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//! Input handling for applets.
//!
//! This module provides an improved abstraction over the applet input functions.
use crate::applet::{self, EventEnum, VirtualKeyCode};
use crate::{Ray3, Vec2};
use std::collections::HashSet;
// TODO: create a new `enum Key` that only supports a few of the keys.
pub use applet::Axis;
pub use applet::GamepadButton;
pub use applet::VirtualKeyCode as Key;
/// Current input state.
///
/// Sent along with each `Event` so you can, for instance,
/// spawn something along the world ray when a button is pressed,
/// or check which modifier keys were down then the user pressed `Key::U`.
#[derive(Copy, Clone, Debug, Default, PartialEq)]
pub struct State {
/// Which modifier keys are pressed?
pub modifiers: Modifiers,
/// State of the primary pointer (mouse or first touch).
pub pointer: PointerState,
/// Number of seconds since start of module (`applet.real_time_since_start()`).
pub wall_time: f64,
}
/// The state of the pointer (mouse or touch).
#[derive(Copy, Clone, Default, PartialEq)]
pub struct PointerState {
/// Logical point position of the pointer (mouse or touch).
/// Can be `None` if mouse is not on screen, or if there are no touches.
/// In case of multiple simultaneous touches, this will correspond to the first touch.
pub pos: Option<Vec2>,
/// World-space ray of the pointer (mouse or touch).
/// Can be `None` if mouse is not on screen, or if there are no touches.
/// In case of multiple simultaneous touches, this will correspond to the first touch.
pub ray: Option<Ray3>,
/// True if the primary button is currently down.
/// Left mouse button on most mice.
/// This is also set to `true` for the primary touch.
pub primary: bool,
/// True if the secondary button is currently down.
/// Left mouse button on most mice.
pub secondary: bool,
/// True if the middle mouse button is currently down.
pub middle: bool,
/// The id of the first touch that went down (in case there are several touches).
/// This is the touch that is being represented by `PointerState`.
pub touch_id: Option<TouchId>,
}
impl PointerState {
/// Any mouse button is down (always `true` for primary touches).
pub fn any_button(&self) -> bool {
self.primary || self.secondary || self.middle
}
}
/// Represents the state of modifier keys.
#[derive(Copy, Clone, Default, Debug, Eq, PartialEq)]
pub struct Modifiers {
/// True if the cmd key is pressed.
/// Command key on Mac, ctrl on Windows/Linux.
/// Use this for e.g. `cmd+A` (select all).
pub cmd: bool,
/// True if any shift key is pressed.
pub shift: bool,
/// True if any ctrl key is pressed.
pub ctrl: bool,
/// True if any alt key is pressed.
pub alt: bool,
}
/// An input event (e.g. a key press).
#[derive(Copy, Clone, Debug, PartialEq)]
pub enum Event {
/// Keyboard key
Key {
/// pressed or released?
pressed: bool,
/// the key in question
key: Key,
},
/// A single character (presumably due to a key press)
Char(char),
/// Absolute movement (won't happen when mouse grabbing is on).
PointerMove {
/// What kind of pointer (Mouse or Touch)?
pointer: Pointer,
/// Screen-space position (in logical pixels).
pos: Vec2,
/// World-coordinate ray.
ray: Ray3,
/// `true` for mice and first touch point.
/// If `false` this is a secondary touch of some sort.
/// You almost always want to filter on `primary: true`.
primary: bool,
},
/// Relative movement (also happens when mouse grabbing is on).
PointerDelta {
/// What kind of pointer (Mouse or Touch)?
pointer: Pointer,
/// Rotation, taking into account mouse sensitivity and optional invert y axis.
delta_angle: Vec2,
/// Number of logical points of movement
delta_points: Vec2,
/// Delta as fraction of screen width,
/// so a delta.x=1 mean the mouse moved from one screen edge to the other.
delta_normalized: Vec2,
/// `true` for mice and first touch point.
