Vendor dependencies for 0.3.0 release

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2025-09-27 10:29:08 -05:00
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vendor/bevy_input/src/touch.rs vendored Normal file
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//! The touch input functionality.
use bevy_ecs::{
entity::Entity,
event::{Event, EventReader},
resource::Resource,
system::ResMut,
};
use bevy_math::Vec2;
use bevy_platform::collections::HashMap;
#[cfg(feature = "bevy_reflect")]
use bevy_reflect::Reflect;
#[cfg(all(feature = "serialize", feature = "bevy_reflect"))]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
/// A touch input event.
///
/// ## Logic
///
/// Every time the user touches the screen, a new [`TouchPhase::Started`] event with an unique
/// identifier for the finger is generated. When the finger is lifted, the [`TouchPhase::Ended`]
/// event is generated with the same finger id.
///
/// After a [`TouchPhase::Started`] event has been emitted, there may be zero or more [`TouchPhase::Moved`]
/// events when the finger is moved or the touch pressure changes.
///
/// The finger id may be reused by the system after an [`TouchPhase::Ended`] event. The user
/// should assume that a new [`TouchPhase::Started`] event received with the same id has nothing
/// to do with the old finger and is a new finger.
///
/// A [`TouchPhase::Canceled`] event is emitted when the system has canceled tracking this
/// touch, such as when the window loses focus, or on iOS if the user moves the
/// device against their face.
///
/// ## Note
///
/// This event is the translated version of the `WindowEvent::Touch` from the `winit` crate.
/// It is available to the end user and can be used for game logic.
#[derive(Event, Debug, Clone, Copy, PartialEq)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, PartialEq, Clone)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct TouchInput {
/// The phase of the touch input.
pub phase: TouchPhase,
/// The position of the finger on the touchscreen.
pub position: Vec2,
/// The window entity registering the touch.
pub window: Entity,
/// Describes how hard the screen was pressed.
///
/// May be [`None`] if the platform does not support pressure sensitivity.
/// This feature is only available on **iOS** 9.0+ and **Windows** 8+.
pub force: Option<ForceTouch>,
/// The unique identifier of the finger.
pub id: u64,
}
/// A force description of a [`Touch`] input.
#[derive(Debug, Clone, Copy, PartialEq)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, PartialEq, Clone)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum ForceTouch {
/// On iOS, the force is calibrated so that the same number corresponds to
/// roughly the same amount of pressure on the screen regardless of the
/// device.
Calibrated {
/// The force of the touch, where a value of 1.0 represents the force of
/// an average touch (predetermined by the system, not user-specific).
///
/// The force reported by Apple Pencil is measured along the axis of the
/// pencil. If you want a force perpendicular to the device, you need to
/// calculate this value using the `altitude_angle` value.
force: f64,
/// The maximum possible force for a touch.
///
/// The value of this field is sufficiently high to provide a wide
/// dynamic range for values of the `force` field.
max_possible_force: f64,
/// The altitude (in radians) of the stylus.
///
/// A value of 0 radians indicates that the stylus is parallel to the
/// surface. The value of this property is Pi/2 when the stylus is
/// perpendicular to the surface.
altitude_angle: Option<f64>,
},
/// If the platform reports the force as normalized, we have no way of
/// knowing how much pressure 1.0 corresponds to we know it's the maximum
/// amount of force, but as to how much force, you might either have to
/// press really hard, or not hard at all, depending on the device.
Normalized(f64),
}
/// A phase of a [`TouchInput`].
///
/// ## Usage
///
/// It is used to describe the phase of the touch input that is currently active.
/// This includes a phase that indicates that a touch input has started or ended,
/// or that a finger has moved. There is also a canceled phase that indicates that
/// the system canceled the tracking of the finger.
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, Hash, PartialEq, Clone)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum TouchPhase {
/// A finger started to touch the touchscreen.
Started,
/// A finger moved over the touchscreen.
Moved,
/// A finger stopped touching the touchscreen.
Ended,
/// The system canceled the tracking of the finger.
///
/// This occurs when the window loses focus, or on iOS if the user moves the
/// device against their face.
Canceled,
}
/// A touch input.
