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//! Input event types for testing.
use serde::{Deserialize, Serialize};
/// Touch input action
#[derive(Debug, Clone, Copy, PartialEq, Serialize, Deserialize)]
pub enum TouchAction {
/// Single tap
Tap,
/// Swipe gesture
Swipe {
/// End X coordinate
end_x: f32,
/// End Y coordinate
end_y: f32,
/// Duration in milliseconds
duration_ms: u32,
},
/// Hold/long press
Hold {
/// Duration in milliseconds
duration_ms: u32,
},
}
/// Touch input for testing
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
pub struct Touch {
/// X coordinate
pub x: f32,
/// Y coordinate
pub y: f32,
/// Touch action type
pub action: TouchAction,
}
impl Touch {
/// Create a tap touch event
#[must_use]
pub const fn tap(x: f32, y: f32) -> Self {
Self {
x,
y,
action: TouchAction::Tap,
}
}
/// Create a swipe touch event
#[must_use]
pub const fn swipe(
start_x: f32,
start_y: f32,
end_x: f32,
end_y: f32,
duration_ms: u32,
) -> Self {
Self {
x: start_x,
y: start_y,
action: TouchAction::Swipe {
end_x,
end_y,
duration_ms,
},
}
}
/// Create a hold touch event
#[must_use]
pub const fn hold(x: f32, y: f32, duration_ms: u32) -> Self {
Self {
x,
y,
action: TouchAction::Hold { duration_ms },
}
}
}
/// Input event types
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
pub enum InputEvent {
/// Touch event
Touch {
/// X coordinate
x: f32,
/// Y coordinate
y: f32,
},
/// Key press event
KeyPress {
/// Key code
key: String,
},
/// Key release event
KeyRelease {
/// Key code
key: String,
},
/// Mouse click event
MouseClick {
/// X coordinate
x: f32,
/// Y coordinate
y: f32,
},
/// Mouse move event
MouseMove {
/// X coordinate
x: f32,
/// Y coordinate
y: f32,
},
/// Gamepad button event
GamepadButton {
/// Button index
button: u8,
/// Pressed state
pressed: bool,
},
}
impl InputEvent {
/// Create a touch event
#[must_use]
pub const fn touch(x: f32, y: f32) -> Self {
Self::Touch { x, y }
}
/// Create a key press event
#[must_use]
pub fn key_press(key: impl Into<String>) -> Self {
Self::KeyPress { key: key.into() }
}
/// Create a key release event
#[must_use]
pub fn key_release(key: impl Into<String>) -> Self {
Self::KeyRelease { key: key.into() }
}
/// Create a mouse click event
#[must_use]
pub const fn mouse_click(x: f32, y: f32) -> Self {
Self::MouseClick { x, y }
}
/// Create a mouse move event
#[must_use]
pub const fn mouse_move(x: f32, y: f32) -> Self {
Self::MouseMove { x, y }
}
/// Create a gamepad button event
#[must_use]
pub const fn gamepad_button(button: u8, pressed: bool) -> Self {
Self::GamepadButton { button, pressed }
}
}