/// If `false` this is a secondary touch of some sort.
/// You almost always want to filter on `primary: true`.
primary: bool,
},
/// Mouse button press/release or touch down/up
PointerButton {
/// `true` if this was a press, `false` if this was a release.
pressed: bool,
/// What kind of pointer (Mouse or Touch)?
pointer: Pointer,
/// The button being pressed or released.
button: PointerButton,
/// Screen-space position (in logical pixels).
pos: Vec2,
/// World-coordinate ray.
ray: Ray3,
/// `true` for mice and first touch point.
/// If `false` this is a secondary touch of some sort.
/// You almost always want to filter on `primary: true`.
primary: bool,
},
/// Mouse scroll
Scroll {
/// In logical pixels.
delta: Vec2,
},
/// A command, e.g. undo
Command(Command),
/// General axis input, mainly used for gamepads.
Axis {
/// The axis that moved.
axis: Axis,
/// The new value of the axis.
value: f32,
},
/// Gamepad button input event.
GamepadButton {
/// Which gamepad button was pressed or released
button: GamepadButton,
/// True = pressed, false = released
press: bool,
},
/// Raw MIDI event
RawMidi {
/// MIDI timestamp
timestamp: u64,
/// Raw MIDI data, needs to be parsed
data: [u8; 8],
/// Length of the valid MIDI bytes in the `data` buffer.
len: u32,
/// Device ID
device_id: u32,
},
}
/// Common keyboard commands such at copy, cut and paste.
#[derive(Copy, Clone, Debug, Eq, PartialEq)]
pub enum Command {
/// cmd-C
Copy,
/// cmd-X
Cut,
/// cmd-V
Paste,
/// cmd-Z
Undo,
/// cmd-shift-Z
Redo,
/// cmd-S
Save,
/// cmd-N
New,
}
/// A mouse button
#[derive(Copy, Clone, Debug, Eq, PartialEq)]
pub enum PointerButton {
/// Left mouse button on most mice.
/// The only thing valid for touch input.
Primary,
/// Right mouse button on most mice.
Secondary,
/// Middle mouse button
Middle,
}
/// What kind of pointer (Mouse or Touch)
#[derive(Copy, Clone, Debug, Eq, PartialEq)]
pub enum Pointer {
/// We only support a single mouse
Mouse,
/// When there are several touches at once, you can use `TouchId` to keep track of their movements.
Touch(TouchId),
}
/// If several touches are detected, they all come with a unique ID.
#[derive(Copy, Clone, Debug, Default, Eq, PartialEq)]
pub struct TouchId(u32);
/// Use this in your module to help with input filtering and tracking.
#[derive(Clone, Debug, Default, PartialEq)]
pub struct InputManager {
state: State,
down_keys: HashSet<VirtualKeyCode>,
down_gamepad_buttons: HashSet<GamepadButton>,
events: Vec<(State, Event)>,
}
// ----------------------------------------------------------------------------
impl Command {
/// Human-readable key combination for this command.
pub fn shortcut_str(self) -> &'static str {
match self {
Self::Copy => "Cmd + C",
Self::Cut => "Cmd + X",
Self::Paste => "Cmd + V",
Self::Undo => "Cmd + Z",
Self::Redo => "Cmd + Shift + Z",
Self::Save => "Cmd + S",
Self::New => "Cmd + N",
}
}
}
impl std::fmt::Debug for PointerState {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let Self {
pos,
ray,
primary,
secondary,
middle,
touch_id,
} = self;
f.debug_struct("State")
.field(
"pos",
&match pos {
None => "None".to_string(),
Some(p) => format!("{:.3} {:.3}", p.x, p.y),
},
)
.field(
"ray",
&match ray {
None => "None".to_string(),
Some(_ray) => "Ray3 { ... }".to_string(),
},
)
.field(
"touch_id",
&match touch_id {
None => "None".to_string(),
Some(touch_id) => format!("{:?}", touch_id),
},
)
.field(
"buttons",
&format!(
"{}{}{}",
if *primary { "primary " } else { "" },
if *secondary { "secondary " } else { "" },
if *middle { "middle " } else { "" },
),
)
.finish()
}
}
impl Modifiers {
/// No modifiers.