///
/// ## Usage
///
/// It is used to store the position and force of a touch input and also the `id` of the finger.
/// The data of the touch input comes from the [`TouchInput`] event and is being stored
/// inside of the [`Touches`] `bevy` resource.
#[derive(Debug, Clone, Copy)]
pub struct Touch {
/// The id of the touch input.
id: u64,
/// The starting position of the touch input.
start_position: Vec2,
/// The starting force of the touch input.
start_force: Option<ForceTouch>,
/// The previous position of the touch input.
previous_position: Vec2,
/// The previous force of the touch input.
previous_force: Option<ForceTouch>,
/// The current position of the touch input.
position: Vec2,
/// The current force of the touch input.
force: Option<ForceTouch>,
}
impl Touch {
/// The delta of the current `position` and the `previous_position`.
pub fn delta(&self) -> Vec2 {
self.position - self.previous_position
}
/// The distance of the `start_position` and the current `position`.
pub fn distance(&self) -> Vec2 {
self.position - self.start_position
}
/// Returns the `id` of the touch.
#[inline]
pub fn id(&self) -> u64 {
self.id
}
/// Returns the `start_position` of the touch.
#[inline]
pub fn start_position(&self) -> Vec2 {
self.start_position
}
/// Returns the `start_force` of the touch.
#[inline]
pub fn start_force(&self) -> Option<ForceTouch> {
self.start_force
}
/// Returns the `previous_position` of the touch.
#[inline]
pub fn previous_position(&self) -> Vec2 {
self.previous_position
}
/// Returns the `previous_force` of the touch.
#[inline]
pub fn previous_force(&self) -> Option<ForceTouch> {
self.previous_force
}
/// Returns the current `position` of the touch.
#[inline]
pub fn position(&self) -> Vec2 {
self.position
}
/// Returns the current `force` of the touch.
#[inline]
pub fn force(&self) -> Option<ForceTouch> {
self.force
}
}
impl From<&TouchInput> for Touch {
fn from(input: &TouchInput) -> Touch {
Touch {
id: input.id,
start_position: input.position,
start_force: input.force,
previous_position: input.position,
previous_force: input.force,
position: input.position,
force: input.force,
}
}
}
/// A collection of [`Touch`]es.
///
/// ## Usage
///
/// It is used to create a `bevy` resource that stores the data of the touches on a touchscreen
/// and can be accessed inside of a system.
///
/// ## Updating
///
/// The resource is updated inside of the [`touch_screen_input_system`].
#[derive(Debug, Clone, Default, Resource)]
pub struct Touches {
/// A collection of every [`Touch`] that is currently being pressed.
pressed: HashMap<u64, Touch>,
/// A collection of every [`Touch`] that just got pressed.
just_pressed: HashMap<u64, Touch>,
/// A collection of every [`Touch`] that just got released.
just_released: HashMap<u64, Touch>,
/// A collection of every [`Touch`] that just got canceled.
just_canceled: HashMap<u64, Touch>,
}
impl Touches {
/// An iterator visiting every pressed [`Touch`] input in arbitrary order.
pub fn iter(&self) -> impl Iterator<Item = &Touch> + '_ {
self.pressed.values()
}
/// Returns the [`Touch`] input corresponding to the `id` if it is being pressed.
pub fn get_pressed(&self, id: u64) -> Option<&Touch> {
self.pressed.get(&id)
}
/// Checks if any touch input was just pressed.
pub fn any_just_pressed(&self) -> bool {
!self.just_pressed.is_empty()
}
/// Register a release for a given touch input.
pub fn release(&mut self, id: u64) {
if let Some(touch) = self.pressed.remove(&id) {
self.just_released.insert(id, touch);
}
}
/// Registers a release for all currently pressed touch inputs.
pub fn release_all(&mut self) {
self.just_released.extend(self.pressed.drain());
}
/// Returns `true` if the input corresponding to the `id` has just been pressed.
pub fn just_pressed(&self, id: u64) -> bool {
self.just_pressed.contains_key(&id)
}
/// Clears the `just_pressed` state of the touch input and returns `true` if the touch input has just been pressed.
