fyrox_impl/engine/input.rs
1// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
2//
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20
21//! This module contains a set of "shortcuts" that allows getting the state of a mouse and a keyboard
22//! in a simplified manner (read - without using "verbose" event-based approach). It may be useful
23//! in simple scenarios where you just need to know if a button (on keyboard, mouse) was pressed
24//! and do something. You should always prefer the event-based approach when possible.
25
26use fxhash::{FxHashMap, FxHashSet};
27use fyrox_core::algebra::Vector2;
28use winit::event::{ButtonId, ElementState};
29use winit::keyboard::{KeyCode, PhysicalKey};
30
31/// Represents the mouse state in the current frame. The contents of this structure is a simplified
32/// version of event-based approach. **Important:** this structure does not track from which mouse the
33/// corresponding event has come from, if you have more than one mouse use event-based approach
34/// instead!
35#[derive(Default, Clone)]
36pub struct Mouse {
37 /// Coordinates in pixels relative to the top-left corner of the window.
38 pub position: Vector2<f32>,
39 /// Speed of the mouse in some units.
40 pub speed: Vector2<f32>,
41 /// Physical state of mouse buttons. Usually, the button indices are the following:
42 ///
43 /// - 0 - left mouse button
44 /// - 1 - right mouse button
45 /// - 2 - middle mouse button
46 /// - 3 - additional mouse button (could back or forward)
47 /// - 4 - additional mouse button (could back or forward)
48 /// - 5 and higher - device-specific buttons
49 ///
50 /// There are named constants for the tree most used ones - [`Mouse::LEFT_BUTTON`],
51 /// [`Mouse::RIGHT_BUTTON`], [`Mouse::MIDDLE_BUTTON`].
52 pub buttons_state: FxHashMap<ButtonId, ElementState>,
53 /// A hash set that contains all the buttons that were pressed in the current frame. If a button
54 /// is still pressed in the next frame, this hash map will not contain it. This is useful
55 /// to check if a button was pressed and some action, but do not repeat the same action over and
56 /// over until the button is released.
57 pub pressed_buttons: FxHashSet<ButtonId>,
58 /// A hash set that contains all the buttons that were released in the current frame. If a button
59 /// is still released in the next frame, this hash map will not contain it. This is useful
60 /// to check if a button was released and some action, but do not repeat the same action over and
61 /// over until the button is pressed.
62 pub released_buttons: FxHashSet<ButtonId>,
63}
64
65impl Mouse {
66 /// Index of the left button.
67 pub const LEFT_BUTTON: ButtonId = 0;
68 /// Index of the right button.
69 pub const RIGHT_BUTTON: ButtonId = 1;
70 /// Index of the middle button.
71 pub const MIDDLE_BUTTON: ButtonId = 2;
72}
73
74/// Represents the keyboard state in the current frame. The contents of this structure is a simplified
75/// version of event-based approach. **Important:** this structure does not track from which keyboard the
76/// corresponding event has come from, if you have more than one keyboard use event-based approach
77/// instead!
78#[derive(Default, Clone)]
79pub struct Keyboard {
80 /// Represents the keyboard state in the current frame.
81 pub keys: FxHashMap<PhysicalKey, ElementState>,
82 /// A hash set that contains all the keys that were pressed in the current frame. If a key
83 /// is still pressed in the next frame, this hash map will not contain it. This is useful
84 /// to check if a key was pressed and some action, but do not repeat the same action over and
85 /// over until the key is released.
86 pub pressed_keys: FxHashSet<PhysicalKey>,
87 /// A hash set that contains all the keys that were released in the current frame. If a key
88 /// is still released in the next frame, this hash map will not contain it. This is useful
89 /// to check if a key was released and some action, but do not repeat the same action over and
90 /// over until the key is pressed.
91 pub released_keys: FxHashSet<PhysicalKey>,
92}
93
94/// A stored state of most common input events. It is used a "shortcut" in cases where event-based
95/// approach is too verbose. **Important:** this structure does not track from which device the
96/// corresponding event has come from, if you have more than one keyboard and/or mouse, use
97/// event-based approach instead! You should always prefer the event-based approach when possible.
98#[derive(Default, Clone)]
99pub struct InputState {
100 /// Represents the mouse state in the current frame.
101 pub mouse: Mouse,
102 /// Represents the keyboard state in the current frame.
103 pub keyboard: Keyboard,
104}
105
106impl InputState {
107 /// Returns `true` if the specified key is pressed, `false` - otherwise.
108 #[inline]
109 pub fn is_key_down(&self, key: KeyCode) -> bool {
110 self.keyboard
111 .keys
112 .get(&PhysicalKey::Code(key))
113 .is_some_and(|state| *state == ElementState::Pressed)
114 }
115
116 /// Returns `true` if the specified key was pressed in the current frame, `false` - otherwise.
117 /// This method will return `false` if the key is still pressed in the next frame. This is
118 /// useful to check if a key was pressed and some action, but do not repeat the same action
119 /// over and over until the key is released.
120 #[inline]
121 pub fn is_key_pressed(&self, key: KeyCode) -> bool {
122 self.keyboard.pressed_keys.contains(&PhysicalKey::Code(key))
123 }
124
125 /// Returns `true` if the specified key was released in the current frame, `false` - otherwise.