pub fn none() -> Self {
Self::default()
}
/// Are no modifiers down?
pub fn is_none(&self) -> bool {
self == &Default::default()
}
/// Are any modifier down?
pub fn is_any(&self) -> bool {
!self.is_none()
}
/// Is only the cmd key pressed?
pub fn is_cmd(&self) -> bool {
// NOTE: we ignore ctrl here because ctrl==cmd on windows/linux
self.cmd && !self.shift && !self.alt
}
/// Are only the cmd and shift keys pressed?
pub fn is_cmd_shift(&self) -> bool {
// NOTE: we ignore ctrl here because ctrl==cmd on windows/linux
self.cmd && self.shift && !self.alt
}
}
impl PointerButton {
fn from_mouse_button(button: applet::MouseButton) -> Self {
match button {
applet::MouseButton::Primary => Self::Primary,
applet::MouseButton::Secondary => Self::Secondary,
applet::MouseButton::Middle => Self::Middle,
}
}
}
impl InputManager {
/// Current state of modifier keys etc.
pub fn state(&self) -> State {
self.state
}
/// Events that came in during the last call to `update`.
/// Each event comes with a `State` which can be used to check
/// e.g. modifier keys and mouse position at the time of the event.
pub fn events(&self) -> impl Iterator<Item = &(State, Event)> {
self.events.iter()
}
/// Keys that are currently down.
pub fn down_keys(&self) -> impl Iterator<Item = &Key> + '_ {
self.down_keys.iter()
}
/// Gamepad buttons that are currently down.
pub fn down_gamepad_buttons(&self) -> impl Iterator<Item = &GamepadButton> + '_ {
self.down_gamepad_buttons.iter()
}
/// Is the key currently down?
pub fn is_key_down(&self, key: Key) -> bool {
self.down_keys.contains(&key)
}
/// Is the gamepad button currently down?
pub fn is_gamepad_button_down(&self, button: GamepadButton) -> bool {
self.down_gamepad_buttons.contains(&button)
}
/// Did the key go from not down to down in this frame?
/// Also filters on modifies so you can check for e.g. `Cmd` + `Key::U`.
pub fn was_key_pressed(&self, modifiers: Modifiers, key_needle: Key) -> bool {
self.events().any(|(state, e)| {
state.modifiers == modifiers
&& matches!(e, Event::Key{pressed: true, key} if *key == key_needle)
})
}
/// Was e.g. `Command::Paste` issued this frame?
pub fn was_command_made(&self, command_needle: Command) -> bool {
self.events()
.any(|(_, e)| matches!(e, Event::Command(command) if *command == command_needle))
}
/// Call this or [`Self::update_for_player`] once at the start of each frame.
pub fn update(&mut self, applet: &applet::Applet) {
self.update_for_player(applet, 0);
}
/// Call this or [`Self::update`] once at the start of each frame.
pub fn update_for_player(&mut self, applet: &applet::Applet, player_id: u64) {
let Self {
events,
state,
down_keys,
down_gamepad_buttons,
} = self;
events.clear();
state.wall_time = applet.real_time_since_start();
let window_state_width = if let Some(window_state) = applet.window_state_player(player_id) {
window_state.width
} else {
1.0
};
use applet::{KeyInput, MouseInput, TouchInput};
for event in applet.input_events_player(player_id) {
match event {
EventEnum::Key(event) => match event {
KeyInput::KeyPress(key) => {
let _: bool = down_keys.insert(key);
state.modifiers.cmd |=
matches!(key, VirtualKeyCode::LCommand | VirtualKeyCode::RCommand);
state.modifiers.shift |=
matches!(key, VirtualKeyCode::LShift | VirtualKeyCode::RShift);
state.modifiers.ctrl |=
matches!(key, VirtualKeyCode::LControl | VirtualKeyCode::RControl);
state.modifiers.alt |=
matches!(key, VirtualKeyCode::LAlt | VirtualKeyCode::RAlt);
// VirtualKeyCode Copy, Cut and Paste aren't actually sent from Ark, at least not on Mac.