///
/// Future calls to [`Touches::just_pressed`] for the given touch input will return false until a new press event occurs.
pub fn clear_just_pressed(&mut self, id: u64) -> bool {
self.just_pressed.remove(&id).is_some()
}
/// An iterator visiting every just pressed [`Touch`] input in arbitrary order.
pub fn iter_just_pressed(&self) -> impl Iterator<Item = &Touch> {
self.just_pressed.values()
}
/// Returns the [`Touch`] input corresponding to the `id` if it has just been released.
pub fn get_released(&self, id: u64) -> Option<&Touch> {
self.just_released.get(&id)
}
/// Checks if any touch input was just released.
pub fn any_just_released(&self) -> bool {
!self.just_released.is_empty()
}
/// Returns `true` if the input corresponding to the `id` has just been released.
pub fn just_released(&self, id: u64) -> bool {
self.just_released.contains_key(&id)
}
/// Clears the `just_released` state of the touch input and returns `true` if the touch input has just been released.
///
/// Future calls to [`Touches::just_released`] for the given touch input will return false until a new release event occurs.
pub fn clear_just_released(&mut self, id: u64) -> bool {
self.just_released.remove(&id).is_some()
}
/// An iterator visiting every just released [`Touch`] input in arbitrary order.
pub fn iter_just_released(&self) -> impl Iterator<Item = &Touch> {
self.just_released.values()
}
/// Checks if any touch input was just canceled.
pub fn any_just_canceled(&self) -> bool {
!self.just_canceled.is_empty()
}
/// Returns `true` if the input corresponding to the `id` has just been canceled.
pub fn just_canceled(&self, id: u64) -> bool {
self.just_canceled.contains_key(&id)
}
/// Clears the `just_canceled` state of the touch input and returns `true` if the touch input has just been canceled.
///
/// Future calls to [`Touches::just_canceled`] for the given touch input will return false until a new cancel event occurs.
pub fn clear_just_canceled(&mut self, id: u64) -> bool {
self.just_canceled.remove(&id).is_some()
}
/// An iterator visiting every just canceled [`Touch`] input in arbitrary order.
pub fn iter_just_canceled(&self) -> impl Iterator<Item = &Touch> {
self.just_canceled.values()
}
/// Retrieves the position of the first currently pressed touch, if any
pub fn first_pressed_position(&self) -> Option<Vec2> {
// Looking for the position in `pressed`. If nothing is found, also look into `just_pressed`
// A touch can be in `just_pressed` but not in `pressed` if it ended in the same frame it started
self.pressed
.values()
.next()
.or_else(|| self.just_pressed.values().next())
.map(|t| t.position)
}
/// Clears `just_pressed`, `just_released`, and `just_canceled` data for every touch input.
///
/// See also [`Touches::reset_all`] for a full reset.
pub fn clear(&mut self) {
self.just_pressed.clear();
self.just_released.clear();
self.just_canceled.clear();
}
/// Clears `pressed`, `just_pressed`, `just_released`, and `just_canceled` data for every touch input.
///
/// See also [`Touches::clear`] for clearing only touches that have just been pressed, released or canceled.
pub fn reset_all(&mut self) {
self.pressed.clear();
self.just_pressed.clear();
self.just_released.clear();
self.just_canceled.clear();
}
/// Processes a [`TouchInput`] event by updating the `pressed`, `just_pressed`,
/// `just_released`, and `just_canceled` collections.
fn process_touch_event(&mut self, event: &TouchInput) {
match event.phase {
TouchPhase::Started => {
self.pressed.insert(event.id, event.into());
self.just_pressed.insert(event.id, event.into());
}
TouchPhase::Moved => {
if let Some(mut new_touch) = self.pressed.get(&event.id).cloned() {
// NOTE: This does not update the previous_force / previous_position field;
// they should be updated once per frame, not once per event
// See https://github.com/bevyengine/bevy/issues/12442
new_touch.position = event.position;
new_touch.force = event.force;
self.pressed.insert(event.id, new_touch);
}
}
TouchPhase::Ended => {
// if touch `just_released`, add related event to it
// the event position info is inside `pressed`, so use it unless not found
if let Some((_, v)) = self.pressed.remove_entry(&event.id) {
self.just_released.insert(event.id, v);
} else {
self.just_released.insert(event.id, event.into());
}
}
TouchPhase::Canceled => {
// if touch `just_canceled`, add related event to it
// the event position info is inside `pressed`, so use it unless not found
if let Some((_, v)) = self.pressed.remove_entry(&event.id) {
self.just_canceled.insert(event.id, v);
} else {
self.just_canceled.insert(event.id, event.into());
}
}
};
}
}
/// Updates the [`Touches`] resource with the latest [`TouchInput`] events.
