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esengine/packages/engine-core/src/Input/InputSystem.ts

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feat(engine-core): 添加统一输入系统 (#282) * perf(core): 优化 EntitySystem 迭代性能,添加 CommandBuffer 延迟命令 ReactiveQuery 快照优化: - 添加快照机制,避免每帧拷贝数组 - 只在实体列表变化时创建新快照 - 静态场景下多个系统共享同一快照 CommandBuffer 延迟命令系统: - 支持延迟添加/移除组件、销毁实体、设置实体激活状态 - 每个系统拥有独立的 commands 属性 - 命令在帧末统一执行,避免迭代过程中修改实体列表 Scene 更新: - 在 lateUpdate 后自动刷新所有系统的命令缓冲区 文档: - 更新系统文档,添加 CommandBuffer 使用说明 * fix(ci): upgrade first-interaction action to v1.3.0 Fix Docker build failure in welcome workflow. * fix(ci): upgrade pnpm/action-setup to v4 and fix unused import - Upgrade pnpm/action-setup@v2 to v4 in all workflow files - Remove unused CommandType import in CommandBuffer.test.ts * fix(ci): remove duplicate pnpm version specification * feat(engine-core): 添加统一输入系统 添加完整的输入系统,支持平台抽象: - IPlatformInputSubsystem: 扩展接口支持键盘/鼠标/滚轮事件 - WebInputSubsystem: 浏览器实现,支持事件绑定/解绑 - InputManager: 全局输入状态管理器(键盘、鼠标、触摸) - InputSystem: ECS 系统,连接平台事件到 InputManager - GameRuntime 集成: 自动创建 InputSystem 并绑定平台子系统 使用方式: ```typescript import { Input, MouseButton } from '@esengine/engine-core'; if (Input.isKeyDown('KeyW')) { /* 移动 */ } if (Input.isKeyJustPressed('Space')) { /* 跳跃 */ } if (Input.isMouseButtonDown(MouseButton.Left)) { /* 射击 */ } ``` * fix(runtime-core): 添加缺失的 platform-common 依赖 * fix(runtime-core): 移除 platform-web 依赖避免循环依赖 * fix(runtime-core): 使用工厂函数注入 InputSubsystem 避免循环依赖 - BrowserPlatformAdapter 通过 inputSubsystemFactory 配置接收输入子系统 - 在 IPlatformInputSubsystem 接口添加可选的 dispose 方法 - 移除对 @esengine/platform-web 的直接依赖
2025-12-05 18:15:50 +08:00
/**
* - InputManager
* Input System - Connects platform input events to InputManager
*
* ECS
* 1. InputManager
* 2. justPressed, justReleased
*
* Runs in ECS update loop, responsible for:
* 1. InputManager is already updated by events at frame start
* 2. Clear temporary state at frame end (justPressed, justReleased, etc.)
*/
import { EntitySystem, Matcher, ECSSystem } from '@esengine/ecs-framework';
import type { Entity } from '@esengine/ecs-framework';
import type {
IPlatformInputSubsystem,
KeyboardEventInfo,
MouseEventInfo,
WheelEventInfo,
TouchEvent
} from '@esengine/platform-common';
import { Input, InputManager } from './InputManager';
/**
*
* Input system configuration
*/
export interface InputSystemConfig {
/**
* 使 Input
* Input manager instance, defaults to global Input
*/
inputManager?: InputManager;
/**
*
* Whether to disable in editor mode (prevent conflict with editor input)
*/
disableInEditor?: boolean;
}
/**
*
* Input System
*
* InputManager
* Handles platform input events and updates InputManager state.
