hUI/hui/src/input.rs

338 lines
14 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::{Fits64, Set64};
use crate::{event::{EventQueue, UiEvent}, rect::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 From<bool> for ButtonState {
fn from(b: bool) -> Self {
if b { ButtonState::Pressed } else { ButtonState::Released }
}
}
impl From<ButtonState> 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 {
// SAFETY: not actually doing anything unsafe
#[allow(unsafe_code)]
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<MouseButton, MouseButtonMeta, BuildNoHashHasher<u16>>,
/// mouse buttons that were released *in the current frame*
pub released_buttons: HashMap<MouseButton, MouseButtonMeta, BuildNoHashHasher<u16>>,
}
/// 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<u32, Pointer, BuildNoHashHasher<u32>>,
mouse_pointer: MouseState,
keyboard_state: Set64<KeyboardKey>,
/// events that happened in the current frame
just_happened: Vec<UiEvent>,
}
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<Vec2> {
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<Vec2> {
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<Vec2> {
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<ActiveCheckResponse> {
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<ActiveCheckResponse> {
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,
})
}
}