beginning of action system
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97
crates/bevy_xr/src/actions.rs
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97
crates/bevy_xr/src/actions.rs
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use std::marker::PhantomData;
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use bevy::{
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app::{App, First, Plugin},
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ecs::system::{ResMut, Resource},
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};
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pub struct ActionPlugin<A: Action>(PhantomData<A>);
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impl<A: Action> Default for ActionPlugin<A> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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impl<A: Action> Plugin for ActionPlugin<A> {
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fn build(&self, app: &mut App) {
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app.add_systems(First, reset_action_state::<A>)
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.init_resource::<Actions>();
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app.world.resource_mut::<Actions>().0.push(A::INFO);
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}
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}
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pub enum ActionType {
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Bool,
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}
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pub trait ActionTy: Send + Sync + Default + Clone + Copy {
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const TYPE: ActionType;
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}
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impl ActionTy for bool {
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const TYPE: ActionType = ActionType::Bool;
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}
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pub trait Action: Send + Sync + 'static {
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type ActionType: ActionTy;
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const INFO: ActionInfo;
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}
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pub struct ActionInfo {
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pub pretty_name: &'static str,
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pub name: &'static str,
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pub action_type: ActionType,
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}
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#[derive(Resource, Default)]
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pub struct Actions(pub Vec<ActionInfo>);
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#[derive(Resource, Default)]
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pub struct ActionState<A: Action> {
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previous_state: A::ActionType,
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current_state: A::ActionType,
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}
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impl<A: Action> ActionState<A> {
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pub fn current_state(&self) -> A::ActionType {
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self.current_state
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}
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pub fn previous_state(&self) -> A::ActionType {
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self.previous_state
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}
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}
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impl<A: Action<ActionType = bool>> ActionState<A> {
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pub fn pressed(&self) -> bool {
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self.current_state
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}
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pub fn just_pressed(&self) -> bool {
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self.previous_state == false && self.current_state == true
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}
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pub fn just_released(&self) -> bool {
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self.previous_state == true && self.current_state == false
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}
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pub fn press(&mut self) {
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self.current_state = true
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}
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}
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pub fn reset_action_state<A: Action>(mut action_state: ResMut<ActionState<A>>) {
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action_state.previous_state = std::mem::take(&mut action_state.current_state);
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}
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pub trait ActionApp {
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fn register_action<A: Action>(&mut self) -> &mut Self;
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}
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impl ActionApp for App {
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fn register_action<A: Action>(&mut self) -> &mut Self {
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self.add_plugins(ActionPlugin::<A>::default())
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}
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}
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