# Changelog All notable changes to this project will be documented in this file. ## [0.4.0] - 2024-04-23 ## [0.4.0] - 2024-04-23 ### Features - Generalize to running one-shot systems instead of firing events. - Use plugin. - Can configure schedule and system set. - Remove `GamepadEvent`; use system with input `In`. - Add `IntoCondSystem` that adds `only_if()` conditions to `IntoSystems`. - Add `only_if` example. - Add `prelude` module for glob imports. ### Refactor - Hollow out lib so it's just `mod` and `pub use` statements. - Extract sets of functionality from `lib.rs` into `chord.rs`, `cache.rs` and `plugin.rs`. - Extract tests into `tests/simulated.rs`. ## [0.3.0] - 2024-03-08 ### Features - Removed `Act::Any`, so we can no longer define an act composed of multiple buttons(or keycodes). - The keyboard and gamepad now use different sequences. ## [0.2.0] - 2024-02-24 ### Features - Add support for bevy v0.12 - Add key chord support - Add `key!` and `keyseq!` macro from `keyseq` crate. - Make controllers' sequences independent of one another. - Add `add_input_sequence_run_if()` variant. - Add "keymod" example that uses key chords. - Add "run_if" example ### Refactor - Make timeout setting more ergonomic. - Use a trie for sequence detection. Changes the algorithmic complexity each tick from `O(number of key_sequences)` to `O(length of longest key sequence)`. - Make `new()` generic: `new>(inputs: [T])` ### Documentation - Describe examples in README - Add installation, usage, and license sections to README ### Test - The `multiple_inputs` test is disabled. This test includes keyboard and controller inputs. It's not clear how to manage these with controller sequences being independent from one another. ## [0.1.0] - 2023-08-19 - 一通りの機能の実装