///
/// This is not clearing the `pressed` collection, because it could incorrectly mark a touch input
/// as not pressed even though it is pressed. This could happen if the touch input is not moving
/// for a single frame and would therefore be marked as not pressed, because this function is
/// called on every single frame no matter if there was an event or not.
///
/// ## Differences
///
/// The main difference between the [`TouchInput`] event and the [`Touches`] resource is that
/// the latter has convenient functions like [`Touches::just_pressed`] and [`Touches::just_released`].
pub fn touch_screen_input_system(
mut touch_state: ResMut<Touches>,
mut touch_input_events: EventReader<TouchInput>,
) {
if !touch_state.just_pressed.is_empty() {
touch_state.just_pressed.clear();
}
if !touch_state.just_released.is_empty() {
touch_state.just_released.clear();
}
if !touch_state.just_canceled.is_empty() {
touch_state.just_canceled.clear();
}
if !touch_input_events.is_empty() {
for touch in touch_state.pressed.values_mut() {
touch.previous_position = touch.position;
touch.previous_force = touch.force;
}
for event in touch_input_events.read() {
touch_state.process_touch_event(event);
}
}
}
#[cfg(test)]
mod test {
use super::Touches;
#[test]
fn touch_update() {
use crate::{touch::Touch, Touches};
use bevy_math::Vec2;
let mut touches = Touches::default();
let touch_event = Touch {
id: 4,
start_position: Vec2::ZERO,
start_force: None,
previous_position: Vec2::ZERO,
previous_force: None,
position: Vec2::ZERO,
force: None,
};
// Add a touch to `just_pressed`, 'just_released', and 'just canceled'
touches.just_pressed.insert(4, touch_event);
touches.just_released.insert(4, touch_event);
touches.just_canceled.insert(4, touch_event);
clear_all(&mut touches);
// Verify that all the `just_x` maps are cleared
assert!(touches.just_pressed.is_empty());
assert!(touches.just_released.is_empty());
assert!(touches.just_canceled.is_empty());
}
#[test]
fn touch_process() {
use crate::{touch::TouchPhase, TouchInput, Touches};
use bevy_ecs::entity::Entity;
use bevy_math::Vec2;
let mut touches = Touches::default();
// Test adding a `TouchPhase::Started`
let touch_event = TouchInput {
phase: TouchPhase::Started,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 4,
};
clear_all(&mut touches);
touches.process_touch_event(&touch_event);
assert!(touches.pressed.get(&touch_event.id).is_some());
assert!(touches.just_pressed.get(&touch_event.id).is_some());
// Test adding a `TouchPhase::Moved`
let moved_touch_event = TouchInput {
phase: TouchPhase::Moved,
position: Vec2::splat(5.0),
window: Entity::PLACEHOLDER,
force: None,
id: touch_event.id,
};
clear_all(&mut touches);
touches.process_touch_event(&moved_touch_event);
assert_eq!(
touches
.pressed
.get(&moved_touch_event.id)
.expect("Missing from pressed after move.")
