A straightforward but robust input-action manager for Bevy.
Inputs from various input sources (keyboard, mouse and gamepad) are collected into a common ActionState
on your player entity,
which can be conveniently used in your game logic.
The mapping between inputs and actions is many-to-many, and easily configured and extended with the InputMap
components on each player entity.
A single action can be triggered by multiple inputs (or set directly by UI elements or gameplay logic),
and a single input can result in multiple actions being triggered, which can be handled contextually.
- Full keyboard, mouse and joystick support for button-like and axis inputs
- Dual axis support for analog inputs from gamepads and joysticks
- Bind arbitrary button inputs into virtual DPads
- Effortlessly wire UI buttons to game state with one simple component!
- When clicked, your button will press the appropriate action on the corresponding entity
- Store all your input mappings in a single
InputMap
component- No more bespoke
Keybindings<KeyCode>
,Keybindings<Gamepad>
headaches
- No more bespoke
- Look up your current input state in a single
ActionState
component- That pesky maximum of 16 system parameters got you down? Say goodbye to that input handling mega-system
- Ergonomic insertion API that seamlessly blends multiple input types for you
- Can't decide between
input_map.insert(Action::Jump, KeyCode::Space)
andinput_map.insert(Action::Jump, GamepadButtonType::South)
? Have both!
- Can't decide between
- Full support for arbitrary button combinations: chord your heart out.
input_map.insert_chord(Action::Console, [KeyCode::LControl, KeyCode::Shift, KeyCode::C])
- Sophisticated input disambiguation with the
ClashStrategy
enum: stop triggering individual buttons when you meant to press a chord! - Create an arbitrary number of strongly typed disjoint action sets by adding multiple copies of this plugin: decouple your camera and player state
- Local multiplayer support: freely bind keys to distinct entities, rather than worrying about singular global state
- Networked multiplayer support: serializable structs, and a space-conscious
ActionDiff
representation to send on the wire - Powerful and easy-to-use input mocking API for integration testing your Bevy applications
app.send_input(KeyCode::B)
orworld.send_input(UserInput::chord([KeyCode::B, KeyCode::E, KeyCode::V, KeyCode::Y])
- Control which state this plugin is active in: stop wandering around while in a menu!
- Leafwing Studio's trademark
#![forbid(missing_docs)]
- Gamepads must be manually assigned to each input map: read from the
Gamepads
resource and useInputMap::set_gamepad
.
Development occurs on the dev
branch, which is merged into main
on each release.
This ensures the examples are in-sync with the latest release.
- Add
leafwing-input-manager
to yourCargo.toml
. - Create an enum of the logical actions you want to represent, and derive the
Actionlike
trait for it. - Add the
InputManagerPlugin
to yourApp
. - Add the
InputManagerBundle
to your player entity (or entities!). - Configure a mapping between your inputs and your actions by modifying the
InputMap
component on your player entity. - Read the
ActionState
component on your player entity to check the collected input state!
use bevy::prelude::*;
use leafwing_input_manager::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// This plugin maps inputs to an input-type agnostic action-state
// We need to provide it with an enum which stores the possible actions a player could take
.add_plugin(InputManagerPlugin::<Action>::default())
// The InputMap and ActionState components will be added to any entity with the Player component
.add_startup_system(spawn_player)
// Read the ActionState in your systems using queries!
.add_system(jump)
.run();
}
// This is the list of "things in the game I want to be able to do based on input"
#[derive(Actionlike, PartialEq, Eq, Clone, Copy, Hash, Debug)]
enum Action {
Run,
Jump,
}
#[derive(Component)]
struct Player;
fn spawn_player(mut commands: Commands) {
commands
.spawn(InputManagerBundle::<Action> {
// Stores "which actions are currently pressed"
action_state: ActionState::default(),
// Describes how to convert from player inputs into those actions
input_map: InputMap::new([(KeyCode::Space, Action::Jump)]),
})
.insert(Player);
}
// Query for the `ActionState` component in your game logic systems!
fn jump(query: Query<&ActionState<Action>, With<Player>>) {
let action_state = query.single();
// Each action has a button-like state of its own that you can check
if action_state.just_pressed(Action::Jump) {
println!("I'm jumping!");
}
}
This snippet is the minimal.rs
example from the examples
folder: check there for more in-depth learning materials!