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:
264
packages/engine-core/src/Input/InputSystem.ts
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264
packages/engine-core/src/Input/InputSystem.ts
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/**
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* 输入系统 - 将平台输入事件连接到 InputManager
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* Input System - Connects platform input events to InputManager
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*
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* 在 ECS 更新循环中运行,负责:
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* 1. 在帧开始时已经由事件驱动更新了 InputManager
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* 2. 在帧末清理临时状态(justPressed, justReleased 等)
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*
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* Runs in ECS update loop, responsible for:
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* 1. InputManager is already updated by events at frame start
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* 2. Clear temporary state at frame end (justPressed, justReleased, etc.)
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*/
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import { EntitySystem, Matcher, ECSSystem } from '@esengine/ecs-framework';
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import type { Entity } from '@esengine/ecs-framework';
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import type {
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IPlatformInputSubsystem,
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KeyboardEventInfo,
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MouseEventInfo,
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WheelEventInfo,
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TouchEvent
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} from '@esengine/platform-common';
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import { Input, InputManager } from './InputManager';
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/**
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* 输入系统配置
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* Input system configuration
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*/
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export interface InputSystemConfig {
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/**
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* 输入管理器实例,默认使用全局 Input
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* Input manager instance, defaults to global Input
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*/
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inputManager?: InputManager;
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/**
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* 是否在编辑器模式下禁用(防止与编辑器输入冲突)
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* Whether to disable in editor mode (prevent conflict with editor input)
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*/
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disableInEditor?: boolean;
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}
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/**
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* 输入系统
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* Input System
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*
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* 处理平台输入事件并更新 InputManager 状态。
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* Handles platform input events and updates InputManager state.
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*
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* @example
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* ```typescript
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* // 在 GameRuntime 中注册
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* const inputSystem = new InputSystem({
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* inputSubsystem: webInputSubsystem
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* });
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* scene.addSystem(inputSystem);
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*
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* // 在游戏系统中使用
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* import { Input, MouseButton } from '@esengine/engine-core';
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*
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* class PlayerSystem extends EntitySystem {
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* protected process(entities: readonly Entity[]): void {
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* if (Input.isKeyDown('KeyW')) {
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* // 移动玩家
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* }
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* }
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* }
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* ```
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*/
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@ECSSystem('InputSystem', { updateOrder: -1000 }) // 最先更新 | Update first
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export class InputSystem extends EntitySystem {
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private _inputManager: InputManager;
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private _inputSubsystem: IPlatformInputSubsystem | null = null;
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private _disableInEditor: boolean;
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private _isInitialized: boolean = false;
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constructor(config: InputSystemConfig = {}) {
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// 不匹配任何实体,只用于生命周期 | Match no entities, only for lifecycle
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super(Matcher.nothing());
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this._inputManager = config.inputManager ?? Input;
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this._disableInEditor = config.disableInEditor ?? false;
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}
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/**
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* 设置平台输入子系统
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* Set platform input subsystem
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*
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* @param subsystem 平台输入子系统 | Platform input subsystem
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*/
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setInputSubsystem(subsystem: IPlatformInputSubsystem): void {
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// 如果已有子系统,先解绑 | Unbind if already has subsystem
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if (this._inputSubsystem && this._isInitialized) {
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this.unbindEvents();
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}
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this._inputSubsystem = subsystem;
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// 如果已初始化,立即绑定 | Bind immediately if initialized
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if (this._isInitialized) {
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this.bindEvents();
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}
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}
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/**
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* 获取输入管理器
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* Get input manager
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*/
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get inputManager(): InputManager {
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return this._inputManager;
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}
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protected override onInitialize(): void {
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this._isInitialized = true;
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if (this._inputSubsystem) {
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this.bindEvents();
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}
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}
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/**
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* 绑定平台输入事件
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* Bind platform input events
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*/
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private bindEvents(): void {
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if (!this._inputSubsystem) return;
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const sub = this._inputSubsystem;