.previous_position,
touch_event.position
);
// Test cancelling an event
let cancel_touch_event = TouchInput {
phase: TouchPhase::Canceled,
position: Vec2::ONE,
window: Entity::PLACEHOLDER,
force: None,
id: touch_event.id,
};
clear_all(&mut touches);
touches.process_touch_event(&cancel_touch_event);
assert!(touches.just_canceled.get(&touch_event.id).is_some());
assert!(touches.pressed.get(&touch_event.id).is_none());
// Test ending an event
let end_touch_event = TouchInput {
phase: TouchPhase::Ended,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: touch_event.id,
};
clear_all(&mut touches);
touches.process_touch_event(&touch_event);
touches.process_touch_event(&moved_touch_event);
touches.process_touch_event(&end_touch_event);
assert!(touches.just_released.get(&touch_event.id).is_some());
assert!(touches.pressed.get(&touch_event.id).is_none());
let touch = touches.just_released.get(&touch_event.id).unwrap();
// Make sure the position is updated from TouchPhase::Moved and TouchPhase::Ended
assert_ne!(touch.previous_position, touch.position);
}
// See https://github.com/bevyengine/bevy/issues/12442
#[test]
fn touch_process_multi_event() {
use crate::{touch::TouchPhase, TouchInput, Touches};
use bevy_ecs::entity::Entity;
use bevy_math::Vec2;
let mut touches = Touches::default();
let started_touch_event = TouchInput {
phase: TouchPhase::Started,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 4,
};
let moved_touch_event1 = TouchInput {
phase: TouchPhase::Moved,
position: Vec2::splat(5.0),
window: Entity::PLACEHOLDER,
force: None,
id: started_touch_event.id,
};
let moved_touch_event2 = TouchInput {
phase: TouchPhase::Moved,
position: Vec2::splat(6.0),
window: Entity::PLACEHOLDER,
force: None,
id: started_touch_event.id,
};
// tick 1: touch is started during frame
for touch in touches.pressed.values_mut() {
// update ONCE, at start of frame
touch.previous_position = touch.position;
}
touches.process_touch_event(&started_touch_event);
touches.process_touch_event(&moved_touch_event1);
touches.process_touch_event(&moved_touch_event2);
{
let touch = touches.get_pressed(started_touch_event.id).unwrap();
assert_eq!(touch.previous_position, started_touch_event.position);
assert_eq!(touch.position, moved_touch_event2.position);
}
// tick 2: touch was started before frame
for touch in touches.pressed.values_mut() {
touch.previous_position = touch.position;
}
touches.process_touch_event(&moved_touch_event1);
touches.process_touch_event(&moved_touch_event2);
touches.process_touch_event(&moved_touch_event1);
{
let touch = touches.get_pressed(started_touch_event.id).unwrap();
assert_eq!(touch.previous_position, moved_touch_event2.position);
assert_eq!(touch.position, moved_touch_event1.position);
}
}
#[test]
fn touch_pressed() {
use crate::{touch::TouchPhase, TouchInput, Touches};
use bevy_ecs::entity::Entity;
use bevy_math::Vec2;
let mut touches = Touches::default();
let touch_event = TouchInput {
phase: TouchPhase::Started,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 4,
};
// Register the touch and test that it was registered correctly
touches.process_touch_event(&touch_event);
assert!(touches.get_pressed(touch_event.id).is_some());
assert!(touches.just_pressed(touch_event.id));
assert_eq!(touches.iter().count(), 1);
touches.clear_just_pressed(touch_event.id);
assert!(!touches.just_pressed(touch_event.id));
}
#[test]
fn touch_released() {
use crate::{touch::TouchPhase, TouchInput, Touches};
use bevy_ecs::entity::Entity;
use bevy_math::Vec2;
let mut touches = Touches::default();
let touch_event = TouchInput {
phase: TouchPhase::Ended,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 4,
};
// Register the touch and test that it was registered correctly
touches.process_touch_event(&touch_event);
assert!(touches.get_released(touch_event.id).is_some());
assert!(touches.just_released(touch_event.id));
assert_eq!(touches.iter_just_released().count(), 1);
touches.clear_just_released(touch_event.id);
assert!(!touches.just_released(touch_event.id));
}
#[test]
fn touch_canceled() {
use crate::{touch::TouchPhase, TouchInput, Touches};
use bevy_ecs::entity::Entity;
use bevy_math::Vec2;
let mut touches = Touches::default();
let touch_event = TouchInput {
phase: TouchPhase::Canceled,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 4,
};
// Register the touch and test that it was registered correctly
