* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
83 lines
2.1 KiB
Rust
83 lines
2.1 KiB
Rust
//! Keyboard input handling.
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//! 键盘输入处理。
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use std::collections::HashSet;
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/// Keyboard input state.
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/// 键盘输入状态。
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#[derive(Debug, Default)]
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pub struct KeyboardState {
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/// Currently pressed keys.
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/// 当前按下的键。
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pressed: HashSet<String>,
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/// Keys pressed this frame.
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/// 本帧按下的键。
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just_pressed: HashSet<String>,
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/// Keys released this frame.
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/// 本帧释放的键。
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just_released: HashSet<String>,
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}
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impl KeyboardState {
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/// Create new keyboard state.
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/// 创建新的键盘状态。
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pub fn new() -> Self {
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Self::default()
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}
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/// Handle key down event.
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/// 处理按键按下事件。
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pub fn key_down(&mut self, key: String) {
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if !self.pressed.contains(&key) {
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self.just_pressed.insert(key.clone());
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}
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self.pressed.insert(key);
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}
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/// Handle key up event.
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/// 处理按键释放事件。
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pub fn key_up(&mut self, key: String) {
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if self.pressed.remove(&key) {
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self.just_released.insert(key);
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}
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}
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/// Check if a key is currently pressed.
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/// 检查某个键是否当前被按下。
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#[inline]
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pub fn is_key_down(&self, key: &str) -> bool {
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self.pressed.contains(key)
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}
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/// Check if a key was just pressed this frame.
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/// 检查某个键是否在本帧刚被按下。
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#[inline]
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pub fn is_key_just_pressed(&self, key: &str) -> bool {
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self.just_pressed.contains(key)
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}
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/// Check if a key was just released this frame.
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/// 检查某个键是否在本帧刚被释放。
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#[inline]
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pub fn is_key_just_released(&self, key: &str) -> bool {
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self.just_released.contains(key)
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}
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/// Update state for new frame.
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/// 为新帧更新状态。
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pub fn update(&mut self) {
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self.just_pressed.clear();
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self.just_released.clear();
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}
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/// Clear all input state.
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/// 清除所有输入状态。
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pub fn clear(&mut self) {
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self.pressed.clear();
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self.just_pressed.clear();
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self.just_released.clear();
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}
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}
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