludes small single-axis values, implementedInto<AxisProcessor>
andInto<DualAxisProcessor>
.DualAxisExclusion
: Excludes small dual-axis values along each axis, implementedInto<DualAxisProcessor>
.CircleExclusion
: Excludes dual-axis values below a specified magnitude threshold, implementedInto<DualAxisProcessor>
.AxisDeadZone
: Normalizes single-axis values based onAxisExclusion
andAxisBounds::default
, implementedInto<AxisProcessor>
andInto<DualAxisProcessor>
.DualAxisDeadZone
: Normalizes dual-axis values based onDualAxisExclusion
andDualAxisBounds::default
, implementedInto<DualAxisProcessor>
.CircleDeadZone
: Normalizes dual-axis values based onCircleExclusion
andCircleBounds::default
, implementedInto<DualAxisProcessor>
.WithAxisProcessingPipelineExt
to manage processors forSingleAxis
andVirtualAxis
, integrating the common processing configuration.WithDualAxisProcessingPipelineExt
to manage processors forDualAxis
andVirtualDpad
, integrating the common processing configuration.Better disabling
ActionState
levelActionState::reset
methodActionState::release_all
has been renamed toActionState::reset_all
and now resets the values ofAxislike
andDualAxislike
actionsActionData
directlyUsability (0.15)
InputMap
InputMap<A>
with short configurations:fn with(mut self, action: A, input: impl UserInput)
.fn with_one_to_many(mut self, action: A, inputs: impl IntoIterator<Item = impl UserInput>)
.fn with_multiple(mut self, bindings: impl IntoIterator<Item = (A, impl UserInput)>) -> Self
.fn with_gamepad(mut self, gamepad: Gamepad) -> Self
.InputMap<A>
:actions(&self) -> impl Iterator<Item = &A>
for iterating over all registered actions.bindings(&self) -> impl Iterator<Item = (&A, &dyn UserInput)>
for iterating over all registered action-input bindings.ActionState
ToggleActions
resource in favor of new methods onActionState
:disable_all
,disable(action)
,enable_all
,enable(action)
, anddisabled(action)
.Input mocking
MockInput
,RawInputs
andMutableInputStreams
have been removed in favor of methods on theButtonlike
,Axislike
andDualAxislike
traitsapp.press_input(KeyCode::Space)
callKeyCode::Space.press(app.world_mut())
FetchUserInput
trait and retained for testing purposesBugs (0.15)
just_pressed
, and disabling a pressed action would read asjust_released
.FixedUpdate
schedule! Previously, theActionState
s were only updated in thePreUpdate
schedule, so you could have situations where an action was marked asjust_pressed
multiple times in a row (if theFixedUpdate
schedule ran multiple times in a frame) or was missed entirely (if theFixedUpdate
schedule ran 0 times in a frame).AccumulatedMouseMovement
andAccumulatedMouseScroll
resources.timing
field of theActionData
is now disabled by default. Timing information will only be collectedif the
timing
feature is enabled. It is disabled by default because most games don't require timing information.(how long a button was pressed for)
Tech debt (0.15)
ActionStateDriver
andupdate_action_state_from_interaction
, which allowed actions to be pressed bybevy_ui
buttonsaction_state.press(MyAction::Variant)
in one of your systemsno_ui_priority
feature. To get this behavior, now just turn off the defaultui
featureorientation
module, migrating tobevy_math::Rot2
bevy_math
insteadconsume
/consumed
methods) to reduce complexity and avoid confusing overlap with action disablingActionDiff
events that are consumedMigration Guide (0.15)
InputMap::which_pressed
method toprocess_actions
to better reflect its current functionality for clarity.SingleAxis
is now:GamepadControlAxis
for gamepad axes.MouseMoveAxis::X
andMouseMoveAxis::Y
for continuous mouse movement.MouseScrollAxis::X
andMouseScrollAxis::Y
for continuous mouse wheel movement.DualAxis
is now:GamepadStick
for gamepad sticks.MouseMove::default()
for continuous mouse movement.MouseScroll::default()
for continuous mouse wheel movement.Modifier
is nowModifierKey
.MouseMotionDirection
is nowMouseMoveDirection
.MouseWheelDirection
is nowMouseScrollDirection
.UserInput::Chord
is nowInputChord
.UserInput::VirtualAxis
is now:GamepadVirtualAxis
for four gamepad buttons.KeyboardVirtualAxis
for four keys.MouseMoveAxis::X.digital()
andMouseMoveAxis::Y.digital()
for discrete mouse movement.MouseScrollAxis::X.digital()
andMouseScrollAxis::Y.digital()
for discrete mouse wheel movement.UserInput::VirtualDPad
is now:GamepadVirtualDPad
for four gamepad buttons.KeyboardVirtualDPad
for four keys.MouseMove::default().digital()
for discrete mouse movement.MouseScroll::default().digital()
for discrete mouse wheel movement.ActionDiff::ValueChanged
is nowActionDiff::AxisChanged
.ActionDiff::AxisPairChanged
is nowActionDiff::DualAxisChanged
.InputMap::iter
has been split intoiter_buttonlike
,iter_axislike
anditer_dual_axislike
.InputMap::bindings
andInputMap::actions
.ActionState::axis_pair
andAxisState::clamped_axis_pair
now return a plainVec2
rather than anOption<Vec2>
for consistency with their single axis and buttonlike brethren.BasicInputs::clashed
is nowBasicInput::clashes_with
to improve clarityBasicInputs::Group
is nowBasicInputs::Chord
