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
This commit is contained in:
YHH
2025-12-05 18:15:50 +08:00
committed by GitHub
parent 13a149c3a2
commit 823e0c1d94
14 changed files with 1412 additions and 13 deletions

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@@ -27,8 +27,11 @@
"type-check": "tsc --noEmit",
"clean": "rimraf dist"
},
"devDependencies": {
"dependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/platform-common": "workspace:*"
},
"devDependencies": {
"@esengine/build-config": "workspace:*",
"rimraf": "^5.0.5",
"tsup": "^8.0.0",

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@@ -0,0 +1,541 @@
/**
* 输入管理器 - 统一管理所有输入状态
* Input Manager - Unified input state management
*
* 提供简单易用的 API 供游戏代码查询输入状态。
* Provides simple API for game code to query input state.
*
* @example
* ```typescript
* // 在游戏系统中使用 | Use in game system
* class PlayerMovementSystem extends EntitySystem {
* protected process(entities: readonly Entity[]): void {
* const input = Input;
*
* for (const entity of entities) {
* const transform = entity.getComponent(TransformComponent);
*
* // 键盘移动 | Keyboard movement
* if (input.isKeyDown('KeyW') || input.isKeyDown('ArrowUp')) {
* transform.position.y -= 5;
* }
* if (input.isKeyDown('KeyS') || input.isKeyDown('ArrowDown')) {
* transform.position.y += 5;
* }
*
* // 鼠标点击 | Mouse click
* if (input.isMouseButtonJustPressed(MouseButton.Left)) {
* console.log('Clicked at:', input.mousePosition);
* }
* }
* }
* }
* ```
*/
import { MouseButton } from '@esengine/platform-common';
import type { KeyboardEventInfo, MouseEventInfo, WheelEventInfo, TouchInfo } from '@esengine/platform-common';
/**
* 按键状态
* Key state
*/
export interface KeyState {
/** 是否按下 | Is pressed */
pressed: boolean;
/** 本帧刚按下 | Just pressed this frame */
justPressed: boolean;
/** 本帧刚释放 | Just released this frame */
justReleased: boolean;
}
/**
* 鼠标按钮状态
* Mouse button state
*/
export interface MouseButtonState {
/** 是否按下 | Is pressed */
pressed: boolean;
/** 本帧刚按下 | Just pressed this frame */
justPressed: boolean;
/** 本帧刚释放 | Just released this frame */
justReleased: boolean;
}
/**
* 二维向量
* 2D Vector
*/
export interface Vector2 {
x: number;
y: number;
}
/**
* 输入管理器类
* Input Manager class
*/
export class InputManager {
// ========== 键盘状态 | Keyboard state ==========
private _keyStates: Map<string, KeyState> = new Map();
private _keysJustPressed: Set<string> = new Set();
private _keysJustReleased: Set<string> = new Set();
// ========== 鼠标状态 | Mouse state ==========
private _mousePosition: Vector2 = { x: 0, y: 0 };
private _mouseMovement: Vector2 = { x: 0, y: 0 };
private _mouseButtonStates: Map<MouseButton, MouseButtonState> = new Map();
private _mouseButtonsJustPressed: Set<MouseButton> = new Set();
private _mouseButtonsJustReleased: Set<MouseButton> = new Set();
private _scrollDelta: Vector2 = { x: 0, y: 0 };
// ========== 触摸状态 | Touch state ==========
private _touches: Map<number, TouchInfo> = new Map();
private _touchesJustStarted: Set<number> = new Set();
private _touchesJustEnded: Set<number> = new Set();
// ========== 修饰键状态 | Modifier key state ==========
private _altKey: boolean = false;
private _ctrlKey: boolean = false;
private _shiftKey: boolean = false;
private _metaKey: boolean = false;
constructor() {
// 初始化鼠标按钮状态 | Initialize mouse button states
this._mouseButtonStates.set(MouseButton.Left, { pressed: false, justPressed: false, justReleased: false });
this._mouseButtonStates.set(MouseButton.Middle, { pressed: false, justPressed: false, justReleased: false });
this._mouseButtonStates.set(MouseButton.Right, { pressed: false, justPressed: false, justReleased: false });
}
// ========== 键盘 API | Keyboard API ==========
/**
* 检查按键是否按下
* Check if a key is pressed
*
* @param code 按键代码 (如 'KeyW', 'Space', 'ArrowUp') | Key code
*/
isKeyDown(code: string): boolean {
return this._keyStates.get(code)?.pressed ?? false;
}
/**
* 检查按键是否本帧刚按下
* Check if a key was just pressed this frame
*
* @param code 按键代码 | Key code
*/
isKeyJustPressed(code: string): boolean {
