Files
esengine/packages/rust/engine/src/input/keyboard.rs
YHH 155411e743 refactor: reorganize package structure and decouple framework packages (#338)
* 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
2025-12-26 14:50:35 +08:00

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Rust

//! Keyboard input handling.
//! 键盘输入处理。
use std::collections::HashSet;
/// Keyboard input state.
/// 键盘输入状态。
#[derive(Debug, Default)]
pub struct KeyboardState {
/// Currently pressed keys.
/// 当前按下的键。
pressed: HashSet<String>,
/// Keys pressed this frame.
/// 本帧按下的键。
just_pressed: HashSet<String>,
/// Keys released this frame.
/// 本帧释放的键。
just_released: HashSet<String>,
}
impl KeyboardState {
/// Create new keyboard state.
/// 创建新的键盘状态。
pub fn new() -> Self {
Self::default()
}
/// Handle key down event.
/// 处理按键按下事件。
pub fn key_down(&mut self, key: String) {
if !self.pressed.contains(&key) {
self.just_pressed.insert(key.clone());
}
self.pressed.insert(key);
}
/// Handle key up event.
/// 处理按键释放事件。
pub fn key_up(&mut self, key: String) {
if self.pressed.remove(&key) {
self.just_released.insert(key);
}
}
/// Check if a key is currently pressed.
/// 检查某个键是否当前被按下。
#[inline]
pub fn is_key_down(&self, key: &str) -> bool {
self.pressed.contains(key)
}
/// Check if a key was just pressed this frame.
/// 检查某个键是否在本帧刚被按下。
#[inline]
pub fn is_key_just_pressed(&self, key: &str) -> bool {
self.just_pressed.contains(key)
}
/// Check if a key was just released this frame.
/// 检查某个键是否在本帧刚被释放。
#[inline]
pub fn is_key_just_released(&self, key: &str) -> bool {
self.just_released.contains(key)
}
/// Update state for new frame.
/// 为新帧更新状态。
pub fn update(&mut self) {
self.just_pressed.clear();
self.just_released.clear();
}
/// Clear all input state.
/// 清除所有输入状态。
pub fn clear(&mut self) {
self.pressed.clear();
self.just_pressed.clear();
self.just_released.clear();
}
}