// It would be better if Ark sent these commands, but ark doesn't, so we do manual detection:
if state.modifiers.is_cmd() && key == VirtualKeyCode::C {
events.push((*state, Event::Command(Command::Copy)));
} else if state.modifiers.is_cmd() && key == VirtualKeyCode::X {
events.push((*state, Event::Command(Command::Cut)));
} else if state.modifiers.is_cmd() && key == VirtualKeyCode::V {
events.push((*state, Event::Command(Command::Paste)));
} else if state.modifiers.is_cmd() && key == VirtualKeyCode::Z {
events.push((*state, Event::Command(Command::Undo)));
} else if state.modifiers.is_cmd_shift() && key == VirtualKeyCode::Z {
events.push((*state, Event::Command(Command::Redo)));
} else if state.modifiers.is_cmd() && key == VirtualKeyCode::S {
events.push((*state, Event::Command(Command::Save)));
} else if state.modifiers.is_cmd() && key == VirtualKeyCode::N {
events.push((*state, Event::Command(Command::New)));
} else {
events.push((*state, Event::Key { pressed: true, key }));
}
}
KeyInput::KeyRelease(key) => {
let _: bool = down_keys.remove(&key);
state.modifiers.cmd &=
!matches!(key, VirtualKeyCode::LCommand | VirtualKeyCode::RCommand);
state.modifiers.shift &=
!matches!(key, VirtualKeyCode::LShift | VirtualKeyCode::RShift);
state.modifiers.ctrl &=
!matches!(key, VirtualKeyCode::LControl | VirtualKeyCode::RControl);
state.modifiers.alt &=
!matches!(key, VirtualKeyCode::LAlt | VirtualKeyCode::RAlt);
events.push((
*state,
Event::Key {
pressed: false,
key,
},
));
}
KeyInput::Text(chr) => {
if !state.modifiers.ctrl && !state.modifiers.cmd {
// \r is nonsense. Nobody likes \r.
// But Ark sends \r when you press enter, so we fix that here.
let chr = if chr == '\r' { '\n' } else { chr };
events.push((*state, Event::Char(chr)));
}
}
},
EventEnum::Mouse(event) => match event {
MouseInput::ButtonPress {
button,
pos,
ray_origin,
ray_dir,
} => {
let ray = Ray3::from_origin_dir(ray_origin, ray_dir);
state.pointer.pos = Some(pos);
state.pointer.ray = Some(ray);
match button {
applet::MouseButton::Primary => {
state.pointer.primary = true;
}
applet::MouseButton::Secondary => {
state.pointer.secondary = true;
}
applet::MouseButton::Middle => {
state.pointer.middle = true;
}
}
events.push((
*state,
Event::PointerButton {
pressed: true,
pointer: Pointer::Mouse,
button: PointerButton::from_mouse_button(button),
pos,
ray,
primary: true,
},
));
}
MouseInput::ButtonRelease {
button,
pos,
ray_origin,
ray_dir,
} => {
let ray = Ray3::from_origin_dir(ray_origin, ray_dir);
state.pointer.pos = Some(pos);
state.pointer.ray = Some(ray);
match button {
applet::MouseButton::Primary => {
state.pointer.primary = false;
}
applet::MouseButton::Secondary => {
state.pointer.secondary = false;
}
applet::MouseButton::Middle => {
state.pointer.middle = false;
}
}
events.push((
*state,
Event::PointerButton {
pressed: false,
pointer: Pointer::Mouse,
button: PointerButton::from_mouse_button(button),
pos,
ray,
primary: true,
},
));
}
MouseInput::Move {
pos,
ray_origin,
ray_dir,
} => {
