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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 = > 0 u16 . hash ( state ) ,
MouseButton ::Secondary = > 1 u16 . hash ( state ) ,
MouseButton ::Middle = > 2 u16 . 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 ,
}
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impl From < bool > for ButtonState {
fn from ( b : bool ) -> Self {
if b { ButtonState ::Pressed } else { ButtonState ::Released }
}
}
impl From < ButtonState > for bool {
fn from ( s : ButtonState ) -> Self {
s . is_pressed ( )
}
}
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impl ButtonState {
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/// Returns `true` if the button is pressed
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pub fn is_pressed ( self ) -> bool {
self = = ButtonState ::Pressed
}
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/// Returns `true` if the button is released
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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 | 0x8000000000000000 u64 ,
}
}
}
} ;
}
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 current state of a pressed mouse button
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#[ derive(Default, Clone, Copy, Debug) ]
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pub struct MouseButtonMeta {
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/// Position at which the input was initiated (last time it was pressed **down**)
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pub start_position : Vec2 ,
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}
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#[ derive(Default) ]
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pub struct MouseState {
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/// Current position of the mouse pointer
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pub current_position : Vec2 ,
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/// Position of the mouse pointer on the previous frame
pub prev_position : Vec2 ,
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/// Current state of each mouse button (if down)
pub buttons : HashMap < MouseButton , MouseButtonMeta , BuildNoHashHasher < u16 > > ,
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/// mouse buttons that were released *in the current frame*
pub released_buttons : HashMap < MouseButton , MouseButtonMeta , BuildNoHashHasher < u16 > > ,
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}
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/// Unique identifier of a touch pointer (finger)
pub type TouchId = u32 ;
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pub struct TouchFinger {
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/// Unique identifier of the pointer/finger
pub id : TouchId ,
/// Current position of the pointer/finger
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pub current_position : Vec2 ,
pub start_position : Vec2 ,
}
pub ( crate ) struct UiInputState {
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// pointers: HashMap<u32, Pointer, BuildNoHashHasher<u32>>,
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mouse_pointer : MouseState ,
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keyboard_state : Set64 < KeyboardKey > ,
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/// events that happened in the current frame
just_happened : Vec < UiEvent > ,
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}
impl UiInputState {
pub fn new ( ) -> Self {
Self {
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// pointers: HashMap::default(),
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mouse_pointer : MouseState ::default ( ) ,
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keyboard_state : Set64 ::new ( ) ,
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just_happened : Vec ::new ( ) ,
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}
}
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/// Drain the event queue and update the internal input state
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///
/// This function should be called exactly once per frame
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pub fn update_state ( & mut self , event_queue : & mut EventQueue ) {
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self . mouse_pointer . prev_position = self . mouse_pointer . current_position ;
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self . mouse_pointer . released_buttons . clear ( ) ;
self . just_happened . clear ( ) ;
self . just_happened . extend ( event_queue . drain ( ) ) ;
for event in & self . just_happened {
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#[ allow(clippy::single_match) ]
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match event {
UiEvent ::MouseMove ( pos ) = > {
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self . mouse_pointer . current_position = * pos ;
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} ,
UiEvent ::MouseButton { button , state } = > {
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match state {
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//wtf should we do with buttons that are pressed and released in the same frame?
