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//! Pre-built canvas input event handlers. //! //! These are used with the [`state`] and [`input`] methods on the Canvas. //! //! [`state`]: ../canvas/struct.Canvas.html#method.state //! [`input`]: ../canvas/struct.Canvas.html#method.input // @Todo: Write docs on how write your own input handler. use crate::canvas::CanvasInfo; /// Re-export the glutin module for writing your own event handlers. pub use glium::glutin; /// Re-export some common event types that are useful when writing your own /// event handlers. pub use glium::glutin::event::{Event, WindowEvent}; /// An input handler that tracks the position of the mouse. /// /// It provides physical and virtual coordinates. /// - Virtual coordinates (`virtual_x` and `virtual_y`) are as reported by the /// OS, which means that they originate from the upper left corner and /// account for DPI. You don't want this very often, but if you want to match /// the OS coordinates for some reason, this is it. /// - Physical coordinates (`x` and `y`) match the pixels in the image. This is /// usually what you want. pub struct MouseState { /// The x position from the lower-left corner, measured in physical pixels. /// This should always correspond to the column of the pixel in the image. pub x: i32, /// The y position from the lower-left corner, measured in physical pixels. /// This should always correspond to the row of the pixel in the image. pub y: i32, /// The x position from the upper-left corner as reported by the OS, /// measured in virtual pixels. pub virtual_x: i32, /// The y position from the upper-left corner as reported by the OS, /// measured in virtual pixels. pub virtual_y: i32, } impl MouseState { /// Create a MouseState. For use with the `state` method. pub fn new() -> Self { Self { x: 0, y: 0, virtual_x: 0, virtual_y: 0, } } /// Handle input for the mouse. For use with the `input` method. pub fn handle_input(info: &CanvasInfo, mouse: &mut MouseState, event: &Event<()>) -> bool { match event { Event::WindowEvent { event: WindowEvent::CursorMoved { position, .. }, .. } => { let (x, y): (i32, i32) = (*position).into(); mouse.virtual_x = x; mouse.virtual_y = y; mouse.x = (x as f64 * info.dpi) as i32; mouse.y = ((info.height as i32 - y) as f64 * info.dpi) as i32; true } _ => false, } } }