2024-02-27 13:31:12 -06:00
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//! keyboard, mouse, and touch input handling
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2024-02-28 18:15:29 -06:00
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use std::hash::{Hash, Hasher};
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use glam::Vec2;
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use hashbrown::HashMap;
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use nohash_hasher::BuildNoHashHasher;
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2024-02-28 19:19:29 -06:00
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use crate::rectangle::Rect;
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2024-02-28 18:15:29 -06:00
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/// Represents a mouse button.
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///
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/// Value of the `Other` variant is currently not standardized\
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/// and may change depending on the platform or the backend used
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#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
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pub enum MouseButton {
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///Primary mouse button (usually left)
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#[default]
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Primary,
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///Secondary mouse button (usually right)
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Secondary,
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///Middle mouse button (usually the wheel button)
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Middle,
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///Other mouse button (e.g. extra buttons on a gaming mouse)
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///
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///Value is not standardized and may change depending on the platform or the backend used
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Other(u8),
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}
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// Manual hash impl only uses one hash call
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impl Hash for MouseButton {
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fn hash<H: Hasher>(&self, state: &mut H) {
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match self {
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MouseButton::Primary => 0u16.hash(state),
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MouseButton::Secondary => 1u16.hash(state),
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MouseButton::Middle => 2u16.hash(state),
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MouseButton::Other(id) => ((*id as u16) << 8).hash(state),
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}
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}
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}
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/// Represents the state of a button, such as a mouse button or a keyboard key.\
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/// Can be either `Pressed` (0) or `Released` (1).
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#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, PartialOrd, Ord)]
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pub enum ButtonState {
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#[default]
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Released = 0,
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Pressed = 1,
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}
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impl ButtonState {
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pub fn is_pressed(self) -> bool {
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self == ButtonState::Pressed
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}
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pub fn is_released(self) -> bool {
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self == ButtonState::Released
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}
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}
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/// Represents a keyboard or other hardware key (for example volume buttons)
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///
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/// Values of the `KeyCode` variant are not standardized and may change depending on the platform or the backend used.
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum KeyboardKey {
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//Keyboard buttons:
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A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z,
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Num0, Num1, Num2, Num3, Num4, Num5, Num6, Num7, Num8, Num9,
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Np0, Np1, Np2, Np3, Np4, Np5, Np6, Np7, Np8, Np9,
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NpDivide, NpMultiply, NpSubtract, NpAdd, NpEnter, NpDecimal,
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F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12,
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Up, Down, Left, Right,
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Space, Enter, Escape, Backspace, Tab, CapsLock,
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LControl, RControl, LShift, RShift, LAlt, RAlt, LSuper, RSuper,
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Grave, Minus, Equals, LeftBracket, RightBracket, Backslash, Semicolon, Apostrophe, Comma, Period, Slash,
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Insert, Delete, Home, End, PageUp, PageDown, PrintScreen, ScrollLock, Pause, Menu, NumLock,
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//Multimedia keys and android-specific (e.g. volume keys):
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Mute, VolumeUp, VolumeDown, MediaPlay, MediaStop, MediaNext, MediaPrevious,
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//Keycode:
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/// Represents a key code.
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///
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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.
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KeyCode(u32),
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}
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2024-02-19 12:40:18 -06:00
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2024-02-28 19:19:29 -06:00
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/// Information about the state of a mouse button
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2024-02-28 18:15:29 -06:00
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pub(crate) struct ActiveMouseButton {
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/// Whether the input is currently active (i.e. the button is currently held down)
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pub active: bool,
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/// The button that initiated the input
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pub button: MouseButton,
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/// Position at which the input was initiated (last time it was pressed **down**)
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pub start_position: Option<Vec2>,
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}
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pub(crate) struct MousePointer {
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pub current_position: Vec2,
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pub buttons: HashMap<ButtonState, ActiveMouseButton, BuildNoHashHasher<u16>>,
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}
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pub(crate) struct TouchFinger {
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/// Unique identifier of the pointer (finger)
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pub id: u32,
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pub current_position: Vec2,
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pub start_position: Vec2,
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}
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/// Represents a pointer (mouse or touch)
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pub(crate) enum Pointer {
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MousePointer(MousePointer),
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TouchFinger(TouchFinger),
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}
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impl ActiveMouseButton {
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/// Check if the pointer (mouse or touch) was just pressed\
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/// (i.e. it was not pressed in the previous frame, but is pressed now)
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///
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/// You should avoid using this, as it's not very intuitive for touch input (use `just_pressed` instead, if possible)
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pub fn just_pressed(&self) -> bool {
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todo!()
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}
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/// Check if the pointer (mouse or touch) was just released\
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/// (i.e. it was pressed in the previous frame, but is not pressed now)
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///
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/// This is the preferred "on click" event for elements like buttons
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pub fn just_released(&self) -> bool {
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todo!()
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}
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}
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pub(crate) struct UiInputState {
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pointers: Vec<ActiveMouseButton>,
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}
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impl UiInputState {
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pub fn new() -> Self {
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Self {
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pointers: Vec::new(),
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}
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}
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pub fn query_pointer(&self, area: Rect) -> bool {
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todo!()
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}
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2024-02-19 12:40:18 -06:00
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}
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