return this._keyStates.get(code)?.justPressed ?? false;
}
/**
* 检查按键是否本帧刚释放
* Check if a key was just released this frame
*
* @param code 按键代码 | Key code
*/
isKeyJustReleased(code: string): boolean {
return this._keyStates.get(code)?.justReleased ?? false;
}
/**
* 获取所有按下的按键
* Get all pressed keys
*/
getPressedKeys(): string[] {
const result: string[] = [];
this._keyStates.forEach((state, code) => {
if (state.pressed) {
result.push(code);
}
});
return result;
}
// ========== 鼠标 API | Mouse API ==========
/**
* 获取鼠标位置(屏幕坐标)
* Get mouse position (screen coordinates)
*/
get mousePosition(): Readonly<Vector2> {
return this._mousePosition;
}
/**
* 获取鼠标本帧移动量
* Get mouse movement this frame
*/
get mouseMovement(): Readonly<Vector2> {
return this._mouseMovement;
}
/**
* 获取滚轮滚动量
* Get scroll delta
*/
get scrollDelta(): Readonly<Vector2> {
return this._scrollDelta;
}
/**
* 检查鼠标按钮是否按下
* Check if a mouse button is pressed
*
* @param button 鼠标按钮 | Mouse button
*/
isMouseButtonDown(button: MouseButton): boolean {
return this._mouseButtonStates.get(button)?.pressed ?? false;
}
/**
* 检查鼠标按钮是否本帧刚按下
* Check if a mouse button was just pressed this frame
*
* @param button 鼠标按钮 | Mouse button
*/
isMouseButtonJustPressed(button: MouseButton): boolean {
return this._mouseButtonStates.get(button)?.justPressed ?? false;
}
/**
* 检查鼠标按钮是否本帧刚释放
* Check if a mouse button was just released this frame
*
* @param button 鼠标按钮 | Mouse button
*/
isMouseButtonJustReleased(button: MouseButton): boolean {
return this._mouseButtonStates.get(button)?.justReleased ?? false;
}
// ========== 触摸 API | Touch API ==========
/**
* 获取所有触摸点
* Get all touch points
*/
get touches(): ReadonlyMap<number, TouchInfo> {
return this._touches;
}
/**
* 获取触摸点数量
* Get touch count
*/
get touchCount(): number {
return this._touches.size;
}
/**
* 获取指定触摸点
* Get a specific touch point
*
* @param identifier 触摸点标识符 | Touch identifier
*/
getTouch(identifier: number): TouchInfo | undefined {
return this._touches.get(identifier);
}
/**
* 检查是否有触摸
* Check if there are any touches
*/
get isTouching(): boolean {
return this._touches.size > 0;
}
/**
* 检查触摸点是否本帧刚开始
* Check if a touch just started this frame
*
* @param identifier 触摸点标识符 | Touch identifier
*/
isTouchJustStarted(identifier: number): boolean {
return this._touchesJustStarted.has(identifier);
}
/**
* 检查触摸点是否本帧刚结束
* Check if a touch just ended this frame
*
* @param identifier 触摸点标识符 | Touch identifier
*/
isTouchJustEnded(identifier: number): boolean {
return this._touchesJustEnded.has(identifier);
}
// ========== 修饰键 API | Modifier keys API ==========
/** Alt 键是否按下 | Is Alt key pressed */
get altKey(): boolean { return this._altKey; }
/** Ctrl 键是否按下 | Is Ctrl key pressed */
get ctrlKey(): boolean { return this._ctrlKey; }
/** Shift 键是否按下 | Is Shift key pressed */
get shiftKey(): boolean { return this._shiftKey; }
/** Meta 键是否按下 (Windows/Command) | Is Meta key pressed */
get metaKey(): boolean { return this._metaKey; }
// ========== 内部更新方法 | Internal update methods ==========
/**
* 处理键盘按下事件
* Handle key down event
* @internal
*/
handleKeyDown(event: KeyboardEventInfo): void {
let state = this._keyStates.get(event.code);
if (!state) {
state = { pressed: false, justPressed: false, justReleased: false };
this._keyStates.set(event.code, state);
}
if (!state.pressed && !event.repeat) {
state.justPressed = true;
this._keysJustPressed.add(event.code);
}
state.pressed = true;
// 更新修饰键 | Update modifier keys
this._altKey = event.altKey;
this._ctrlKey = event.ctrlKey;
this._shiftKey = event.shiftKey;
this._metaKey = event.metaKey;
}
/**
* 处理键盘释放事件
* Handle key up event
* @internal
*/
handleKeyUp(event: KeyboardEventInfo): void {
let state = this._keyStates.get(event.code);
if (!state) {
state = { pressed: false, justPressed: false, justReleased: false };
this._keyStates.set(event.code, state);
}
if (state.pressed) {
state.justReleased = true;
this._keysJustReleased.add(event.code);
}
state.pressed = false;
// 更新修饰键 | Update modifier keys
this._altKey = event.altKey;
this._ctrlKey = event.ctrlKey;