to improve clarityBasicInputs
now only tracks buttonlike user inputs, and a newNone
variant has been addedbevy_gilrs
feature is now optional.default_features = false
, you can readd it by addingbevy/bevy_gilrs
as a dependency.InputMap::build
method in favor of new fluent builder pattern (see 'Usability: InputMap' for details).DeadZoneShape
in favor of new dead zone processors (see 'Enhancements: Input Processors' for details).RawInputs
to fit the new input types.Direction
type in favor ofbevy::math::primitives::Direction2d
.MockInput::send_input
methods, in favor of new input mocking APIs (see 'Usability: MockInput' for details).DualAxisData
has been removed, and replaced with a simpleVec2
throughoutDualAxisData
name has been added, as a parallel toButtonData
andAxisData
associated_gamepad
is provided to an input map,find_gamepad
will be called to attempt to search for a gamepad. Input from any gamepad will no longer workSummarizedActionState
is now found in theaction_diff
moduleActionDiff
s: onlyAxisChanged
andDualAxisChanged
eventsv0.14.0
Compare Source
v0.13.3
Compare Source
Bugs (0.13.3)
DualAxis
was being considered pressed even when its data was [0.0, 0.0].Usability (0.13.3)
InputManagerBundle::with_map(InputMap)
allowing you to create the bundle with the givenInputMap
and defaultActionState
.v0.13.2
Compare Source
Usability (0.13.2)
with_threshold()
for constSingleAxis
creation.horizontal_gamepad_face_buttons()
andvertical_gamepad_face_buttons()
forVirtualAxis
, similar toVirtualDpad::gamepad_face_buttons()
.DualAxis
,VirtualAxis
,VirtualDpad
into const functions as they should be:left_stick()
,right_stick()
forDualAxis
.from_keys()
,horizontal_arrow_keys()
,vertical_arrow_keys()
,ad()
,ws()
,horizontal_dpad()
,vertical_dpad()
forVirtualAxis
.arrow_keys()
,wasd()
,dpad()
,gamepad_face_buttons()
,mouse_wheel()
,mouse_motion()
forVirtualDpad
.v0.13.1
Compare Source
Breaking Changes
block_ui_interactions
feature:bevy::ui
.no_ui_priority
feature to your configuration.Bugs (0.13.1)
ActionState::consumed
Usability (0.13.1)
ActionState::action_data_mut_or_default()
v0.13.0
Compare Source
Breaking Changes (0.13.0)
Modifier::Win
has been renamed toModifier::Super
, consistent withKeyCode::SuperLeft
andKeyCode::SuperRight
.KeyCode
-based logical keybindings andScanCode
-based physical keybindings are no longer supported; please migrate to:KeyCode
s are now representing physical keybindings.InputKind::Keyboard
has been removed.InputKind::KeyLocation
has been removed; please useInputKind::PhysicalKey
instead.ScanCode
s andQwertyScanCode
s have been removed; please useKeyCode
instead:KeyCode::Key<Letter>
, e.g.,ScanCode::K
is nowKeyCode::KeyK
.KeyCode::Digit<Number>
, e.g.,ScanCode::Key1
is nowKeyCode::Digit1
.KeyCode::Arrow<Direction>
, e.g.,ScanCode::Up
is nowKeyCode::ArrowUp
.Usability (0.13.0)
bevy
dependency has been bumped from 0.12 to 0.13.bevy_egui
dependency has been bumped from 0.24 to 0.25.v0.12.1
Usability (0.12.1)
asset
allowing optionalbevy::asset::Asset
derive for theInputMap
InputKind
inprelude
moduleBugs (0.12.1)
ActionState
.v0.11.2
Compare Source
v0.11.1
bevy_egui
integration and theegui
feature flag have been added back with the release ofbevy_egui
0.23.Bugs (0.11.1)
ToggleActions
of oneAction
now does not release otherAction
's inputs.bevy_egui
integration and theegui
feature flag have been added back with the release ofbevy_egui
0.23.v0.10.0
Compare Source
v0.9.3
Compare Source
Bugs (0.9.3)
Rotation
to be stored in millionths of a degree instead of tenths of a degree in order to reduce rounding errors.Usability (0.9.3)
VirtualAxis::horizontal_dpad()
andVirtualAxis::vertical_dpad()
.bevy_ui
element have activeInteraction
.v0.9.2
Compare Source
Bugs (0.9.2)
DualAxis
inputs so deadzones apply across both axes, and filterout-of-range values correctly.
v0.9.1
Compare Source
Usability (0.9.1)
v0.9.0
Usability (0.9.0)
ActionState::consume_all()
to consume all actions.bevy_egui
dependency has been bumped from 0.19 to 0.20.bevy
dependency has been bumped from 0.9 to 0.10.Enhancements (0.9.0)
This is useful to make the keybindings layout-independent and is commonly used for the WASD movement controls.
ScanCode
to define the raw scan code values.QwertyScanCode
to define the scan code by the name of the key on the US QWERTY keyboard layout.Actionlike::N_VARIANTS
constant has been changed to a function.DynAction
type and various companions to enable more advanced use cases.v0.8.0
Usability (0.8.0)
bevy_egui
dependency has been bumped from 0.18 to 0.19.v0.7.2
Usability (0.7.2)
Serialize
andDeserialize
traits forInputMap
to make the format more human readable.TypeUuid
forInputMap
to be able use it as asset without wrapperActionState
and its fields now implementReflect
. The type is automatically registered when theInputManagerPlugin
is added.PressScheduler
, used to defer action presses until the start of the next frame to ease scheduling.v0.7.1
Bugs (0.7.1)
egui
feature now works correctly and more robustly if anEguiPlugin
is not actually enabled.Configuration
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