//i have no fvcking idea
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ButtonState ::Pressed = > {
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let button = self . mouse_pointer . buttons . entry ( * button )
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. or_insert ( MouseButtonMeta ::default ( ) ) ;
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button . start_position = self . mouse_pointer . current_position ;
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} ,
ButtonState ::Released = > {
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//log::trace!("Button {:?} was released", button);
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if let Some ( button_meta ) = self . mouse_pointer . buttons . remove ( button ) {
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//log::trace!("start pos was: {:?} current pos is: {:?}", button_meta.start_position, self.mouse_pointer.current_position);
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self . mouse_pointer . released_buttons . insert ( * button , button_meta ) ;
} else {
//huh
//this can happen i guess ¯\_(=^・ω・^)_/¯
self . mouse_pointer . released_buttons . insert ( * button , MouseButtonMeta {
start_position : self . mouse_pointer . current_position ,
} ) ;
}
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} ,
}
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} ,
UiEvent ::KeyboardButton { key , state } = > {
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match state {
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ButtonState ::Pressed = > self . keyboard_state . insert ( * key ) ,
ButtonState ::Released = > self . keyboard_state . remove ( key ) ,
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} ;
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} ,
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//TODO touch, text input
_ = > ( ) ,
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}
}
}
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pub fn ctx ( & self ) -> InputCtx {
InputCtx ( self )
}
}
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/// Response for checks that involve an active pointer
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#[ derive(Clone, Copy, Debug) ]
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pub struct ActiveCheckResponse {
/// Current position of the pointer inside the target rectangle's coordinate space
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pub position_in_rect : Vec2 ,
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/// Position of the pointer at the time the start of the input inside the target rectangle's coordinate space
pub start_position_in_rect : Vec2 ,
/// Position of the pointer on the previous frame inside the target rectangle's coordinate space
pub last_position_in_rect : Vec2 ,
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}
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#[ derive(Clone, Copy) ]
pub struct InputCtx < ' a > ( & ' a UiInputState ) ;
impl < ' a > InputCtx < ' a > {
/// Get the current position of the mouse pointer
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///
/// Do not use this function to check for hover, use [`InputCtx::check_hover`] instead
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pub fn mouse_position ( & self ) -> Vec2 {
self . 0. mouse_pointer . current_position
}
/// Get the current position of the mouse pointer within a rectangle
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///
/// Do not use this function to check for hover, use [`InputCtx::check_hover`] instead
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pub fn mouse_position_in_rect ( & self , rect : Rect ) -> Option < Vec2 > {
let pos = self . 0. mouse_pointer . current_position ;
rect . contains_point ( pos ) . then_some ( pos - rect . position )
}
/// Get the state of a mouse button
pub fn mouse_button_down ( & self , button : MouseButton ) -> ButtonState {
self . 0. mouse_pointer . buttons . contains_key ( & button ) . into ( )
}
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/// Get the start position of a mouse button\
/// (Position at the last time it was pressed **down**)
///
/// Returns `None` if the button is not currently down
pub fn mouse_button_start_position ( & self , button : MouseButton ) -> Option < Vec2 > {
self . 0. mouse_pointer . buttons . get ( & button ) . map ( | meta | meta . start_position )
}
/// Get the relative movement of the mouse pointer since the button was pressed down
///
/// This function is similar to [`InputCtx::mouse_button_start_position`], but returns the relative movement instead of the absolute position
pub fn mouse_button_relative_movement ( & self , button : MouseButton ) -> Option < Vec2 > {
let start = self . mouse_button_start_position ( button ) ? ;
Some ( self . mouse_position ( ) - start )
}
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/// Check if a rect can be considered "hovered"
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///
/// This can be triggered by multiple input sources, such as mouse, touch, etc.
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pub fn check_hover ( & self , rect : Rect ) -> bool {
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rect . contains_point ( self . 0. mouse_pointer . current_position )
}
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/// Check if a rect can be considered "clicked" in the current frame
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///
/// This can be triggered by multiple input sources, such as mouse, touch, etc.\
/// In case of a mouse, these conditions must be met:
/// - The mouse button got released in the current frame
/// - The mouse pointer is currently inside the rectangle
/// - The mouse pointer was inside the rectangle at the time the button was pressed down
///
/// By default, this function only checks for the primary mouse button\
/// This is a limitation of the current API and may change in the future\
/// (as the current implementation of this function checks for both mouse and touch input, and the touch input quite obviously only supports one "button")
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pub fn check_click ( & self , rect : Rect ) -> Option < ActiveCheckResponse > {
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let pos = self . 0. mouse_pointer . current_position ;
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self . 0. mouse_pointer . released_buttons . get ( & MouseButton ::Primary ) . filter ( | meta | {
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rect . contains_point ( meta . start_position ) & & rect . contains_point ( pos )
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} ) . map ( | mi | ActiveCheckResponse {
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position_in_rect : pos - rect . position ,
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start_position_in_rect : mi . start_position - rect . position ,
last_position_in_rect : self . 0. mouse_pointer . prev_position - rect . position ,
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} )
}
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// TODO: write better docs
/// Check if a rect is being actively being interacted with (e.g. dragged)
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pub fn check_active ( & self , rect : Rect ) -> Option < ActiveCheckResponse > {
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self . 0. mouse_pointer . buttons . get ( & MouseButton ::Primary ) . filter ( | mi | {
rect . contains_point ( mi . start_position )
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} ) . map ( | mi | ActiveCheckResponse {
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position_in_rect : self . 0. mouse_pointer . current_position - rect . position ,
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start_position_in_rect : mi . start_position - rect . position ,
last_position_in_rect : self . 0. mouse_pointer . prev_position - rect . position ,
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} )
}
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}