hUI/hui/src/input.rs

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//! keyboard, mouse, and touch input handling
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use std::hash::{Hash, Hasher};
use glam::Vec2;
use hashbrown::HashMap;
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use nohash_hasher::{BuildNoHashHasher, NoHashHasher};
use tinyset::{Fits64, Set64, SetU32};
use crate::{event::{EventQueue, UiEvent}, rectangle::Rect};
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/// Represents a mouse button.
///
/// Value of the `Other` variant is currently not standardized\
/// and may change depending on the platform or the backend used
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub enum MouseButton {
///Primary mouse button (usually left)
#[default]
Primary,
///Secondary mouse button (usually right)
Secondary,
///Middle mouse button (usually the wheel button)
Middle,
///Other mouse button (e.g. extra buttons on a gaming mouse)
///
///Value is not standardized and may change depending on the platform or the backend used
Other(u8),
}
// Manual hash impl only uses one hash call
impl Hash for MouseButton {
fn hash<H: Hasher>(&self, state: &mut H) {
match self {
MouseButton::Primary => 0u16.hash(state),
MouseButton::Secondary => 1u16.hash(state),
MouseButton::Middle => 2u16.hash(state),
MouseButton::Other(id) => ((*id as u16) << 8).hash(state),
}
}
}
/// Represents the state of a button, such as a mouse button or a keyboard key.\
/// Can be either `Pressed` (0) or `Released` (1).
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, PartialOrd, Ord)]
pub enum ButtonState {
#[default]
Released = 0,
Pressed = 1,
}
impl ButtonState {
pub fn is_pressed(self) -> bool {
self == ButtonState::Pressed
}
pub fn is_released(self) -> bool {
self == ButtonState::Released
}
}
/// Represents a keyboard or other hardware key (for example volume buttons)
///
/// Values of the `KeyCode` variant are not standardized and may change depending on the platform or the backend used.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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#[repr(u8)]
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pub enum KeyboardKey {
//Keyboard buttons:
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A = 0, B = 1, C = 2, D = 3, E = 4, F = 5, G = 6, H = 7, I = 8, J = 9, K = 10, L = 11, M = 12, N = 13, O = 14, P = 15, Q = 16, R = 17, S = 18, T = 19, U = 20, V = 21, W = 22, X = 23, Y = 24, Z = 25,
Num0 = 26, Num1 = 27, Num2 = 28, Num3 = 29, Num4 = 30, Num5 = 31, Num6 = 32, Num7 = 33, Num8 = 34, Num9 = 35,
Np0 = 36, Np1 = 37, Np2 = 38, Np3 = 39, Np4 = 40, Np5 = 41, Np6 = 42, Np7 = 43, Np8 = 44, Np9 = 45,
NpDivide = 46, NpMultiply = 47, NpSubtract = 48, NpAdd = 49, NpEnter = 50, NpDecimal = 51,
F1 = 52, F2 = 53, F3 = 54, F4 = 55, F5 = 56, F6 = 57, F7 = 58, F8 = 59, F9 = 60, F10 = 61, F11 = 62, F12 = 63,
Up = 64, Down = 65, Left = 66, Right = 67,
Space = 68, Enter = 69, Escape = 70, Backspace = 71, Tab = 72, CapsLock = 73,
LControl = 74, RControl = 75, LShift = 76, RShift = 77, LAlt = 78, RAlt = 79, LSuper = 80, RSuper = 81,
Grave = 82, Minus = 83, Equals = 84, LeftBracket = 85, RightBracket = 86, Backslash = 87, Semicolon = 88, Apostrophe = 89, Comma = 90, Period = 91, Slash = 92,
Insert = 93, Delete = 94, Home = 95, End = 96, PageUp = 97, PageDown = 98, PrintScreen = 99, ScrollLock = 100, Pause = 101, Menu = 102, NumLock = 103,
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//Multimedia keys and android-specific (e.g. volume keys):
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Mute = 104, VolumeUp = 105, VolumeDown = 106, MediaPlay = 107, MediaStop = 108, MediaNext = 109, MediaPrevious = 110,
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//Keycode:
/// Represents a key code.
///
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/// This enum variant holds an unsigned 32-bit integer representing a key code.\
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/// The value of the key code is not standardized and may change depending on the platform or the backend used.