this._shiftKey = event.shiftKey;
this._metaKey = event.metaKey;
}
/**
* 处理鼠标移动事件
* Handle mouse move event
* @internal
*/
handleMouseMove(event: MouseEventInfo): void {
this._mousePosition.x = event.x;
this._mousePosition.y = event.y;
this._mouseMovement.x += event.movementX;
this._mouseMovement.y += event.movementY;
}
/**
* 处理鼠标按下事件
* Handle mouse down event
* @internal
*/
handleMouseDown(event: MouseEventInfo): void {
const button = event.button as MouseButton;
let state = this._mouseButtonStates.get(button);
if (!state) {
state = { pressed: false, justPressed: false, justReleased: false };
this._mouseButtonStates.set(button, state);
}
if (!state.pressed) {
state.justPressed = true;
this._mouseButtonsJustPressed.add(button);
}
state.pressed = true;
this._mousePosition.x = event.x;
this._mousePosition.y = event.y;
}
/**
* 处理鼠标释放事件
* Handle mouse up event
* @internal
*/
handleMouseUp(event: MouseEventInfo): void {
const button = event.button as MouseButton;
let state = this._mouseButtonStates.get(button);
if (!state) {
state = { pressed: false, justPressed: false, justReleased: false };
this._mouseButtonStates.set(button, state);
}
if (state.pressed) {
state.justReleased = true;
this._mouseButtonsJustReleased.add(button);
}
state.pressed = false;
this._mousePosition.x = event.x;
this._mousePosition.y = event.y;
}
/**
* 处理鼠标滚轮事件
* Handle mouse wheel event
* @internal
*/
handleWheel(event: WheelEventInfo): void {
this._scrollDelta.x += event.deltaX;
this._scrollDelta.y += event.deltaY;
}
/**
* 处理触摸开始事件
* Handle touch start event
* @internal
*/
handleTouchStart(touches: TouchInfo[]): void {
for (const touch of touches) {
this._touches.set(touch.identifier, touch);
this._touchesJustStarted.add(touch.identifier);
}
}
/**
* 处理触摸移动事件
* Handle touch move event
* @internal
*/
handleTouchMove(touches: TouchInfo[]): void {
for (const touch of touches) {
this._touches.set(touch.identifier, touch);
}
}
/**
* 处理触摸结束事件
* Handle touch end event
* @internal
*/
handleTouchEnd(touches: TouchInfo[]): void {
for (const touch of touches) {
this._touches.delete(touch.identifier);
this._touchesJustEnded.add(touch.identifier);
}
}
/**
* 帧末清理临时状态
* Clear temporary state at end of frame
* @internal
*/
endFrame(): void {
// 清理键盘帧状态 | Clear keyboard frame state
for (const code of this._keysJustPressed) {
const state = this._keyStates.get(code);
if (state) {
state.justPressed = false;
}
}
this._keysJustPressed.clear();
for (const code of this._keysJustReleased) {
const state = this._keyStates.get(code);
if (state) {
state.justReleased = false;
}
}
this._keysJustReleased.clear();
// 清理鼠标帧状态 | Clear mouse frame state
for (const button of this._mouseButtonsJustPressed) {
const state = this._mouseButtonStates.get(button);
if (state) {
state.justPressed = false;
}
}
this._mouseButtonsJustPressed.clear();
for (const button of this._mouseButtonsJustReleased) {
const state = this._mouseButtonStates.get(button);
if (state) {
state.justReleased = false;
}
}
this._mouseButtonsJustReleased.clear();
// 清理鼠标移动和滚动 | Clear mouse movement and scroll
this._mouseMovement.x = 0;
this._mouseMovement.y = 0;
this._scrollDelta.x = 0;
this._scrollDelta.y = 0;
// 清理触摸帧状态 | Clear touch frame state
this._touchesJustStarted.clear();
this._touchesJustEnded.clear();
}
/**
* 重置所有输入状态
* Reset all input state
*/
reset(): void {
this._keyStates.clear();
this._keysJustPressed.clear();
this._keysJustReleased.clear();
this._mousePosition = { x: 0, y: 0 };
this._mouseMovement = { x: 0, y: 0 };
this._scrollDelta = { x: 0, y: 0 };
this._mouseButtonStates.forEach(state => {
state.pressed = false;
state.justPressed = false;
state.justReleased = false;
});
this._mouseButtonsJustPressed.clear();
this._mouseButtonsJustReleased.clear();
this._touches.clear();
this._touchesJustStarted.clear();
this._touchesJustEnded.clear();
this._altKey = false;
this._ctrlKey = false;
this._shiftKey = false;
this._metaKey = false;
}
}
/**
* 全局输入管理器实例
* Global input manager instance
*
* 游戏代码可以直接使用这个实例查询输入状态。
* Game code can use this instance directly to query input state.
