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Update the dependencies to bevy 0.13 and bevy_egui 0.25 #463

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0a3ffed
Update the dependencies to `bevy` 0.13 and `bevy_egui` 0.25
Shute052 Feb 3, 2024
ac9df18
Remove `ScanCode` and fix linter by refactoring
Shute052 Feb 3, 2024
fe74fe3
fix linter
Shute052 Feb 3, 2024
8caeaf4
Rename
Shute052 Feb 3, 2024
7908944
Bad linter warning
Shute052 Feb 3, 2024
b60f162
Send a placeholder like 'Mocking' as a logical key
Shute052 Feb 3, 2024
582c2aa
Incorrect sign
Shute052 Feb 3, 2024
58a62e0
Fix issues in docs
Shute052 Feb 3, 2024
31db397
Update RELEASES.md
Shute052 Feb 3, 2024
c6f6973
Fix docs
Shute052 Feb 3, 2024
15c5553
Merge branch 'main' into bevy_0.13
Shute052 Feb 3, 2024
4c84908
Update RELEASES.md
Shute052 Feb 3, 2024
c1877ff
Remove `Copy` from `InputKind` and add `InputKind::Keyboard(Key)`
Shute052 Feb 4, 2024
7d15ffd
Fix `input_mocking`
Shute052 Feb 4, 2024
610d2d6
Fix
Shute052 Feb 4, 2024
bc2b168
Add example for logical key bindings
Shute052 Feb 4, 2024
7d40896
fix egui
Shute052 Feb 4, 2024
b1d41b3
Fix linter
Shute052 Feb 4, 2024
1f44181
Replace `Keyboard` and `KeyLocation` in `InputKind` with more straigh…
Shute052 Feb 4, 2024
41b8ef1
Update RELEASES.md
Shute052 Feb 4, 2024
737cb09
Bad fmt
Shute052 Feb 4, 2024
06d14fb
Remove feature flag `logical_key_binding` and make the MSVC linker happy
Shute052 Feb 4, 2024
bf5d02c
Fix the linter report and make them happy
Shute052 Feb 4, 2024
f81e84d
Make the compiler happy
Shute052 Feb 4, 2024
8af1fc6
Make the clippy happy
Shute052 Feb 4, 2024
017e5bf
Fix the unintended `JustReleased` of logical keys
Shute052 Feb 4, 2024
d7b1a3d
Clean up
Shute052 Feb 4, 2024
6cea797
Avoid memory leaking
Shute052 Feb 4, 2024
9404645
Split unrelated changes out of this PR
Shute052 Feb 5, 2024
ed7bb00
Eliminate the logical keybindings system
Shute052 Feb 5, 2024
a0dc3bf
Revert "Split unrelated changes out of this PR"
Shute052 Feb 5, 2024
23fbb31
Fix testing with no-default-features
Shute052 Feb 5, 2024
73b869c
Refactor the logic for simplification and improved performance
Shute052 Feb 5, 2024
4bcc875
Make clippy happy
Shute052 Feb 5, 2024
655a7f6
Use `extract_single_axis_data`
Shute052 Feb 5, 2024
8c28761
Cleanup
Shute052 Feb 5, 2024
b9ccd92
Update to Bevy 0.13 and Egui 0.26.2
Shute052 Feb 18, 2024
898d358
Fix typo
Shute052 Feb 18, 2024
d5f2cb1
Cleanup
Shute052 Feb 18, 2024
fbc1d6c
Improve readability
Shute052 Feb 18, 2024
2b069dd
Extract function
Shute052 Feb 18, 2024
55994cd
Add dependency `bevy/bevy_asset`
Shute052 Feb 18, 2024
a8e0011
Add a feature gate for `bevy/bevy_asset`
Shute052 Feb 18, 2024
467734e
doc
Shute052 Feb 19, 2024
2595c64
Merge branch 'main' into bevy_0.13
Shute052 Feb 19, 2024
917f233
Add supported Bevy versions in README.md
Shute052 Feb 19, 2024
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Clean up
Shute052 committed Feb 4, 2024
commit d7b1a3d317ab07843885b8b6fd807b150c87e7f7
1 change: 0 additions & 1 deletion examples/logical_key_bindings.rs
Original file line number Diff line number Diff line change
@@ -51,7 +51,6 @@ fn spawn_player(mut commands: Commands) {
// Query for the `ActionState` component in your game logic systems!
fn jump(query: Query<&ActionState<Action>, With<Player>>) {
let action_state = query.single();
dbg!(action_state);

// Each action has a button-like state of its own that you can check
if action_state.just_pressed(&Action::Forward) {
2 changes: 1 addition & 1 deletion src/user_input.rs
Original file line number Diff line number Diff line change
@@ -229,7 +229,7 @@ impl From<GamepadButtonType> for UserInput {

impl From<String> for UserInput {
fn from(input: String) -> Self {
UserInput::Single(InputKind::LogicalKey(Key::Character(input.into())))
UserInput::character(input)
}
}