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// 键盘事件 | Keyboard events
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if (sub.onKeyDown) {
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sub.onKeyDown(this._handleKeyDown);
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}
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if (sub.onKeyUp) {
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sub.onKeyUp(this._handleKeyUp);
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}
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// 鼠标事件 | Mouse events
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if (sub.onMouseMove) {
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sub.onMouseMove(this._handleMouseMove);
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}
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if (sub.onMouseDown) {
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sub.onMouseDown(this._handleMouseDown);
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}
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if (sub.onMouseUp) {
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sub.onMouseUp(this._handleMouseUp);
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}
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if (sub.onWheel) {
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sub.onWheel(this._handleWheel);
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}
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// 触摸事件 | Touch events
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sub.onTouchStart(this._handleTouchStart);
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sub.onTouchMove(this._handleTouchMove);
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sub.onTouchEnd(this._handleTouchEnd);
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sub.onTouchCancel(this._handleTouchEnd); // 取消当作结束处理 | Treat cancel as end
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}
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/**
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* 解绑平台输入事件
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* Unbind platform input events
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*/
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private unbindEvents(): void {
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if (!this._inputSubsystem) return;
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const sub = this._inputSubsystem;
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// 键盘事件 | Keyboard events
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if (sub.offKeyDown) {
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sub.offKeyDown(this._handleKeyDown);
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}
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if (sub.offKeyUp) {
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sub.offKeyUp(this._handleKeyUp);
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}
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// 鼠标事件 | Mouse events
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if (sub.offMouseMove) {
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sub.offMouseMove(this._handleMouseMove);
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}
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if (sub.offMouseDown) {
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sub.offMouseDown(this._handleMouseDown);
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}
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if (sub.offMouseUp) {
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sub.offMouseUp(this._handleMouseUp);
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}
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if (sub.offWheel) {
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sub.offWheel(this._handleWheel);
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}
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// 触摸事件 | Touch events
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sub.offTouchStart(this._handleTouchStart);
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sub.offTouchMove(this._handleTouchMove);
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sub.offTouchEnd(this._handleTouchEnd);
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sub.offTouchCancel(this._handleTouchEnd);
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}
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// ========== 事件处理函数 | Event handlers ==========
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// 使用箭头函数保持 this 绑定 | Use arrow functions to preserve this binding
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private _handleKeyDown = (event: KeyboardEventInfo): void => {
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this._inputManager.handleKeyDown(event);
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};
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private _handleKeyUp = (event: KeyboardEventInfo): void => {
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this._inputManager.handleKeyUp(event);
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};
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private _handleMouseMove = (event: MouseEventInfo): void => {
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this._inputManager.handleMouseMove(event);
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};
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private _handleMouseDown = (event: MouseEventInfo): void => {
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this._inputManager.handleMouseDown(event);
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};
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private _handleMouseUp = (event: MouseEventInfo): void => {
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this._inputManager.handleMouseUp(event);
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};
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private _handleWheel = (event: WheelEventInfo): void => {
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this._inputManager.handleWheel(event);
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};
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private _handleTouchStart = (event: TouchEvent): void => {
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this._inputManager.handleTouchStart(event.changedTouches);
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};
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private _handleTouchMove = (event: TouchEvent): void => {
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this._inputManager.handleTouchMove(event.changedTouches);
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};
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private _handleTouchEnd = (event: TouchEvent): void => {
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this._inputManager.handleTouchEnd(event.changedTouches);
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};
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// ========== 系统生命周期 | System lifecycle ==========
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protected override process(_entities: readonly Entity[]): void {
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// 不处理实体,仅用于生命周期 | No entity processing, only for lifecycle
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}
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protected override lateProcess(_entities: readonly Entity[]): void {
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// 在帧末清理临时状态 | Clear temporary state at end of frame
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this._inputManager.endFrame();
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}
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protected override onDestroy(): void {
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this.unbindEvents();
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this._inputManager.reset();
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this._isInitialized = false;
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}
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/**
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* 检查是否应该启用输入
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* Check if input should be enabled
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*/
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protected override onCheckProcessing(): boolean {
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// 如果设置了编辑器模式禁用,检查场景是否在编辑器模式
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if (this._disableInEditor && this.scene?.isEditorMode) {
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return false;
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}
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return true;
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}
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}
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