From 35a536a0bc8c946dfb28bd0085ba7ca5a17279b6 Mon Sep 17 00:00:00 2001 From: griffi-gh Date: Mon, 11 Mar 2024 20:16:01 +0100 Subject: [PATCH] owo --- hui/src/input.rs | 68 +++++++++++++++++++++++++++++++++++++++++------- 1 file changed, 59 insertions(+), 9 deletions(-) diff --git a/hui/src/input.rs b/hui/src/input.rs index 16ea2a5..1b998a6 100644 --- a/hui/src/input.rs +++ b/hui/src/input.rs @@ -140,11 +140,15 @@ pub struct MouseButtonMeta { } #[derive(Default)] -pub struct MousePointer { +pub struct MouseState { /// Current position of the mouse pointer pub current_position: Vec2, + /// Current state of each mouse button (if down) pub buttons: HashMap>, + + /// mouse buttons that were released *in the current frame* + pub released_buttons: HashMap>, } /// Unique identifier of a touch pointer (finger) @@ -160,43 +164,61 @@ pub struct TouchFinger { pub(crate) struct UiInputState { // pointers: HashMap>, - mouse_pointer: MousePointer, + mouse_pointer: MouseState, keyboard_state: Set64, + /// events that happened in the current frame + just_happened: Vec, } impl UiInputState { pub fn new() -> Self { Self { // pointers: HashMap::default(), - mouse_pointer: MousePointer::default(), + mouse_pointer: MouseState::default(), keyboard_state: Set64::new(), + just_happened: Vec::new(), } } /// Drain the event queue and update the internal input state + /// + /// This function should be called exactly once per frame pub fn update_state(&mut self, event_queue: &mut EventQueue) { - for event in event_queue.drain() { + self.mouse_pointer.released_buttons.clear(); + self.just_happened.clear(); + self.just_happened.extend(event_queue.drain()); + for event in &self.just_happened { #[allow(clippy::single_match)] match event { UiEvent::MouseMove(pos) => { - self.mouse_pointer.current_position = pos; + self.mouse_pointer.current_position = *pos; }, UiEvent::MouseButton { button, state } => { match state { + //wtf should we do with buttons that are pressed and released in the same frame? + //i have no fvcking idea ButtonState::Pressed => { - let button = self.mouse_pointer.buttons.entry(button) + let button = self.mouse_pointer.buttons.entry(*button) .or_insert(MouseButtonMeta::default()); button.start_position = self.mouse_pointer.current_position; }, ButtonState::Released => { - self.mouse_pointer.buttons.remove(&button); + if let Some(button_meta) = self.mouse_pointer.buttons.remove(button) { + 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, + }); + } }, } }, UiEvent::KeyboardButton { key, state } => { match state { - ButtonState::Pressed => self.keyboard_state.insert(key), - ButtonState::Released => self.keyboard_state.remove(&key), + ButtonState::Pressed => self.keyboard_state.insert(*key), + ButtonState::Released => self.keyboard_state.remove(key), }; }, //TODO touch, text input @@ -251,7 +273,35 @@ impl<'a> InputCtx<'a> { } /// Check if a rect can be considered "hovered" + /// + /// This can be triggered by multiple input sources, such as mouse, touch, etc. pub fn check_hover(&self, rect: Rect) -> bool { rect.contains_point(self.0.mouse_pointer.current_position) } + + /// Check if a rect can be considered "active" (i.e. held down) + /// + /// WIP: Not implemented yet, always returns `false` + pub fn check_active(&self, rect: Rect) -> bool { + //TODO `check_active` + false + } + + /// Check if a rect can be considered "clicked" + /// + /// 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") + pub fn check_click(&self, rect: Rect) -> bool { + let pos = self.0.mouse_pointer.current_position; + self.0.mouse_pointer.released_buttons.get(&MouseButton::Primary).map_or(false, |meta| { + rect.contains_point(meta.start_position) && rect.contains_point(pos) + }) + } }