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// SPDX-License-Identifier: MPL-2.0
//! Cross-platform keyboard input handling.
//!
//! This module provides a unified interface for detecting keyboard key states across
//! different platforms (Windows, macOS, Linux, and WebAssembly). The system tracks
//! the state of all keyboard keys globally, coalescing input from all connected keyboards
//! into a single logical keyboard.
//!
//! # Architecture
//!
//! The keyboard input system follows a layered architecture:
//!
//! 1. **Platform Layer** (`sys` submodules): Platform-specific implementations that capture
//! raw keyboard events from the operating system.
//! 2. **Translation Layer**: Converts platform-specific scancodes to the unified `KeyboardKey` enum.
//! 3. **State Management**: Thread-safe tracking of key states using atomic operations.
//! 4. **Public API**: The `Keyboard` struct provides a simple interface to query key states.
//!
//! All keyboards connected to the system are automatically coalesced into a single logical
//! keyboard. This means pressing 'A' on any connected keyboard will register as the same
//! key press.
//!
//! # Thread Safety
//!
//! The keyboard system is fully thread-safe. Key states are stored using atomic operations,
//! allowing lock-free access from multiple threads simultaneously. The `Keyboard` struct
//! is `Send + Sync` and can be safely shared between threads using `Arc` or cloned.
//!
//! # Example
//!
//! ```
//! # fn example() {
//! use app_window::input::keyboard::key::KeyboardKey;
//!
//! // In a real application, you would create the keyboard after initializing the main thread:
//! // let keyboard = Keyboard::coalesced().await;
//! // For this example, we'll show the key enum usage:
//!
//! // The KeyboardKey enum represents all supported keys
//! let space_key = KeyboardKey::Space;
//! let escape_key = KeyboardKey::Escape;
//!
//! // Keys can be compared
//! assert_ne!(space_key, escape_key);
//!
//! // Keys implement Copy and Debug
//! let key_copy = space_key;
//! println!("Key: {:?}", key_copy);
//! # }
//! ```
//!
//! # Game Input Example
//!
//! ```
//! # // ALLOW_NORUN_DOCTEST: Demonstrates usage patterns but requires runtime initialization
//! # fn game_example() {
//! use app_window::input::keyboard::key::KeyboardKey;
//!
//! // In a game loop, you would check key states like this:
//! // let keyboard = Keyboard::coalesced().await;
//!
//! // Define your control keys
//! let move_keys = [
//! (KeyboardKey::W, (0.0, -1.0)), // Up
//! (KeyboardKey::S, (0.0, 1.0)), // Down
//! (KeyboardKey::A, (-1.0, 0.0)), // Left
//! (KeyboardKey::D, (1.0, 0.0)), // Right
//! ];
//!
//! // You can iterate over keys
//! for (key, _direction) in &move_keys {
//! // In real code: if keyboard.is_pressed(*key) { ... }
//! println!("Checking key: {:?}", key);
//! }
//! # }
//! ```
//!
//! # Platform Integration Requirements
//!
//! Different platforms have different requirements for keyboard event integration:
//!
//! - **Windows**: You must call `window_proc` from your window procedure to forward events
//! - **Linux**: You must call `wl_keyboard_event` from your Wayland dispatch queue
//! - **macOS**: No special integration required - events are captured automatically
//! - **WebAssembly**: No special integration required - browser events are captured automatically
//!
//! When using the `app_window` crate's window management, this integration is handled
//! automatically.
use c_void;
use Hash;
use Arc;
use ;
/// Keyboard key definitions and enumerations.
pub
pub
pub
pub
pub use macos as sys;
pub use wasm as sys;
pub use windows as sys;
pub use linux as sys;
use crateis_main_thread_running;
use crateKeyboardKey;
use cratePlatformCoalescedKeyboard;
/// Internal shared state for keyboard tracking.
///
/// This struct is shared between the public `Keyboard` API and the platform-specific
/// implementations. It maintains the current state of all keyboard keys using atomic
/// operations for thread safety.
/// A cross-platform keyboard input handler.
///
/// `Keyboard` provides a unified interface for detecting keyboard key states across
/// different platforms. It represents all physical keyboards connected to the system
/// as a single logical keyboard, making it easy to handle input regardless of how many
/// keyboards are connected.
///
/// # Lifecycle
///
/// The keyboard instance must be kept alive for as long as you want to track keyboard
/// input. Dropping the `Keyboard` will stop tracking keyboard events on some platforms.
///
/// # Thread Safety
///
/// `Keyboard` is `Send + Sync` and can be safely shared between threads. Key state
/// queries are lock-free and use atomic operations internally, making them very fast
/// and suitable for high-frequency polling in game loops.
///
/// # Example
///
/// ```
/// # use std::sync::Arc;
/// # use std::sync::atomic::{AtomicBool, Ordering};
/// use app_window::input::keyboard::key::KeyboardKey;
///
/// // Demonstrate thread safety with Arc
/// let shared_state = Arc::new(AtomicBool::new(false));
/// let state_clone = Arc::clone(&shared_state);
///
/// // In a real app, you'd check keyboard.is_pressed(KeyboardKey::Escape)
/// // Here we demonstrate the thread-safety pattern
/// # #[cfg(not(target_arch = "wasm32"))]
/// std::thread::spawn(move || {
/// // This would be: if keyboard.is_pressed(KeyboardKey::Escape)
/// if state_clone.load(Ordering::Relaxed) {
/// println!("Key detected from background thread!");
/// }
/// });
///
/// // Keys are represented by the KeyboardKey enum
/// let key = KeyboardKey::A;
/// assert_eq!(key, KeyboardKey::A);
/// ```
///
/// # Modifier Keys
///
/// ```
/// use app_window::input::keyboard::key::KeyboardKey;
///
/// // All modifier keys are available as enum variants
/// let modifiers = [
/// KeyboardKey::Control,
/// KeyboardKey::RightControl,
/// KeyboardKey::Shift,
/// KeyboardKey::RightShift,
/// KeyboardKey::Option, // Alt key
/// KeyboardKey::RightOption,
/// KeyboardKey::Command, // Cmd on macOS, Windows key elsewhere
/// KeyboardKey::RightCommand,
/// ];
///
/// // Check that all modifier keys are distinct
/// for (i, key1) in modifiers.iter().enumerate() {
/// for (j, key2) in modifiers.iter().enumerate() {
/// if i != j {
/// assert_ne!(key1, key2);
/// }
/// }
/// }
/// ```
// Trait implementations for Keyboard
// Note: Default trait implementation removed because Keyboard::coalesced() is now async.
// Users must explicitly call Keyboard::coalesced().await to create an instance.