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use position::Point;
#[derive(Copy, Clone, Debug)]
pub struct ButtonState {
pub was_just_pressed: bool,
pub was_just_released: bool,
pub position: ButtonPosition,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum ButtonPosition {
Up,
Down,
}
#[derive(Copy, Clone, Debug)]
pub struct Mouse {
pub xy: Point,
pub left: ButtonState,
pub middle: ButtonState,
pub right: ButtonState,
pub unknown: ButtonState,
pub scroll: Scroll,
}
#[derive(Copy, Clone, Debug)]
pub struct Scroll {
pub x: f64,
pub y: f64,
}
impl ButtonState {
pub fn new() -> ButtonState {
ButtonState {
was_just_released: false,
was_just_pressed: false,
position: ButtonPosition::Up,
}
}
pub fn reset_pressed_and_released(&mut self) {
self.was_just_released = false;
self.was_just_pressed = false;
}
}
impl Mouse {
pub fn new() -> Mouse {
Mouse {
xy: [0.0, 0.0],
left: ButtonState::new(),
middle: ButtonState::new(),
right: ButtonState::new(),
unknown: ButtonState::new(),
scroll: Scroll { x: 0.0, y: 0.0 },
}
}
pub fn relative_to(self, xy: Point) -> Mouse {
Mouse { xy: ::vecmath::vec2_sub(self.xy, xy), ..self }
}
}