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RELEASES.md

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Release Notes

Unreleased

Bugs

  • Fixed system order ambiguity between bevy_ui and update_action_state systems
  • The input values of axis inputs in a Chord are now prioritized over buttons
  • Fixed unassigned InputMapss not receiving input from all connected gamepads

Docs

  • Fixed invalid example code in README
  • Added example for setting default controls

Enhancements

  • Added DeadZoneShape for DualAxis which allows for different deadzones shapes: cross, rectangle, and ellipse.
  • Added sensitivity for SingleAxis and DualAxis, allowing you to scale mouse, keypad and gamepad inputs differently for each action.

Version 0.10

Usability

  • bevy dependency has been bumped from 0.10 to 0.11.
  • ActionLike now requires Bevy's TypePath trait. Your actions will now need to derive Reflect or TypePath. See bevy#7184
  • QwertyScanCode has had its variants renamed to match bevy's KeyCode variants. See bevy#8792

Enhancements

  • Changed entity field of ActionStateDriver to targets: ActionStateDriverTarget with variants for 0, 1, or multiple targets, to allow for one driver to update multiple entities if needed.
  • Added builder-style functions to SingleAxis, DualAxis, and VirtualDPad that invert their output values, allowing, for example, binding inverted camera controls.

Docs

  • Added example for driving cursor position action from another entity.

Usability

  • Makes run_if_enabled public.

Version 0.9.3

Bugs

  • Changed Rotation to be stored in millionths of a degree instead of tenths of a degree in order to reduce rounding errors.

Usability

  • Added VirtualAxis::horizontal_dpad() and VirtualAxis::vertical_dpad().
  • Do not read mouse input if any bevy_ui element have active Interaction.

Version 0.9.2

Bugs

  • Fixed DualAxis inputs so deadzones apply across both axes, and filter out-of-range values correctly.

Version 0.9.1

Usability

  • Added common run conditions for actions that mirrors input conditions in Bevy.

Version 0.9.0

Usability

  • Added 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

  • Added scan code support, which enables you to define keybindings depending on the key position rather than the key output. This is useful to make the keybindings layout-independent and is commonly used for the WASD movement controls.
    • Use ScanCode to define the raw scan code values.
    • Use QwertyScanCode to define the scan code by the name of the key on the US QWERTY keyboard layout.
  • The Actionlike::N_VARIANTS constant has been changed to a function.
  • Added the DynAction type and various companions to enable more advanced use cases.

Version 0.8.0

Usability

  • bevy_egui dependency has been bumped from 0.18 to 0.19.

Version 0.7.2

Usability

  • Added custom implementation of the Serialize and Deserialize traits for InputMap to make the format more human readable.
  • Added TypeUuid for InputMap to be able use it as asset without wrapper
  • ActionState and its fields now implement Reflect. The type is automatically registered when the InputManagerPlugin is added.
  • Added PressScheduler, used to defer action presses until the start of the next frame to ease scheduling.

Version 0.7.1

Bugs

  • egui feature now works correctly and more robustly if an EguiPlugin is not actually enabled.

Version 0.7

Enhancements

  • Added VirtualAxis struct that can be supplied to an InputMap to trigger on two direction-representing inputs. 1-dimensional equivalent to VirtualDPad.

Usability

  • Added egui feature to not take specific input sources into account when egui is using them. For example, when the user clicks on a widget, the actions associated with the mouse will not be taken into account.
  • InputStreams no longer stores an Option to an input stream type: all fields other than associated_gamepad are now required. This was not useful in practice and added significant complexity.

Version 0.6.1

Bugs

  • no longer print "real clash" due to a missed debugging statement

Version 0.6

Enhancements

  • Added the Modifier enum, to ergonomically capture the notion of "either control/alt/shift/windows key".
    • The corresponding InputKind::Modifier variant was added to match.
    • You can conveniently construct these using the InputKind::modified or InputMap::insert_modified methods.

Usability

  • Implemented Eq for Timing and InputMap.
  • Held ActionState inputs will now be released when an InputMap is removed.
  • Improve ToggleActions.
    • Make _phantom field public and rename into phantom.
    • Add ToggleActions::ENABLED and ToggleActions::DISABLED.
  • Added SingleAxis::negative_only and SingleAxis::positive_only for triggering separate actions for each direction of an axis.
  • ActionData::action_data now returns a reference, rather than a clone, for consistency and explicitness
  • added with_deadzone methods to configure the deadzones for both SingleAxis and DualAxis inputs

Version 0.5.2

Bug fixes

  • Fixed gamepad axes not filtering out inputs outside of the axis deadzone.
  • Fixed DualAxis::right_stick() returning the y axis for the left stick.