KeyCode(u32),
}
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macro_rules! impl_fits64_for_keyboard_key {
($($i:ident = $v:literal),*) => {
impl Fits64 for KeyboardKey {
unsafe fn from_u64(x: u64) -> Self {
match x {
$( $v => KeyboardKey::$i, )*
_ => KeyboardKey::KeyCode(x as u32),
}
}
fn to_u64(self) -> u64 {
match self {
$( KeyboardKey::$i => $v, )*
KeyboardKey::KeyCode(x) => x as u64 | 0x8000000000000000u64,
}
}
}
};
}
impl_fits64_for_keyboard_key!(
A = 0, B = 1, C = 2, D = 3, E = 4, F = 5, G = 6, H = 7, I = 8, J = 9, K = 10, L = 11, M = 12, N = 13, O = 14, P = 15, Q = 16, R = 17, S = 18, T = 19, U = 20, V = 21, W = 22, X = 23, Y = 24, Z = 25,
Num0 = 26, Num1 = 27, Num2 = 28, Num3 = 29, Num4 = 30, Num5 = 31, Num6 = 32, Num7 = 33, Num8 = 34, Num9 = 35,
Np0 = 36, Np1 = 37, Np2 = 38, Np3 = 39, Np4 = 40, Np5 = 41, Np6 = 42, Np7 = 43, Np8 = 44, Np9 = 45,
NpDivide = 46, NpMultiply = 47, NpSubtract = 48, NpAdd = 49, NpEnter = 50, NpDecimal = 51,
F1 = 52, F2 = 53, F3 = 54, F4 = 55, F5 = 56, F6 = 57, F7 = 58, F8 = 59, F9 = 60, F10 = 61, F11 = 62, F12 = 63,
Up = 64, Down = 65, Left = 66, Right = 67,
Space = 68, Enter = 69, Escape = 70, Backspace = 71, Tab = 72, CapsLock = 73,
LControl = 74, RControl = 75, LShift = 76, RShift = 77, LAlt = 78, RAlt = 79, LSuper = 80, RSuper = 81,
Grave = 82, Minus = 83, Equals = 84, LeftBracket = 85, RightBracket = 86, Backslash = 87, Semicolon = 88, Apostrophe = 89, Comma = 90, Period = 91, Slash = 92,
Insert = 93, Delete = 94, Home = 95, End = 96, PageUp = 97, PageDown = 98, PrintScreen = 99, ScrollLock = 100, Pause = 101, Menu = 102, NumLock = 103,
Mute = 104, VolumeUp = 105, VolumeDown = 106, MediaPlay = 107, MediaStop = 108, MediaNext = 109, MediaPrevious = 110
);
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/// Information about the state of a mouse button
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#[derive(Default, Clone, Copy, Debug)]
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pub struct MouseButtonState {
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/// Whether the input is currently active (i.e. the button is currently held down)
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pub state: ButtonState,
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/// Position at which the input was initiated (last time it was pressed **down**)
pub start_position: Option<Vec2>,
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}
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#[derive(Default)]
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pub struct MousePointer {
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pub current_position: Vec2,
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pub buttons: HashMap<MouseButton, MouseButtonState, BuildNoHashHasher<u16>>,
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}
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pub struct TouchFinger {
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/// Unique identifier of the pointer (finger)
pub id: u32,
pub current_position: Vec2,
pub start_position: Vec2,
}
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pub type PointerId = u32;
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/// Represents a pointer (mouse or touch)
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pub enum Pointer {
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MousePointer(MousePointer),
TouchFinger(TouchFinger),
}
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impl Pointer {
pub fn current_position(&self) -> Vec2 {
match self {
Pointer::MousePointer(mouse) => mouse.current_position,
Pointer::TouchFinger(touch) => touch.current_position,
}
}
}
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impl MouseButtonState {
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/// Check if the pointer (mouse or touch) was just pressed\
/// (i.e. it was not pressed in the previous frame, but is pressed now)
///
/// You should avoid using this, as it's not very intuitive for touch input (use `just_pressed` instead, if possible)
pub fn just_pressed(&self) -> bool {
todo!()
}
/// Check if the pointer (mouse or touch) was just released\
/// (i.e. it was pressed in the previous frame, but is not pressed now)
///
/// This is the preferred "on click" event for elements like buttons
pub fn just_released(&self) -> bool {
todo!()
}
}
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pub struct PointerQuery<'a> {
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pointers: &'a HashMap<PointerId, Pointer, BuildNoHashHasher<PointerId>>,
/// Set of filtered pointer IDs
filtered: SetU32
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}
impl<'a> PointerQuery<'a> {
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fn new(pointers: &'a HashMap<PointerId, Pointer, BuildNoHashHasher<PointerId>>) -> Self {
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Self {
pointers,
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filtered: pointers.keys().copied().collect(),
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}
}
/// Filter pointers that are *currently* located within the specified rectangle
pub fn within_rect(&mut self, rect: Rect) -> &mut Self {
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for (&idx, pointer) in self.pointers {
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if rect.contains_point(pointer.current_position()) {
self.filtered.insert(idx);
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}
}
self
}
/// Check if any pointers matched the filter
pub fn any_matched(&self) -> bool {
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!self.filtered.is_empty()
}
pub fn finish(&self) -> Vec<&'a Pointer> {
self.filtered.iter()
.map(|id| self.pointers.get(&id).unwrap())
.collect()
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}
}
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const MOUSE_POINTER_ID: u32 = u32::MAX;
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pub(crate) struct UiInputState {
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pointers: HashMap<u32, Pointer, BuildNoHashHasher<u32>>,
keyboard_state: Set64<KeyboardKey>,
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}
impl UiInputState {
pub fn new() -> Self {
Self {
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pointers: HashMap::default(),
keyboard_state: Set64::new(),
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}
}
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pub fn query_pointer(&self) -> PointerQuery {
PointerQuery::new(&self.pointers)
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}
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/// Drain the event queue and update the internal input state
pub fn update_state(&mut self, event_queue: &mut EventQueue) {
for event in event_queue.drain() {
match event {
UiEvent::MouseMove(pos) => {
let Pointer::MousePointer(mouse) = self.pointers.entry(MOUSE_POINTER_ID)
.or_insert(Pointer::MousePointer(MousePointer::default())) else { unreachable!() };
mouse.current_position = pos;
},
UiEvent::MouseButton { button, state } => {
let Pointer::MousePointer(mouse) = self.pointers.entry(MOUSE_POINTER_ID)
.or_insert(Pointer::MousePointer(MousePointer::default())) else { unreachable!() };
let button_state = mouse.buttons.entry(button)
.or_insert(MouseButtonState::default());
button_state.state = state;
button_state.start_position = state.is_pressed().then_some(mouse.current_position);
},
UiEvent::KeyboardButton { key, state } => {
todo!()
},
_ => (), //TODO: Handle other events
}
}
}
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}