Keybee
Keybee is a semantic input binding library. It's currently an early proof of concept that has been extracted from a larger game project, modified, and not well tested.
Keybee is built around straightforward core primitives:
Session
holds all state for an applicationAction
defines anything a player can do, like jump or moveActionSet
groups together related actionsBindings
assigns inputs to actions
Features
winit
: Enable support for winit eventsgilrs
: Enable support for gil-rs events
Getting Started
use keybee::{Session, EventAction, Clamped, Axis2dAction};
let session = keybee::Session::new();
let gameplay = session.create_action_set("gameplay");
let jump = gameplay.create_action("jump", EventAction);
let movement = gameplay.create_action("movement", Clamped(Axis2dAction));
// Keybee will have support for deserializing bindings from files, but for now,
// this isn't quite done.
session.use_bindings(todo!("load bindings from somewhere"));
loop {
// Enable the `winit` or `gilrs` features to pass their events like this:
session.handle_event(some_event);
if jump.get() {
println!("Player jumped!");
}
let translate = movement.get();
if translate != [0.0, 0.0] {
println!("Player movement vector: {:?}", translate);
}
// At the end of every game tick, run `end_update` to reset relative axis
// movements and button presses.
session.end_update();
}
Future Improvements
- Support for multiple players
- Other backends: SDL, others
License
Licensed under either of
- Apache License, Version 2.0, (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.
Contribution
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.