//! keyboard, mouse, and touch input handling use std::hash::{Hash, Hasher}; use glam::Vec2; use hashbrown::HashMap; use nohash_hasher::{BuildNoHashHasher, NoHashHasher}; use tinyset::{Fits64, Set64, SetU32}; use crate::{event::{EventQueue, UiEvent}, rectangle::Rect}; /// 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(&self, state: &mut H) { match self { MouseButton::Primary => 0u16.hash(state), MouseButton::Secondary => 1u16.hash(state), MouseButton::Middle => 2u16.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, } impl From for ButtonState { fn from(b: bool) -> Self { if b { ButtonState::Pressed } else { ButtonState::Released } } } impl From for bool { fn from(s: ButtonState) -> Self { s.is_pressed() } } impl ButtonState { /// Returns `true` if the button is pressed pub fn is_pressed(self) -> bool { self == ButtonState::Pressed } /// Returns `true` if the button is released 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)] #[repr(u8)] pub enum KeyboardKey { //Keyboard buttons: 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, //Multimedia keys and android-specific (e.g. volume keys): Mute = 104, VolumeUp = 105, VolumeDown = 106, MediaPlay = 107, MediaStop = 108, MediaNext = 109, MediaPrevious = 110, //Keycode: /// Represents a key code. /// /// This enum variant holds an unsigned 32-bit integer representing a key code.\ /// The value of the key code is not standardized and may change depending on the platform or the backend used. KeyCode(u32), } 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 | 0x8000000000000000u64, } } } }; } 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 ); /// Information about the current state of a pressed mouse button #[derive(Default, Clone, Copy, Debug)] pub struct MouseButtonMeta { /// Position at which the input was initiated (last time it was pressed **down**) pub start_position: Vec2, } #[derive(Default)] pub struct MouseState { /// Current position of the mouse pointer pub current_position: Vec2, /// Position of the mouse pointer on the previous frame pub prev_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) pub type TouchId = u32; pub struct TouchFinger { /// Unique identifier of the pointer/finger pub id: TouchId, /// Current position of the pointer/finger pub current_position: Vec2, pub start_position: Vec2, } pub(crate) struct UiInputState { // pointers: HashMap>, 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: 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) { self.mouse_pointer.prev_position = self.mouse_pointer.current_position; 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; }, 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) .or_insert(MouseButtonMeta::default()); button.start_position = self.mouse_pointer.current_position; }, ButtonState::Released => { //log::trace!("Button {:?} was released", button); if let Some(button_meta) = self.mouse_pointer.buttons.remove(button) { //log::trace!("start pos was: {:?} current pos is: {:?}", button_meta.start_position, self.mouse_pointer.current_position); 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), }; }, //TODO touch, text input _ => (), } } } pub fn ctx(&self) -> InputCtx { InputCtx(self) } } /// Response for checks that involve an active pointer #[derive(Clone, Copy, Debug)] pub struct ActiveCheckResponse { /// Current position of the pointer inside the target rectangle's coordinate space pub position_in_rect: Vec2, /// 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, } #[derive(Clone, Copy)] pub struct InputCtx<'a>(&'a UiInputState); impl<'a> InputCtx<'a> { /// Get the current position of the mouse pointer /// /// Do not use this function to check for hover, use [`InputCtx::check_hover`] instead pub fn mouse_position(&self) -> Vec2 { self.0.mouse_pointer.current_position } /// Get the current position of the mouse pointer within a rectangle /// /// Do not use this function to check for hover, use [`InputCtx::check_hover`] instead pub fn mouse_position_in_rect(&self, rect: Rect) -> Option { 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() } /// 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 { 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 { let start = self.mouse_button_start_position(button)?; Some(self.mouse_position() - start) } /// 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 "clicked" in the current frame /// /// 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) -> Option { let pos = self.0.mouse_pointer.current_position; self.0.mouse_pointer.released_buttons.get(&MouseButton::Primary).filter(|meta| { rect.contains_point(meta.start_position) && rect.contains_point(pos) }).map(|mi| ActiveCheckResponse { position_in_rect: pos - rect.position, start_position_in_rect: mi.start_position - rect.position, last_position_in_rect: self.0.mouse_pointer.prev_position - rect.position, }) } // TODO: write better docs /// Check if a rect is being actively being interacted with (e.g. dragged) pub fn check_active(&self, rect: Rect) -> Option { self.0.mouse_pointer.buttons.get(&MouseButton::Primary).filter(|mi| { rect.contains_point(mi.start_position) }).map(|mi| ActiveCheckResponse { position_in_rect: self.0.mouse_pointer.current_position - rect.position, start_position_in_rect: mi.start_position - rect.position, last_position_in_rect: self.0.mouse_pointer.prev_position - rect.position, }) } }