*
* @example
* ```typescript
* import { Input, MouseButton } from '@esengine/engine-core';
*
* // 检查按键
* if (Input.isKeyDown('KeyW')) {
* // 向上移动
* }
*
* // 检查鼠标
* if (Input.isMouseButtonJustPressed(MouseButton.Left)) {
* console.log('点击位置:', Input.mousePosition);
* }
* ```
*/
export const Input = new InputManager();

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@@ -0,0 +1,264 @@
/**
* 输入系统 - 将平台输入事件连接到 InputManager
* Input System - Connects platform input events to InputManager
*
* 在 ECS 更新循环中运行,负责:
* 1. 在帧开始时已经由事件驱动更新了 InputManager
* 2. 在帧末清理临时状态justPressed, justReleased 等)
*
* 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';
/**
* 输入系统配置
* Input system configuration
*/
export interface InputSystemConfig {
/**
* 输入管理器实例,默认使用全局 Input
* Input manager instance, defaults to global Input
*/
inputManager?: InputManager;
/**
* 是否在编辑器模式下禁用(防止与编辑器输入冲突)
* Whether to disable in editor mode (prevent conflict with editor input)
*/
disableInEditor?: boolean;
}
/**
* 输入系统
* Input System
*
* 处理平台输入事件并更新 InputManager 状态。
* 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;
}
/**
* 设置平台输入子系统
* Set platform input subsystem
*
* @param subsystem 平台输入子系统 | 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();
}
}
/**
* 获取输入管理器
* Get input manager
*/
get inputManager(): InputManager {
return this._inputManager;
}
protected override onInitialize(): void {
this._isInitialized = true;
if (this._inputSubsystem) {
this.bindEvents();
}
}
/**
* 绑定平台输入事件
* 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
}
/**
* 解绑平台输入事件
* 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;
}
/**
* 检查是否应该启用输入
* 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;
}
}

View File

@@ -0,0 +1,41 @@
/**
* 输入系统模块
* Input System Module
*
* 提供统一的输入处理能力,支持键盘、鼠标和触摸输入。
* Provides unified input handling for keyboard, mouse, and touch.
*
* @example
* ```typescript
* import { Input, InputSystem, MouseButton } from '@esengine/engine-core';
*
* // 在游戏代码中查询输入状态
* if (Input.isKeyDown('KeyW')) {
* // 向上移动
* }
*
* if (Input.isMouseButtonJustPressed(MouseButton.Left)) {
* console.log('点击位置:', Input.mousePosition);
* }
*
* // 触摸输入
* if (Input.isTouching) {
* for (const [id, touch] of Input.touches) {
* console.log('触摸点:', id, touch.x, touch.y);
* }
* }
* ```
*/
export { InputManager, Input, type KeyState, type MouseButtonState, type Vector2 } from './InputManager';
export { InputSystem, type InputSystemConfig } from './InputSystem';
// 重导出平台公共类型 | Re-export platform common types
export { MouseButton } from '@esengine/platform-common';
export type {
KeyboardEventInfo,
MouseEventInfo,
WheelEventInfo,
TouchInfo,
TouchEvent
} from '@esengine/platform-common';

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@@ -18,3 +18,20 @@ export {
type ModulePlatform,
type ModuleExports
} from './ModuleManifest';
// Input System (keyboard, mouse, touch)
export {
Input,
InputManager,
InputSystem,
MouseButton,
type InputSystemConfig,
type KeyState,
type MouseButtonState,
type Vector2,
type KeyboardEventInfo,
type MouseEventInfo,
type WheelEventInfo,
type TouchInfo,
type TouchEvent
} from './Input';