hUI/hui/src/input.rs
2024-02-29 16:02:05 +01:00

186 lines
5.6 KiB
Rust

//! keyboard, mouse, and touch input handling
use std::hash::{Hash, Hasher};
use glam::Vec2;
use hashbrown::HashMap;
use nohash_hasher::BuildNoHashHasher;
use tinyset::{SetU32, SetUsize};
use crate::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<H: Hasher>(&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 ButtonState {
pub fn is_pressed(self) -> bool {
self == ButtonState::Pressed
}
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)]
pub enum KeyboardKey {
//Keyboard buttons:
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,
Num0, Num1, Num2, Num3, Num4, Num5, Num6, Num7, Num8, Num9,
Np0, Np1, Np2, Np3, Np4, Np5, Np6, Np7, Np8, Np9,
NpDivide, NpMultiply, NpSubtract, NpAdd, NpEnter, NpDecimal,
F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12,
Up, Down, Left, Right,
Space, Enter, Escape, Backspace, Tab, CapsLock,
LControl, RControl, LShift, RShift, LAlt, RAlt, LSuper, RSuper,
Grave, Minus, Equals, LeftBracket, RightBracket, Backslash, Semicolon, Apostrophe, Comma, Period, Slash,
Insert, Delete, Home, End, PageUp, PageDown, PrintScreen, ScrollLock, Pause, Menu, NumLock,
//Multimedia keys and android-specific (e.g. volume keys):
Mute, VolumeUp, VolumeDown, MediaPlay, MediaStop, MediaNext, MediaPrevious,
//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),
}
/// Information about the state of a mouse button
pub(crate) struct ActiveMouseButton {
/// Whether the input is currently active (i.e. the button is currently held down)
pub active: bool,
/// The button that initiated the input
pub button: MouseButton,
/// Position at which the input was initiated (last time it was pressed **down**)
pub start_position: Option<Vec2>,
}
pub(crate) struct MousePointer {
pub current_position: Vec2,
pub buttons: HashMap<ButtonState, ActiveMouseButton, BuildNoHashHasher<u16>>,
}
pub(crate) struct TouchFinger {
/// Unique identifier of the pointer (finger)
pub id: u32,
pub current_position: Vec2,
pub start_position: Vec2,
}
/// Represents a pointer (mouse or touch)
pub(crate) enum Pointer {
MousePointer(MousePointer),
TouchFinger(TouchFinger),
}
impl Pointer {
pub fn current_position(&self) -> Vec2 {
match self {
Pointer::MousePointer(mouse) => mouse.current_position,
Pointer::TouchFinger(touch) => touch.current_position,
}
}
}
impl ActiveMouseButton {
/// Check if the pointer (mouse or touch) was just pressed\
/// (i.e. it was not pressed in the previous frame, but is pressed now)
///
/// You should avoid using this, as it's not very intuitive for touch input (use `just_pressed` instead, if possible)
pub fn just_pressed(&self) -> bool {
todo!()
}
/// Check if the pointer (mouse or touch) was just released\
/// (i.e. it was pressed in the previous frame, but is not pressed now)
///
/// This is the preferred "on click" event for elements like buttons
pub fn just_released(&self) -> bool {
todo!()
}
}
pub struct PointerQuery<'a> {
pointers: &'a [Pointer],
/// Set of pointer IDs to filter **out**
filter_out: SetUsize,
}
impl<'a> PointerQuery<'a> {
fn new(pointers: &'a [Pointer]) -> Self {
Self {
pointers,
filter_out: SetUsize::new(),
}
}
/// Filter pointers that are *currently* located within the specified rectangle
pub fn within_rect(&mut self, rect: Rect) -> &mut Self {
for (idx, pointer) in self.pointers.iter().enumerate() {
if !rect.contains_point(pointer.current_position()) {
self.filter_out.insert(idx);
}
}
self
}
/// Check if any pointers matched the filter
pub fn any_matched(&self) -> bool {
self.filter_out.len() != self.pointers.len()
}
}
pub(crate) struct UiInputState {
pointers: Vec<Pointer>,
}
impl UiInputState {
pub fn new() -> Self {
Self {
pointers: Vec::new(),
}
}
pub fn query_pointer(&self) -> PointerQuery {
PointerQuery::new(&self.pointers)
}
}