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Input is only used as a wrapper around an enumeration of buttons, in order to provide an unified API around pressed, just_pressed, released etc. You have an Input<GamepadButton> and a Input<KeyCode>.
There is no such thing as a Input<MouseMovement> or Input<GamepadAxis>, yet you'd expect those things. "Input" implies: … anything. Not just buttons! In fact when I was starting with bevy, I remember being confused by this very thing.
Personally I'm not too hot on Pressable, because the -able suffix carries OOP baggage of interface name. But I can't think of a better name right now. Maybe something else. Any suggestions?
A-InputPlayer input via keyboard, mouse, gamepad, and more
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Input
is only used as a wrapper around an enumeration of buttons, in order to provide an unified API aroundpressed
,just_pressed
,released
etc. You have anInput<GamepadButton>
and aInput<KeyCode>
.There is no such thing as a
Input<MouseMovement>
orInput<GamepadAxis>
, yet you'd expect those things. "Input" implies: … anything. Not just buttons! In fact when I was starting with bevy, I remember being confused by this very thing.Personally I'm not too hot on
Pressable
, because the-able
suffix carries OOP baggage of interface name. But I can't think of a better name right now. Maybe something else. Any suggestions?Inspired by this comment: #9008 (comment)
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