touches.process_touch_event(&touch_event);
assert!(touches.just_canceled(touch_event.id));
assert_eq!(touches.iter_just_canceled().count(), 1);
touches.clear_just_canceled(touch_event.id);
assert!(!touches.just_canceled(touch_event.id));
}
#[test]
fn release_touch() {
use crate::{touch::TouchPhase, TouchInput, Touches};
use bevy_ecs::entity::Entity;
use bevy_math::Vec2;
let mut touches = Touches::default();
let touch_event = TouchInput {
phase: TouchPhase::Started,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 4,
};
// Register the touch and test that it was registered correctly
touches.process_touch_event(&touch_event);
assert!(touches.get_pressed(touch_event.id).is_some());
touches.release(touch_event.id);
assert!(touches.get_pressed(touch_event.id).is_none());
assert!(touches.just_released(touch_event.id));
}
#[test]
fn release_all_touches() {
use crate::{touch::TouchPhase, TouchInput, Touches};
use bevy_ecs::entity::Entity;
use bevy_math::Vec2;
let mut touches = Touches::default();
let touch_pressed_event = TouchInput {
phase: TouchPhase::Started,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 4,
};
let touch_moved_event = TouchInput {
phase: TouchPhase::Moved,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 4,
};
touches.process_touch_event(&touch_pressed_event);
touches.process_touch_event(&touch_moved_event);
assert!(touches.get_pressed(touch_pressed_event.id).is_some());
assert!(touches.get_pressed(touch_moved_event.id).is_some());
touches.release_all();
assert!(touches.get_pressed(touch_pressed_event.id).is_none());
assert!(touches.just_released(touch_pressed_event.id));
assert!(touches.get_pressed(touch_moved_event.id).is_none());
assert!(touches.just_released(touch_moved_event.id));
}
#[test]
fn clear_touches() {
use crate::{touch::TouchPhase, TouchInput, Touches};
use bevy_ecs::entity::Entity;
use bevy_math::Vec2;
let mut touches = Touches::default();
let touch_press_event = TouchInput {
phase: TouchPhase::Started,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 4,
};
let touch_canceled_event = TouchInput {
phase: TouchPhase::Canceled,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 5,
};
let touch_released_event = TouchInput {
phase: TouchPhase::Ended,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 6,
};
// Register the touches and test that it was registered correctly
touches.process_touch_event(&touch_press_event);
touches.process_touch_event(&touch_canceled_event);
touches.process_touch_event(&touch_released_event);
assert!(touches.get_pressed(touch_press_event.id).is_some());
assert!(touches.just_pressed(touch_press_event.id));
assert!(touches.just_canceled(touch_canceled_event.id));
assert!(touches.just_released(touch_released_event.id));
touches.clear();
assert!(touches.get_pressed(touch_press_event.id).is_some());
assert!(!touches.just_pressed(touch_press_event.id));
assert!(!touches.just_canceled(touch_canceled_event.id));
assert!(!touches.just_released(touch_released_event.id));
}
#[test]
fn reset_all_touches() {
use crate::{touch::TouchPhase, TouchInput, Touches};
use bevy_ecs::entity::Entity;
use bevy_math::Vec2;
let mut touches = Touches::default();
let touch_press_event = TouchInput {
phase: TouchPhase::Started,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 4,
};
let touch_canceled_event = TouchInput {
phase: TouchPhase::Canceled,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 5,
};
let touch_released_event = TouchInput {
phase: TouchPhase::Ended,
position: Vec2::splat(4.0),
window: Entity::PLACEHOLDER,
force: None,
id: 6,
};
// Register the touches and test that it was registered correctly
touches.process_touch_event(&touch_press_event);
touches.process_touch_event(&touch_canceled_event);
touches.process_touch_event(&touch_released_event);
assert!(touches.get_pressed(touch_press_event.id).is_some());
assert!(touches.just_pressed(touch_press_event.id));
assert!(touches.just_canceled(touch_canceled_event.id));
assert!(touches.just_released(touch_released_event.id));
touches.reset_all();
assert!(touches.get_pressed(touch_press_event.id).is_none());
assert!(!touches.just_pressed(touch_press_event.id));
assert!(!touches.just_canceled(touch_canceled_event.id));
assert!(!touches.just_released(touch_released_event.id));
}
fn clear_all(touch_state: &mut Touches) {
touch_state.just_pressed.clear();
touch_state.just_released.clear();
touch_state.just_canceled.clear();
}
}