mirror of
https://github.com/griffi-gh/hUI.git
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338 lines
14 KiB
Rust
338 lines
14 KiB
Rust
//! keyboard, mouse, and touch input handling
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use std::hash::{Hash, Hasher};
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use glam::Vec2;
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use hashbrown::HashMap;
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use nohash_hasher::BuildNoHashHasher;
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use tinyset::{Fits64, Set64};
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use crate::{event::{EventQueue, UiEvent}, rect::Rect};
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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, PartialEq, Eq)]
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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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// Manual hash impl only uses one hash call
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impl Hash for MouseButton {
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fn hash<H: Hasher>(&self, state: &mut H) {
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match self {
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MouseButton::Primary => 0u16.hash(state),
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MouseButton::Secondary => 1u16.hash(state),
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MouseButton::Middle => 2u16.hash(state),
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MouseButton::Other(id) => ((*id as u16) << 8).hash(state),
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}
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}
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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 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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}
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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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#[repr(u8)]
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pub enum KeyboardKey {
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//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,
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Num0 = 26, Num1 = 27, Num2 = 28, Num3 = 29, Num4 = 30, Num5 = 31, Num6 = 32, Num7 = 33, Num8 = 34, Num9 = 35,
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Np0 = 36, Np1 = 37, Np2 = 38, Np3 = 39, Np4 = 40, Np5 = 41, Np6 = 42, Np7 = 43, Np8 = 44, Np9 = 45,
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NpDivide = 46, NpMultiply = 47, NpSubtract = 48, NpAdd = 49, NpEnter = 50, NpDecimal = 51,
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F1 = 52, F2 = 53, F3 = 54, F4 = 55, F5 = 56, F6 = 57, F7 = 58, F8 = 59, F9 = 60, F10 = 61, F11 = 62, F12 = 63,
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Up = 64, Down = 65, Left = 66, Right = 67,
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Space = 68, Enter = 69, Escape = 70, Backspace = 71, Tab = 72, CapsLock = 73,
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LControl = 74, RControl = 75, LShift = 76, RShift = 77, LAlt = 78, RAlt = 79, LSuper = 80, RSuper = 81,
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Grave = 82, Minus = 83, Equals = 84, LeftBracket = 85, RightBracket = 86, Backslash = 87, Semicolon = 88, Apostrophe = 89, Comma = 90, Period = 91, Slash = 92,
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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:
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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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macro_rules! impl_fits64_for_keyboard_key {
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($($i:ident = $v:literal),*) => {
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impl Fits64 for KeyboardKey {
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// SAFETY: not actually doing anything unsafe
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#[allow(unsafe_code)]
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unsafe fn from_u64(x: u64) -> Self {
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match x {
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$( $v => KeyboardKey::$i, )*
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_ => KeyboardKey::KeyCode(x as u32),
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}
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}
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fn to_u64(self) -> u64 {
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match self {
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$( KeyboardKey::$i => $v, )*
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KeyboardKey::KeyCode(x) => x as u64 | 0x8000000000000000u64,
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}
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}
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}
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};
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}
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impl_fits64_for_keyboard_key!(
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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,
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Num0 = 26, Num1 = 27, Num2 = 28, Num3 = 29, Num4 = 30, Num5 = 31, Num6 = 32, Num7 = 33, Num8 = 34, Num9 = 35,
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Np0 = 36, Np1 = 37, Np2 = 38, Np3 = 39, Np4 = 40, Np5 = 41, Np6 = 42, Np7 = 43, Np8 = 44, Np9 = 45,
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NpDivide = 46, NpMultiply = 47, NpSubtract = 48, NpAdd = 49, NpEnter = 50, NpDecimal = 51,
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F1 = 52, F2 = 53, F3 = 54, F4 = 55, F5 = 56, F6 = 57, F7 = 58, F8 = 59, F9 = 60, F10 = 61, F11 = 62, F12 = 63,
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Up = 64, Down = 65, Left = 66, Right = 67,
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Space = 68, Enter = 69, Escape = 70, Backspace = 71, Tab = 72, CapsLock = 73,
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LControl = 74, RControl = 75, LShift = 76, RShift = 77, LAlt = 78, RAlt = 79, LSuper = 80, RSuper = 81,
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Grave = 82, Minus = 83, Equals = 84, LeftBracket = 85, RightBracket = 86, Backslash = 87, Semicolon = 88, Apostrophe = 89, Comma = 90, Period = 91, Slash = 92,
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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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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 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
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pub prev_position: Vec2,
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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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/// mouse buttons that were released *in the current frame*
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pub released_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: 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(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
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just_happened: Vec<UiEvent>,
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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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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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}
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/// Drain the event queue and update the internal input state
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///
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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();
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self.just_happened.clear();
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self.just_happened.extend(event_queue.drain());
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for event in &self.just_happened {
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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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self.mouse_pointer.current_position = *pos;
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},
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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?
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//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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},
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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);
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} else {
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//huh
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//this can happen i guess ¯\_(=^・ω・^)_/¯
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self.mouse_pointer.released_buttons.insert(*button, MouseButtonMeta {
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start_position: self.mouse_pointer.current_position,
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});
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}
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},
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}
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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),
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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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}
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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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/// Response for checks that involve an active pointer
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#[derive(Clone, Copy, Debug)]
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pub struct ActiveCheckResponse {
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/// 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
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pub start_position_in_rect: Vec2,
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/// Position of the pointer on the previous frame inside the target rectangle's coordinate space
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pub last_position_in_rect: Vec2,
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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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///
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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 {
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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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///
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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> {
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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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/// Get the start position of a mouse button\
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/// (Position at the last time it was pressed **down**)
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///
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/// Returns `None` if the button is not currently down
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pub fn mouse_button_start_position(&self, button: MouseButton) -> Option<Vec2> {
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self.0.mouse_pointer.buttons.get(&button).map(|meta| meta.start_position)
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}
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/// Get the relative movement of the mouse pointer since the button was pressed down
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///
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/// This function is similar to [`InputCtx::mouse_button_start_position`], but returns the relative movement instead of the absolute position
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pub fn mouse_button_relative_movement(&self, button: MouseButton) -> Option<Vec2> {
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let start = self.mouse_button_start_position(button)?;
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Some(self.mouse_position() - start)
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}
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/// Check if a rect can be considered "hovered"
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///
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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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}
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/// Check if a rect can be considered "clicked" in the current frame
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///
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/// This can be triggered by multiple input sources, such as mouse, touch, etc.\
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/// In case of a mouse, these conditions must be met:
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/// - The mouse button got released in the current frame
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/// - The mouse pointer is currently inside the rectangle
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/// - The mouse pointer was inside the rectangle at the time the button was pressed down
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///
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/// By default, this function only checks for the primary mouse button\
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/// This is a limitation of the current API and may change in the future\
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/// (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,
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last_position_in_rect: self.0.mouse_pointer.prev_position - rect.position,
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})
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}
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// TODO: write better docs
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/// 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| {
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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,
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last_position_in_rect: self.0.mouse_pointer.prev_position - rect.position,
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})
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}
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}
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