Version 0.5.1

Bug fixes

  • removed a missed println statement spamming "real conflict" that had been missed

Version 0.5

Enhancements

  • Added gamepad axis support.
    • Use the new SingleAxis and DualAxis types / variants.
  • Added mousewheel and mouse motion support.
    • Use the new SingleAxis and DualAxis types / variants when you care about the continuous values.
    • Use the new MouseWheelDirection enum as an InputKind.
  • Added SingleAxis and DualAxis structs that can be supplied to an InputMap to trigger on axis inputs.
  • Added VirtualDPad struct that can be supplied to an InputMap to trigger on four direction-representing inputs.
  • Added ActionState::action_axis_pair() which can return an AxisPair containing the analog values of a SingleAxis, DualAxis, or VirtualDPad.
  • Added ActionState::action_value() which represents the floating point value of any action:
    • 1.0 or 0.0 for pressed or unpressed button-like inputs
    • a value (typically) in the range -1.0..=1.0 for a single axis representing its analog input
    • or a value (typically) in the range 0.0..=1.0 for a dual axis representing the magnitude (length) of its vector.

Usability

  • If no gamepad is registered to a specific InputMap, inputs from any gamepad in the Gamepads resource will be used.
  • Removed the ActionState::reasons_pressed API.
    • This API was quite complex, not terribly useful and had nontrivial performance overhead.
    • This was not needed for axislike inputs in the end.
  • Added Direction::try_new() to fallibly create a new Direction struct (which cannot be created from the zero vector).
  • Removed the InputMode enum.
    • This was poorly motivated and had no internal usages.
    • This could not accurately represent more complex compound input types.
  • ButtonKind was renamed to InputKind to reflect the new non-button input types.
  • Renamed AxisPair to DualAxisData.
    • DualAxisData::new now takes two f32 values for ergonomic reasons.
    • Use DualAxisData::from_xy to construct this directly from a Vec2 as before.
  • Rotation is now measured from the positive x axis in a counterclockwise direction. This applies to both Rotation and Direction.
    • This increases consistency with glam and makes trigonometry easier.
  • Added Direction::try_from which never panics; consider using this in place of Direction::new.
  • Converting from a Direction (which uses a Vec2 of f32's internally) to a Rotation (which uses exact decidegrees) now has special cases to ensure all eight cardinal directions result in exact degrees.
    • For example, a unit vector pointing to the Northeast now always converts to a Direction with exactly 1350 decidegrees.
    • Rounding errors may still occur when converting from arbitrary directions to the other 3592 discrete decidegrees.
  • InputStreams and MutableInputStreams no longer store e.g. Option<Res<Input<MouseButton>>>, and instead simply store Res<Input<MouseButton>>
    • This makes them much easier to work with and dramatically simplifies internal logic.
  • InputStreams::from_world no longer requires &mut World, as it does not require mutable access to any resources.
  • Renamed InputMocking::send_input_to_gamepad and InputMocking::release_input_for_gamepad to InputMocking::send_input_as_gamepad and InputMocking::send_input_as_gamepad.
  • Added the guess_gamepad method to InputStreams and MutableInputStreams, which attempts to find an appropriate gamepad to use.
  • InputMocking::pressed and pressed_for_gamepad no longer require &mut self.
  • UserInput::raw_inputs now returns a RawInputs struct, rather than a tuple struct.
  • The mouse and keyboard fields on the two InputStreams types are now named mouse_button and keycode respectively.

Bug fixes

  • mocked inputs are now sent at the low-level Events form, rather than in their Input format.
    • this ensures that user code that is reading these events directly can be tested accurately.

Version 0.4.1

Bug fixes

  • fixed a compilation error caused by mistakenly renaming the macros crate

Version 0.4

Usability

  • reduced required derive_more features
  • removed thiserror dependency
  • the order of all methods on InputMap is now (input, action), rather than (action, input) to better match user mental models
    • this is a map-like struct: one presses KeyCode::F to Actions::PayRespects, not the other way around!
    • this includes the order of all paired tuples, including the returned values

Bug fixes

  • fixed serious bug that broke all functionality relating to durations that buttons were pressed or released for
    • ActionState::tick now takes the Instant of both the current and previous frame, rather than just the current
  • InputManagerPlugin no longer panics when time does not have a previous update
    • this is useful as it ensures bevy_inspector_egui compatibility!

