mirror of
https://github.com/griffi-gh/hUI.git
synced 2024-11-28 18:08:42 -06:00
update input handling
This commit is contained in:
parent
f25efdb3ca
commit
352691c228
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@ -3,11 +3,12 @@
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use std::any::Any;
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use crate::{
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draw::{atlas::ImageCtx, UiDrawCommandList},
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input::InputCtx,
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layout::LayoutInfo,
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measure::Response,
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state::StateRepo,
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text::{FontHandle, TextMeasure},
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UiInstance
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UiInstance,
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};
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mod builtin;
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@ -20,6 +21,8 @@ pub struct MeasureContext<'a> {
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pub text_measure: TextMeasure<'a>,
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pub current_font: FontHandle,
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pub images: ImageCtx<'a>,
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//XXX: should measure have a reference to input?
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//pub input: InputCtx<'a>,
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}
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/// Context for the `Element::process` function
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@ -31,6 +34,7 @@ pub struct ProcessContext<'a> {
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pub text_measure: TextMeasure<'a>,
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pub current_font: FontHandle,
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pub images: ImageCtx<'a>,
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pub input: InputCtx<'a>,
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}
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pub trait UiElement {
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@ -452,6 +452,7 @@ impl UiElement for Container {
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text_measure: ctx.text_measure,
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current_font: ctx.current_font,
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images: ctx.images,
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input: ctx.input,
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});
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//layout
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@ -56,6 +56,7 @@ impl UiElement for Transformer {
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text_measure: ctx.text_measure,
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current_font: ctx.current_font,
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images: ctx.images,
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input: ctx.input,
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});
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ctx.draw.add(UiDrawCommand::PopTransform);
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}
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175
hui/src/input.rs
175
hui/src/input.rs
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@ -47,10 +47,25 @@ pub enum ButtonState {
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Pressed = 1,
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}
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impl From<bool> for ButtonState {
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fn from(b: bool) -> Self {
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if b { ButtonState::Pressed } else { ButtonState::Released }
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}
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}
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impl From<ButtonState> for bool {
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fn from(s: ButtonState) -> Self {
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s.is_pressed()
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}
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}
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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 {
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self == ButtonState::Pressed
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}
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/// Returns `true` if the button is released
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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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@ -117,140 +132,106 @@ impl_fits64_for_keyboard_key!(
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Mute = 104, VolumeUp = 105, VolumeDown = 106, MediaPlay = 107, MediaStop = 108, MediaNext = 109, MediaPrevious = 110
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);
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/// Information about the state of a mouse button
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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 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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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: Option<Vec2>,
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}
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#[derive(Default)]
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pub struct MousePointer {
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/// Current position of the mouse pointer
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pub current_position: Vec2,
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pub buttons: HashMap<MouseButton, MouseButtonState, BuildNoHashHasher<u16>>,
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/// Current state of each mouse button (if down)
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pub buttons: HashMap<MouseButton, MouseButtonMeta, BuildNoHashHasher<u16>>,
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}
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/// Unique identifier of a touch pointer (finger)
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pub type TouchId = u32;
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pub struct TouchFinger {
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/// Unique identifier of the pointer (finger)
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pub id: u32,
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/// Unique identifier of the pointer/finger
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pub id: TouchId,
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/// Current position of the pointer/finger
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pub current_position: Vec2,
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pub start_position: Vec2,
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}
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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),
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TouchFinger(TouchFinger),
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}
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impl Pointer {
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pub fn current_position(&self) -> Vec2 {
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match self {
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Pointer::MousePointer(mouse) => mouse.current_position,
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Pointer::TouchFinger(touch) => touch.current_position,
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}
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}
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}
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impl MouseButtonState {
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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 struct PointerQuery<'a> {
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pointers: &'a HashMap<PointerId, Pointer, BuildNoHashHasher<PointerId>>,
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/// Set of filtered pointer IDs
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filtered: SetU32
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}
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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 {
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pointers,
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filtered: pointers.keys().copied().collect(),
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}
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}
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/// Filter pointers that are *currently* located within the specified rectangle
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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()) {
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self.filtered.insert(idx);
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}
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}
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self
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}
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/// Check if any pointers matched the filter
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pub fn any_matched(&self) -> bool {
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!self.filtered.is_empty()
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}
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pub fn finish(&self) -> Vec<&'a Pointer> {
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self.filtered.iter()
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.map(|id| self.pointers.get(&id).unwrap())
