use bevy::{prelude::*, window::CursorGrabMode};
use bevy_rapier3d::prelude::*;
use crate::logic::core::player::player_movement::{PlayerMovementInput, move_player, PlayerLinearYState};
use super::markers::player::Player;
/// System that captures input and fires events
pub fn capture_input(keyboard_input: Res >, query: Query<(&mut Velocity, &mut ExternalImpulse, &mut PlayerLinearYState, &Transform), With>, time: Res) {
// Don't allocate on each frame. Instead Check if any of the inputs are being pressed and then allocate.
if keyboard_input.any_pressed([KeyCode::A, KeyCode::S, KeyCode::D, KeyCode::W, KeyCode::C, KeyCode::Space]) {
let player_movement_input = PlayerMovementInput {
up: keyboard_input.just_pressed(KeyCode::Space),
down: keyboard_input.pressed(KeyCode::C),
left: keyboard_input.pressed(KeyCode::A),
right: keyboard_input.pressed(KeyCode::D),
front: keyboard_input.pressed(KeyCode::W),
back: keyboard_input.pressed(KeyCode::S),
sprint: keyboard_input.pressed(KeyCode::ShiftLeft),
};
move_player(player_movement_input, query, time);
}
}
pub fn capture_cursor(
mut windows: Query<&mut Window>,
btn: Res >,
key: Res >,
) {
let mut window = windows.single_mut();
if btn.just_pressed(MouseButton::Left) {
// if you want to use the cursor, but not let it leave the window,
// use `Confined` mode:
// window.cursor.grab_mode = CursorGrabMode::Confined;
// for a game that doesn't use the cursor (like a shooter):
// use `Locked` mode to keep the cursor in one place
window.cursor.grab_mode = CursorGrabMode::Locked;
// also hide the cursor
window.cursor.visible = false;
}
if key.just_pressed(KeyCode::Escape) {
window.cursor.grab_mode = CursorGrabMode::None;
// also hide the cursor
window.cursor.visible = true;
}
}