use crate::context::Context;
#[cfg(not(any(target_arch = "wasm32", target_os = "ios", target_os = "android",)))]
use crate::input::gamepad::GamepadId;
pub use crate::input::keyboard::KeyMods;
pub use crate::input::MouseButton;
use crate::GameError;
#[cfg(not(any(target_arch = "wasm32", target_os = "ios", target_os = "android",)))]
use gilrs::{Axis, Button};
pub use miniquad::{graphics::GraphicsContext, KeyCode, TouchPhase};
#[derive(Debug, Copy, Clone, Eq, PartialEq)]
pub enum ErrorOrigin {
Update,
Draw,
}
pub trait EventHandler<E = GameError>
where
E: std::error::Error,
{
fn update(&mut self, _ctx: &mut Context, _quad_ctx: &mut GraphicsContext) -> Result<(), E>;
fn draw(&mut self, _ctx: &mut Context, _quad_ctx: &mut GraphicsContext) -> Result<(), E>;
fn resize_event(
&mut self,
_ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
_width: f32,
_height: f32,
) {
}
fn mouse_motion_event(
&mut self,
_ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
_x: f32,
_y: f32,
_dx: f32,
_dy: f32,
) {
}
fn touch_event(
&mut self,
ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
phase: TouchPhase,
_id: u64,
x: f32,
y: f32,
) {
ctx.mouse_context.input_handler.handle_mouse_move(x, y);
let old_pos = crate::mouse::last_position(ctx);
let dx = x - old_pos.x;
let dy = y - old_pos.y;
let old_delta = crate::mouse::delta(ctx);
ctx.mouse_context
.set_delta((old_delta.x + dx, old_delta.y + dy).into());
ctx.mouse_context.set_last_position((x, y).into());
match phase {
TouchPhase::Started => {
ctx.mouse_context
.input_handler
.handle_mouse_down(miniquad::MouseButton::Left);
self.mouse_button_down_event(ctx, _quad_ctx, MouseButton::Left, x, y);
}
TouchPhase::Moved => {
self.mouse_motion_event(ctx, _quad_ctx, x, y, dx, dy);
}
TouchPhase::Ended | TouchPhase::Cancelled => {
ctx.mouse_context
.input_handler
.handle_mouse_up(miniquad::MouseButton::Left);
self.mouse_button_up_event(ctx, _quad_ctx, MouseButton::Left, x, y);
}
}
}
fn mouse_wheel_event(
&mut self,
_ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
_x: f32,
_y: f32,
) {
}
fn mouse_button_down_event(
&mut self,
_ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
_button: MouseButton,
_x: f32,
_y: f32,
) {
}
fn mouse_button_up_event(
&mut self,
_ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
_button: MouseButton,
_x: f32,
_y: f32,
) {
}
fn key_down_event(
&mut self,
ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
keycode: KeyCode,
_keymods: KeyMods,
_repeat: bool,
) {
if keycode == KeyCode::Escape {
quit(ctx);
}
}
fn key_up_event(
&mut self,
_ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
_keycode: KeyCode,
_keymods: KeyMods,
) {
}
fn text_input_event(
&mut self,
_ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
_character: char,
) {
}
#[cfg(not(any(target_arch = "wasm32", target_os = "ios", target_os = "android",)))]
fn gamepad_button_down_event(
&mut self,
_ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
_btn: Button,
_id: GamepadId,
) {
}
#[cfg(not(any(target_arch = "wasm32", target_os = "ios", target_os = "android",)))]
fn gamepad_button_up_event(
&mut self,
_ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
_btn: Button,
_id: GamepadId,
) {
}
#[cfg(not(any(target_arch = "wasm32", target_os = "ios", target_os = "android",)))]
fn gamepad_axis_event(
&mut self,
_ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
_axis: Axis,
_value: f32,
_id: GamepadId,
) {
}
fn on_error(
&mut self,
_ctx: &mut Context,
_quad_ctx: &mut GraphicsContext,
_origin: ErrorOrigin,
_e: E,
) -> bool {
true
}
}
pub fn quit(ctx: &mut Context) {
ctx.continuing = false;
}