Docs

  • properly documented the ToggleActions functionality, for dynamically enabling and disabling actions
  • added doc examples to ActionStateDriver, which allows you to trigger actions based on entity properties
  • document the need to add system ordering when you have other functionality running during CoreStage::PreUpdate
  • hint to users that they may want to use multiple Actionlike enums

Version 0.3

Enhancements

  • added reasons_pressed API on ActionState, which records the triggering inputs
    • you can use this to extract exact input information from analog inputs (like triggers or joysticks)
  • added the ability to release user inputs during input mocking
  • added ActionState::consume(action), which allows you to consume a pressed action, ensuring it is not pressed until after it is otherwise released
  • added geometric primitives (Direction and Rotation) for working with rotations in 2 dimensions
    • stay tuned for first-class directional input support!

Usability

  • if desired, users are now able to use the ActionState and InputMap structs as standalone resources
  • reverted change from by-reference to by-value APIs for Actionlike types
    • this is more ergonomic (derive Copy when you can!), and somewhat faster in the overwhelming majority of uses
  • relaxed Hash and Eq bounds on Actionlike
  • InputManagerPlugin::run_in_state was replaced with ToggleActions<A: Actionlike> resource which controls whether or not the [ActionState] / [InputMap] pairs of type A are active.
  • ActionState::state and set_state methods renamed to button_state and set_button_state for clarity
  • simplified VirtualButtonState into a trivial enum ButtonState
    • other metadata (e.g. timing information and reasons pressed) is stored in the ActionData struct
    • users can now access the ActionData struct directly for each action in a ActionState struct, allowing full manual control for unusual needs
  • removed a layer of indirection for fetching timing information: simply call action_state.current_duration(Action::Jump), rather than action_state.button_state(Action::Jump).current_duration()
  • fleshed out ButtonState API for better parity with ActionState
  • removed UserInput::Null: this was never helpful and bloated match statements
    • insert this resource when you want to suppress input collection, and remove it when you're done
  • renamed the InputManagerSystem::Reset system label to InputManagerSystem::Tick.
  • refactored InputMap
    • removed methods that works with specific input mode.
    • removed n_registered, use get(action).len() instead.
    • added insert_at / remove_at to insert / remove input at specific index.
    • added remove remove input for specific mapping.
    • use usize for sizes as in other Rust containers.
  • added UserInput::raw_inputs, which breaks down a UserInput into the constituent Bevy types (e.g. KeyCode and MouseButton)

Bug fixes

  • the PartialOrd implementation of Timing now correctly compares values on the basis of the current duration that the button has been held / released for

Version 0.2

Enhancements

  • configure how "clashing" inputs should be handled with the ClashStrategy field of your InputMap
    • very useful for working with modifier keys
    • if two actions are triggered
  • ergonomic input mocking API at both the App and World level using the MockInputs trait
  • send ActionState across the network in a space-efficient fashion using the ActionDiff struct
    • check out (or directly use) the process_action_diff and generate_action_diff systems to convert these to and from ActionStates
    • add InputManagerPlugin::server() to your server App for a stripped down version of the input management functionality

Usability

  • InputMap::new() and InputMap::insert_multiple now accept an iterator of (action, input) tuples for more natural construction
  • better decoupled InputMap and ActionState, providing an InputMap::which_pressed API and allowing ActionState::update to operate based on any HashSet<A: Actionlike> of pressed virtual buttons that you pass in
  • InputMap now uses a collected InputStreams struct in all of its methods, and input methods are now optional
  • InputManagerPlugin now works even if some input stream resources are missing
  • added the input_pressed method to InputMap, to check if a single input is pressed
  • renamed InputMap::assign_gamepad to InputMap::set_gamepad for consistency and clarity (it does not uniquely assign a gamepad)
  • removed strum dependency by reimplementing the funcitonality, allowing users to define actions with only the Actionlike trait
  • added the get_at and index methods on the Actionlike trait, allowing you to fetch a specific action by its position in the defining enum and vice versa
  • Copy bound on Actionlike trait relaxed to Clone, allowing you to store non-copy data in your enum variants
  • Clone, PartialEq and Debug trait impls for ActionState
  • get_pressed, get_just_pressed, get_released and get_just_released methods on ActionState, for conveniently checking many action states at once

Bug fixes

  • the ActionState component is no longer marked as Changed every frame
  • InputManagerPlugin::run_in_state now actually works!
  • virtually all methods now take actions and inputs by reference, rather than by ownership, eliminating unnecessary copies

Version 0.1.2

Usability

  • added set_state method, allowing users to transfer VirtualButtonState between ActionState without losing Timing information

Bug fixes

  • fixed minor mistakes in documentation

Version 0.1.1

Bug fixes

  • fix failed strum re-export; users will need to pull in the derive macro EnumIter themselves
    • thanks to @Shatur for noticing this

Version 0.1

  • Released!