*
* @example
* ```typescript
* // 在 GameRuntime 中注册
* const inputSystem = new InputSystem({
* inputSubsystem: webInputSubsystem
* });
* scene.addSystem(inputSystem);
*
* // 在游戏系统中使用
* import { Input, MouseButton } from '@esengine/engine-core';
*
* class PlayerSystem extends EntitySystem {
* protected process(entities: readonly Entity[]): void {
* if (Input.isKeyDown('KeyW')) {
* // 移动玩家
* }
* }
* }
* ```
*/
@ECSSystem('InputSystem', { updateOrder: -1000 }) // 最先更新 | Update first
export class InputSystem extends EntitySystem {
private _inputManager: InputManager;
private _inputSubsystem: IPlatformInputSubsystem | null = null;
private _disableInEditor: boolean;
private _isInitialized: boolean = false;
constructor(config: InputSystemConfig = {}) {
// 不匹配任何实体,只用于生命周期 | Match no entities, only for lifecycle
super(Matcher.nothing());
this._inputManager = config.inputManager ?? Input;
this._disableInEditor = config.disableInEditor ?? false;
}
/**
*
* Set platform input subsystem
*
* @param subsystem | Platform input subsystem
*/
setInputSubsystem(subsystem: IPlatformInputSubsystem): void {
// 如果已有子系统,先解绑 | Unbind if already has subsystem
if (this._inputSubsystem && this._isInitialized) {
this.unbindEvents();
}
this._inputSubsystem = subsystem;
// 如果已初始化,立即绑定 | Bind immediately if initialized
if (this._isInitialized) {
this.bindEvents();
}
}
/**
*
* Get input manager
*/
get inputManager(): InputManager {
return this._inputManager;
}
protected override onInitialize(): void {
this._isInitialized = true;
if (this._inputSubsystem) {
this.bindEvents();
}
}
/**
*
* Bind platform input events
*/
private bindEvents(): void {
if (!this._inputSubsystem) return;
const sub = this._inputSubsystem;
// 键盘事件 | Keyboard events
if (sub.onKeyDown) {
sub.onKeyDown(this._handleKeyDown);
}
if (sub.onKeyUp) {
sub.onKeyUp(this._handleKeyUp);
}
// 鼠标事件 | Mouse events
if (sub.onMouseMove) {
sub.onMouseMove(this._handleMouseMove);
}
if (sub.onMouseDown) {
sub.onMouseDown(this._handleMouseDown);
}
if (sub.onMouseUp) {
sub.onMouseUp(this._handleMouseUp);
}
if (sub.onWheel) {
sub.onWheel(this._handleWheel);
}
// 触摸事件 | Touch events
sub.onTouchStart(this._handleTouchStart);
sub.onTouchMove(this._handleTouchMove);
sub.onTouchEnd(this._handleTouchEnd);
sub.onTouchCancel(this._handleTouchEnd); // 取消当作结束处理 | Treat cancel as end
}
/**
*
* Unbind platform input events
*/
private unbindEvents(): void {
if (!this._inputSubsystem) return;
const sub = this._inputSubsystem;
// 键盘事件 | Keyboard events
if (sub.offKeyDown) {
sub.offKeyDown(this._handleKeyDown);
}
if (sub.offKeyUp) {
sub.offKeyUp(this._handleKeyUp);
}
// 鼠标事件 | Mouse events
if (sub.offMouseMove) {
sub.offMouseMove(this._handleMouseMove);
}
if (sub.offMouseDown) {
sub.offMouseDown(this._handleMouseDown);
}
if (sub.offMouseUp) {
sub.offMouseUp(this._handleMouseUp);
}
if (sub.offWheel) {
sub.offWheel(this._handleWheel);
}
// 触摸事件 | Touch events
sub.offTouchStart(this._handleTouchStart);
sub.offTouchMove(this._handleTouchMove);
sub.offTouchEnd(this._handleTouchEnd);
sub.offTouchCancel(this._handleTouchEnd);
}
// ========== 事件处理函数 | Event handlers ==========
// 使用箭头函数保持 this 绑定 | Use arrow functions to preserve this binding
private _handleKeyDown = (event: KeyboardEventInfo): void => {
this._inputManager.handleKeyDown(event);
};
private _handleKeyUp = (event: KeyboardEventInfo): void => {
this._inputManager.handleKeyUp(event);
};
private _handleMouseMove = (event: MouseEventInfo): void => {
this._inputManager.handleMouseMove(event);
};
private _handleMouseDown = (event: MouseEventInfo): void => {
this._inputManager.handleMouseDown(event);
};
private _handleMouseUp = (event: MouseEventInfo): void => {
this._inputManager.handleMouseUp(event);
};
private _handleWheel = (event: WheelEventInfo): void => {
this._inputManager.handleWheel(event);
};
private _handleTouchStart = (event: TouchEvent): void => {
this._inputManager.handleTouchStart(event.changedTouches);
};
private _handleTouchMove = (event: TouchEvent): void => {
this._inputManager.handleTouchMove(event.changedTouches);
};
private _handleTouchEnd = (event: TouchEvent): void => {
this._inputManager.handleTouchEnd(event.changedTouches);
};
// ========== 系统生命周期 | System lifecycle ==========
protected override process(_entities: readonly Entity[]): void {
// 不处理实体,仅用于生命周期 | No entity processing, only for lifecycle
}
protected override lateProcess(_entities: readonly Entity[]): void {
// 在帧末清理临时状态 | Clear temporary state at end of frame
this._inputManager.endFrame();
}
protected override onDestroy(): void {
this.unbindEvents();
this._inputManager.reset();
this._isInitialized = false;
}
/**
*
* Check if input should be enabled
*/
protected override onCheckProcessing(): boolean {
// 如果设置了编辑器模式禁用,检查场景是否在编辑器模式
if (this._disableInEditor && this.scene?.isEditorMode) {
return false;
}
return true;
}
}