126 /// This method will return `false` if the key is still released in the next frame. This is
127 /// useful to check if a key was released and some action, but do not repeat the same action
128 /// over and over until the key is pressed.
129 #[inline]
130 pub fn is_key_released(&self, key: KeyCode) -> bool {
131 self.keyboard
132 .released_keys
133 .contains(&PhysicalKey::Code(key))
134 }
135
136 /// Returns `true` if the specified mouse button is pressed, `false` - otherwise. Usually,
137 /// the button indices are the following:
138 ///
139 /// - 0 - left mouse button
140 /// - 1 - right mouse button
141 /// - 2 - middle mouse button
142 /// - 3 - additional mouse button (could back or forward)
143 /// - 4 - additional mouse button (could back or forward)
144 /// - 5 and higher - device-specific buttons
145 ///
146 /// There are named constants for the tree most used ones - [`Mouse::LEFT_BUTTON`],
147 /// [`Mouse::RIGHT_BUTTON`], [`Mouse::MIDDLE_BUTTON`].
148 #[inline]
149 pub fn is_mouse_button_down(&self, button_id: ButtonId) -> bool {
150 self.mouse
151 .buttons_state
152 .get(&button_id)
153 .is_some_and(|state| *state == ElementState::Pressed)
154 }
155
156 /// Returns `true` if the specified button was pressed in the current frame, `false` - otherwise.
157 /// This method will return `false` if the button is still pressed in the next frame. This is
158 /// useful to check if a button was pressed and some action, but do not repeat the same action
159 /// over and over until the button is released. See the docs of [`Self::is_mouse_button_down`]
160 /// for button ids.
161 #[inline]
162 pub fn is_mouse_button_pressed(&self, button_id: ButtonId) -> bool {
163 self.mouse.pressed_buttons.contains(&button_id)
164 }
165
166 /// Returns `true` if the specified button was released in the current frame, `false` - otherwise.
167 /// This method will return `false` if the button is still released in the next frame. This is
168 /// useful to check if a button was released and some action, but do not repeat the same action
169 /// over and over until the button is pressed. See the docs of [`Self::is_mouse_button_down`]
170 /// for button ids.
171 #[inline]
172 pub fn is_mouse_button_released(&self, button_id: ButtonId) -> bool {
173 self.mouse.released_buttons.contains(&button_id)
174 }
175
176 /// Returns `true` if the left mouse button is pressed, `false` - otherwise.
177 #[inline]
178 pub fn is_left_mouse_button_down(&self) -> bool {
179 self.is_mouse_button_down(Mouse::LEFT_BUTTON)
180 }
181
182 /// Returns `true` if the right mouse button is pressed, `false` - otherwise.
183 #[inline]
184 pub fn is_right_mouse_button_down(&self) -> bool {
185 self.is_mouse_button_down(Mouse::RIGHT_BUTTON)
186 }
187
188 /// Returns `true` if the middle mouse button pressed is pressed, `false` - otherwise.
189 #[inline]
190 pub fn is_middle_mouse_button_down(&self) -> bool {
191 self.is_mouse_button_down(Mouse::MIDDLE_BUTTON)
192 }
193
194 /// Returns `true` if the left mouse button was pressed on the current frame,
195 /// `false` - otherwise.
196 #[inline]
197 pub fn is_left_mouse_button_pressed(&self) -> bool {
198 self.is_mouse_button_pressed(Mouse::LEFT_BUTTON)
199 }
200
201 /// Returns `true` if the right mouse button was pressed on the current frame,
202 /// `false` - otherwise.
203 #[inline]
204 pub fn is_right_mouse_button_pressed(&self) -> bool {
205 self.is_mouse_button_pressed(Mouse::RIGHT_BUTTON)
206 }
207
208 /// Returns `true` if the middle mouse button was pressed on the current frame,
209 /// `false` - otherwise.
210 #[inline]
211 pub fn is_middle_mouse_button_pressed(&self) -> bool {
212 self.is_mouse_button_pressed(Mouse::MIDDLE_BUTTON)
213 }
214
215 /// Returns `true` if the left mouse button was released on the current frame,
216 /// `false` - otherwise.
217 #[inline]
218 pub fn is_left_mouse_button_released(&self) -> bool {
219 self.is_mouse_button_released(Mouse::LEFT_BUTTON)
220 }
221
222 /// Returns `true` if the right mouse button was released on the current frame,
223 /// `false` - otherwise.
224 #[inline]
225 pub fn is_right_mouse_button_released(&self) -> bool {
226 self.is_mouse_button_released(Mouse::RIGHT_BUTTON)
227 }
228
229 /// Returns `true` if the middle mouse button was released on the current frame,
230 /// `false` - otherwise.
231 #[inline]
232 pub fn is_middle_mouse_button_released(&self) -> bool {
233 self.is_mouse_button_released(Mouse::MIDDLE_BUTTON)
234 }
235
236 /// Returns mouse speed in the current frame, the speed expressed in some arbitrary units.
237 #[inline]
238 pub fn mouse_speed(&self) -> Vector2<f32> {
239 self.mouse.speed
240 }
241
242 /// Returns mouse position in pixels relative to the top-left corner of the main window.
243 #[inline]
244 pub fn mouse_position(&self) -> Vector2<f32> {
245 self.mouse.position
246 }
247}