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.collect()
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}
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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>>,
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// pointers: HashMap<u32, Pointer, BuildNoHashHasher<u32>>,
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mouse_pointer: MousePointer,
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keyboard_state: Set64<KeyboardKey>,
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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: HashMap::default(),
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// pointers: HashMap::default(),
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mouse_pointer: MousePointer::default(),
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keyboard_state: Set64::new(),
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}
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}
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pub fn query_pointer(&self) -> PointerQuery {
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PointerQuery::new(&self.pointers)
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}
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/// Drain the event queue and update the internal input state
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pub fn update_state(&mut self, event_queue: &mut EventQueue) {
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for event in event_queue.drain() {
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#[allow(clippy::single_match)]
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match event {
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UiEvent::MouseMove(pos) => {
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let Pointer::MousePointer(mouse) = self.pointers.entry(MOUSE_POINTER_ID)
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.or_insert(Pointer::MousePointer(MousePointer::default())) else { unreachable!() };
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mouse.current_position = pos;
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self.mouse_pointer.current_position = pos;
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},
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UiEvent::MouseButton { button, state } => {
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let Pointer::MousePointer(mouse) = self.pointers.entry(MOUSE_POINTER_ID)
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.or_insert(Pointer::MousePointer(MousePointer::default())) else { unreachable!() };
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let button_state = mouse.buttons.entry(button)
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.or_insert(MouseButtonState::default());
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button_state.state = state;
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button_state.start_position = state.is_pressed().then_some(mouse.current_position);
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match state {
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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 = state.is_pressed().then_some(self.mouse_pointer.current_position);
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},
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ButtonState::Released => {
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self.mouse_pointer.buttons.remove(&button);
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},
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}
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},
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UiEvent::KeyboardButton { key, state } => {
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todo!()
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match state {
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ButtonState::Pressed => self.keyboard_state.insert(key),
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ButtonState::Released => self.keyboard_state.remove(&key),
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};
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},
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_ => (), //TODO: Handle other events
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//TODO touch, text input
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_ => (),
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}
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}
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}
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pub fn ctx(&self) -> InputCtx {
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InputCtx(self)
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}
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}
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#[derive(Clone, Copy)]
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pub struct InputCtx<'a>(&'a UiInputState);
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impl<'a> InputCtx<'a> {
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/// Get the current position of the mouse pointer
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pub fn mouse_position(&self) -> Vec2 {
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self.0.mouse_pointer.current_position
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}
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/// Get the current position of the mouse pointer within a rectangle
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pub fn mouse_position_in_rect(&self, rect: Rect) -> Option<Vec2> {
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let pos = self.0.mouse_pointer.current_position;
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rect.contains_point(pos).then_some(pos - rect.position)
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}
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/// Get the state of a mouse button
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pub fn mouse_button_down(&self, button: MouseButton) -> ButtonState {
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self.0.mouse_pointer.buttons.contains_key(&button).into()
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}
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/// Check if a rect can be considered "hovered"
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pub fn is_hovered(&self, rect: Rect) -> bool {
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rect.contains_point(self.0.mouse_pointer.current_position)
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}
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}
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@ -124,6 +124,7 @@ impl UiInstance {
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text_measure: self.text_renderer.to_measure(),
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current_font: self.text_renderer.current_font(),
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images: self.atlas.context(),
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input: self.input.ctx(),
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});
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}
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@ -12,7 +12,41 @@ impl Rect {
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pub fn contains_point(&self, point: Vec2) -> bool {
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point.cmpge(self.position).all() && point.cmple(self.position + self.size).all()
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}
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//TODO: return intersect rect
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pub fn intersects_rect(&self, other: Rect) -> bool {
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self.position.x < other.position.x + other.size.x
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&& self.position.x + self.size.x > other.position.x
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&& self.position.y < other.position.y + other.size.y
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&& self.position.y + self.size.y > other.position.y
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}
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pub fn width(&self) -> f32 {
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self.size.x
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}
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pub fn height(&self) -> f32 {
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self.size.y
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}
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pub fn x(&self) -> f32 {
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self.position.x
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}
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pub fn y(&self) -> f32 {
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self.position.y
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}
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pub fn corners(&self) -> Corners<Vec2> {
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Corners {
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top_left: self.position,
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top_right: self.position + Vec2::new(self.size.x, 0.0),
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bottom_left: self.position + Vec2::new(0.0, self.size.y),
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bottom_right: self.position + self.size,
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}
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}
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}
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/// Represents 4 sides of a rectangular shape.
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#[derive(Default, Clone, Copy, PartialEq, Eq, Debug)]
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pub struct Sides<T> {
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