let ray = Ray3::from_origin_dir(ray_origin, ray_dir);
state.pointer.pos = Some(pos);
state.pointer.ray = Some(ray);
events.push((
*state,
Event::PointerMove {
pointer: Pointer::Mouse,
pos,
ray,
primary: true,
},
));
}
MouseInput::RelativeMove {
delta_logical_pixels,
delta_angle,
} => {
events.push((
*state,
Event::PointerDelta {
pointer: Pointer::Mouse,
delta_angle,
delta_points: delta_logical_pixels,
delta_normalized: delta_logical_pixels
/ window_state_width.max(1.0),
primary: true,
},
));
}
MouseInput::Scroll { delta } => {
events.push((*state, Event::Scroll { delta }));
}
},
EventEnum::Axis(event) => events.push((
*state,
Event::Axis {
axis: event.axis,
value: event.value,
},
)),
EventEnum::GamepadButton(event) => {
if event.is_pressed {
down_gamepad_buttons.insert(event.button);
} else {
down_gamepad_buttons.remove(&event.button);
}
events.push((
*state,
Event::GamepadButton {
button: event.button,
press: event.is_pressed,
},
));
}
EventEnum::RawMidi(event) => events.push((
*state,
Event::RawMidi {
timestamp: event.timestamp,
data: event.data,
len: event.len,
device_id: event.device_id,
},
)),
EventEnum::Touch(event) => match event {
TouchInput::Started {
finger_id,
pos,
ray_origin,
ray_dir,
} => {
let touch_id = TouchId(finger_id);
let ray = Ray3::from_origin_dir(ray_origin, ray_dir);
state.pointer.touch_id = state.pointer.touch_id.or(Some(touch_id));
let primary = state.pointer.touch_id == Some(touch_id);
if primary {
state.pointer.pos = Some(pos);
state.pointer.ray = Some(ray);
state.pointer.primary = true;
}
events.push((
*state,
Event::PointerButton {
pressed: true,
pointer: Pointer::Touch(touch_id),
button: PointerButton::Primary,
pos,
ray,
primary,
},
));
}
TouchInput::Move {
finger_id,
pos,
ray_origin,
ray_dir,
} => {
let touch_id = TouchId(finger_id);
let ray = Ray3::from_origin_dir(ray_origin, ray_dir);
let primary = state.pointer.touch_id == Some(touch_id);
if primary {
state.pointer.pos = Some(pos);
state.pointer.ray = Some(ray);
}
events.push((
*state,
Event::PointerMove {
pointer: Pointer::Touch(touch_id),
pos,
ray,
primary,
},
));
}
TouchInput::RelativeMove {
finger_id,
delta_logical_pixels,
delta_angle,
} => {
let touch_id = TouchId(finger_id);
let primary = state.pointer.touch_id == Some(touch_id);
events.push((
*state,
Event::PointerDelta {
pointer: Pointer::Touch(touch_id),
delta_angle,
delta_points: delta_logical_pixels,
delta_normalized: delta_logical_pixels
/ window_state_width.max(1.0),
primary,
},
));
}
TouchInput::Ended {
finger_id,
pos,
ray_origin,
ray_dir,
} => {
let touch_id = TouchId(finger_id);
let ray = Ray3::from_origin_dir(ray_origin, ray_dir);
let primary = state.pointer.touch_id == Some(touch_id);
if primary {
state.pointer.pos = Some(pos);
state.pointer.ray = Some(ray);
state.pointer.primary = false;
}
events.push((
*state,
Event::PointerButton {
pressed: false,
pointer: Pointer::Touch(touch_id),
button: PointerButton::Primary,
pos,
ray,
primary,
},
));
if state.pointer.touch_id == Some(touch_id) {
state.pointer.touch_id = None;
}
}
},
}
}
}
}