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wip winit impl
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@ -0,0 +1,31 @@
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use glam::vec2;
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use hui::{event::UiEvent, UiInstance};
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use winit::event::{Event, WindowEvent};
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//TODO: window id
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pub fn handle_winit_event<T>(ui: &mut UiInstance, event: &Event<T>) {
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if let Event::WindowEvent { event, .. } = event {
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match event {
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WindowEvent::CursorMoved { position, .. } => {
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ui.push_event(UiEvent::MouseMove(vec2(position.x as f32, position.y as f32)));
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},
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WindowEvent::MouseInput { state, button, .. } => {
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ui.push_event(UiEvent::MouseButton {
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button: match button {
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winit::event::MouseButton::Left => hui::event::MouseButton::Primary,
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winit::event::MouseButton::Right => hui::event::MouseButton::Secondary,
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winit::event::MouseButton::Middle => hui::event::MouseButton::Middle,
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winit::event::MouseButton::Other(id) => hui::event::MouseButton::Other(*id as u8),
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_ => return,
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},
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state: match state {
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winit::event::ElementState::Pressed => hui::event::ButtonState::Pressed,
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winit::event::ElementState::Released => hui::event::ButtonState::Released,
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},
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})
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},
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//TODO keyboard
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_ => (),
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}
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}
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}
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@ -1,10 +1,78 @@
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use glam::Vec2;
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use glam::Vec2;
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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)]
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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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/// 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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#[derive(Clone, Copy, Debug)]
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pub enum UiEvent {
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pub enum UiEvent {
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MouseMove(Vec2),
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MouseMove(Vec2),
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MouseDown(Vec2),
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MouseButton {
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MouseUp(Vec2),
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button: MouseButton,
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KeyDown(u32),
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state: ButtonState,
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KeyUp(u32),
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},
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KeyboardButton {
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key: KeyboardKey,
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state: ButtonState,
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},
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TextInput(char),
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TextInput(char),
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}
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}
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