use crate::layout::Scale;
use crate::Context;
use std::time::Duration;
use std::time::Instant;
use std::fmt::Debug;
use maverick_os::window::{Input, TouchPhase, ElementState, MouseScrollDelta, Touch};
pub use maverick_os::window::{NamedKey, Key, SmolStr};
use downcast_rs::{Downcast, impl_downcast};
pub type Events = std::collections::VecDeque<Box<dyn Event>>;
pub trait OnEvent: Debug {
fn on_event(&mut self, _ctx: &mut Context, _event: &mut dyn Event) -> bool {true}
}
pub trait Event: Debug + Downcast {
fn pass(self: Box<Self>, _ctx: &mut Context, children: Vec<((f32, f32), (f32, f32))>) -> Vec<Option<Box<dyn Event>>>;
}
impl_downcast!(Event);
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum MouseState{ Pressed, Moved, Released, LongPressReleased, Scroll(f32, f32) }
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum KeyboardState{ Pressed, Released }
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct MouseEvent {
pub position: Option<(f32, f32)>,
pub state: MouseState,
}
impl Event for MouseEvent {
fn pass(self: Box<Self>, _ctx: &mut Context, children: Vec<((f32, f32), (f32, f32))>) -> Vec<Option<Box<dyn Event>>> {
let mut passed = false;
children.into_iter().rev().map(|(offset, size)| { let position = self.position.and_then(|position| (!passed).then(|| (
position.0 > offset.0 &&
position.0 < offset.0+size.0 &&
position.1 > offset.1 &&
position.1 < offset.1+size.1
).then(|| {
passed = true;
(position.0 - offset.0, position.1 - offset.1)
})).flatten());
Some(Box::new(MouseEvent{position, state: self.state}) as Box<dyn Event>)
}).collect::<Vec<_>>().into_iter().rev().collect()
}
}
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct KeyboardEvent {
pub key: Key,
pub state: KeyboardState,
}
impl Event for KeyboardEvent {
fn pass(self: Box<Self>, _ctx: &mut Context, children: Vec<((f32, f32), (f32, f32))>) -> Vec<Option<Box<dyn Event>>> {
children.into_iter().map(|_| Some(self.clone() as Box<dyn Event>)).collect()
}
}
#[derive(Debug, Clone, Copy)]
pub struct TickEvent;
impl Event for TickEvent {
fn pass(self: Box<Self>, _ctx: &mut Context, children: Vec<((f32, f32), (f32, f32))>) -> Vec<Option<Box<dyn Event>>> {
children.into_iter().map(|_| Some(Box::new(*self) as Box<dyn Event>)).collect()
}
}
pub(crate) struct EventHandler {
touching: bool,
touch_start_time: Option<Instant>,
mouse: (f32, f32),
scroll: (f32, f32)
}
impl EventHandler {
pub fn new() -> Self {EventHandler{
touching: false,
touch_start_time: None,
mouse: (0.0, 0.0),
scroll: (0.0, 0.0),
}}
pub fn on_input(&mut self, scale: &Scale, input: Input) -> Option<Box<dyn Event>> {
match input {
Input::Touch(Touch { location, phase, .. }) => {
let location = (location.x as f32, location.y as f32);
let position = (scale.logical(location.0), scale.logical(location.1));
let event = match phase {
TouchPhase::Started => {
self.touching = true;
self.touch_start_time = Some(Instant::now());
Some(MouseState::Pressed)
},
TouchPhase::Ended | TouchPhase::Cancelled => {
self.touching = false;
self.scroll = (0.0, 0.0);
let held_for = self.touch_start_time
.take()
.map(|start| start.elapsed())
.unwrap_or_default();
if held_for < Duration::from_millis(200) {
Some(MouseState::Released)
} else {
Some(MouseState::LongPressReleased)
}
},
TouchPhase::Moved => {
self.touching.then(|| {
let dx = location.0 - self.mouse.0;
let dy = location.1 - self.mouse.1;
let scroll_speed = 0.3; let scroll_x = -dx * scroll_speed;
let scroll_y = -dy * scroll_speed;
(scroll_x.abs() > 0.01 || scroll_y.abs() > 0.01).then_some(
MouseState::Scroll(scroll_x, scroll_y)
)
}).flatten()
}
}.map(|state| Box::new(MouseEvent{position: Some(position), state}) as Box<dyn Event>);
self.mouse = position;
event
},
Input::CursorMoved{position, ..} => {
let position = (scale.logical(position.0 as f32), scale.logical(position.1 as f32));
(self.mouse != position).then_some({
self.mouse = position;
Box::new(MouseEvent{position: Some(position), state: MouseState::Moved})
})
},
Input::Mouse{state, ..} => {
Some(Box::new(MouseEvent{position: Some(self.mouse), state: match state {
ElementState::Pressed => MouseState::Pressed,
ElementState::Released => MouseState::Released,
}}))
},
Input::MouseWheel{delta, phase, ..} => {
match phase {
TouchPhase::Moved => {
let pos = match delta {
MouseScrollDelta::LineDelta(x, y) => (x, y),
MouseScrollDelta::PixelDelta(p) => (p.x as f32, p.y as f32),
};
let scroll_speed = 0.2; self.scroll.0 += -pos.0 * scroll_speed;
self.scroll.1 += -pos.1 * scroll_speed;
Some(Box::new(MouseEvent{position: Some(self.mouse), state: MouseState::Scroll(self.scroll.0, self.scroll.1)}))
},
TouchPhase::Ended => {
self.scroll = (0.0, 0.0);
None
},
_ => None
}
},
Input::Keyboard{event, ..} => {
Some(Box::new(KeyboardEvent{
key: event.logical_key, state: match event.state {
ElementState::Pressed => KeyboardState::Pressed,
ElementState::Released => KeyboardState::Released,
}}))
},
_ => None
}
}
}