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use sdl2::event::Event;
use crate::utils::Double;
#[derive(Debug, Clone)]
pub struct Mouse {
window: *mut sdl2::sys::SDL_Window,
mouses: Double<MouseSnapshot>,
wheels: Double<i32>,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[repr(u32)]
pub enum MouseInput {
Left = sdl2::sys::SDL_BUTTON_LEFT,
Right = sdl2::sys::SDL_BUTTON_RIGHT,
Mid = sdl2::sys::SDL_BUTTON_MIDDLE,
X1 = sdl2::sys::SDL_BUTTON_X1,
X2 = sdl2::sys::SDL_BUTTON_X2,
}
impl Mouse {
pub fn new(window: *mut sdl2::sys::SDL_Window) -> Self {
Self {
window,
mouses: Double::default(),
wheels: Double::default(),
}
}
}
impl Mouse {
pub fn event(&mut self, ev: &Event) {
match ev {
Event::MouseWheel { y, .. } => {
self.wheels.b += y * 120;
}
_ => {}
}
}
pub fn update(&mut self) {
let mut x = 0;
let mut y = 0;
let support_global_mouse_mode = true;
let flags = unsafe {
if sdl2::sys::SDL_GetRelativeMouseMode() == sdl2::sys::SDL_bool::SDL_TRUE {
sdl2::sys::SDL_GetRelativeMouseState(&mut x, &mut y)
} else if support_global_mouse_mode {
let flags = sdl2::sys::SDL_GetGlobalMouseState(&mut x, &mut y);
let (mut wx, mut wy) = (0, 0);
sdl2::sys::SDL_GetWindowPosition(self.window, &mut wx, &mut wy);
x -= wx;
y -= wy;
flags
} else {
sdl2::sys::SDL_GetMouseState(&mut x, &mut y)
}
};
let snapshot = MouseSnapshot { x, y, flags };
self.mouses.b = snapshot;
}
pub fn on_end_frame(&mut self) {
self.mouses.a = self.mouses.b.clone();
self.wheels.a = self.wheels.b.clone();
}
}
impl Mouse {
pub fn x(&self) -> i32 {
self.mouses.b.x()
}
pub fn y(&self) -> i32 {
self.mouses.b.y()
}
pub fn pos(&self) -> [i32; 2] {
[self.mouses.b.x(), self.mouses.b.y()]
}
pub fn pos_delta(&self) -> [i32; 2] {
[
self.mouses.b.x() - self.mouses.a.x(),
self.mouses.b.y() - self.mouses.a.y(),
]
}
}
impl Mouse {
pub fn is_left_down(&self) -> bool {
self.mouses.b.is_left_down()
}
pub fn is_mid_down(&self) -> bool {
self.mouses.b.is_mid_down()
}
pub fn is_right_down(&self) -> bool {
self.mouses.b.is_right_down()
}
pub fn is_x1_down(&self) -> bool {
self.mouses.b.is_x1_down()
}
pub fn is_x2_down(&self) -> bool {
self.mouses.b.is_x2_down()
}
}
impl Mouse {
pub fn is_left_up(&self) -> bool {
self.mouses.b.is_left_up()
}
pub fn is_mid_up(&self) -> bool {
self.mouses.b.is_mid_up()
}
pub fn is_right_up(&self) -> bool {
self.mouses.b.is_right_up()
}
pub fn is_x1_up(&self) -> bool {
self.mouses.b.is_x1_up()
}
pub fn is_x2_up(&self) -> bool {
self.mouses.b.is_x2_up()
}
}
impl Mouse {
pub fn is_left_pressed(&self) -> bool {
self.mouses.b.is_left_down() && !self.mouses.a.is_left_down()
}
pub fn is_left_released(&self) -> bool {
!self.mouses.b.is_left_down() && self.mouses.a.is_left_down()
}
pub fn is_right_pressed(&self) -> bool {
self.mouses.b.is_right_down() && !self.mouses.a.is_right_down()
}
pub fn is_right_released(&self) -> bool {
!self.mouses.b.is_right_down() && self.mouses.a.is_right_down()
}
pub fn is_mid_pressed(&self) -> bool {
self.mouses.b.is_mid_down() && !self.mouses.a.is_mid_down()
}
pub fn is_mid_released(&self) -> bool {
!self.mouses.b.is_mid_down() && self.mouses.a.is_mid_down()
}
pub fn is_x1_pressed(&self) -> bool {
self.mouses.b.is_x1_down() && !self.mouses.a.is_x1_down()
}
pub fn is_x1_released(&self) -> bool {
!self.mouses.b.is_x1_down() && self.mouses.a.is_x1_down()
}
pub fn is_x2_pressed(&self) -> bool {
self.mouses.b.is_x2_down() && !self.mouses.a.is_x2_down()
}
pub fn is_x2_released(&self) -> bool {
!self.mouses.b.is_x2_down() && self.mouses.a.is_x2_down()
}
}
impl Mouse {
pub fn is_down(&self, input: MouseInput) -> bool {
self.mouses.b.is_down(input)
}
pub fn is_up(&self, input: MouseInput) -> bool {
self.mouses.b.is_up(input)
}
pub fn is_pressed(&self, input: MouseInput) -> bool {
self.mouses.b.is_down(input) && !self.mouses.a.is_down(input)
}
pub fn is_released(&self, input: MouseInput) -> bool {
!self.mouses.b.is_down(input) && self.mouses.a.is_down(input)
}
}
impl Mouse {
pub fn is_any_down<'a>(&self, inputs: impl IntoIterator<Item = &'a MouseInput>) -> bool {
inputs.into_iter().any(|input| self.is_down(*input))
}
pub fn is_any_up<'a>(&self, inputs: impl IntoIterator<Item = &'a MouseInput>) -> bool {
inputs.into_iter().any(|input| self.is_up(*input))
}
pub fn is_any_pressed<'a>(&self, inputs: impl IntoIterator<Item = &'a MouseInput>) -> bool {
inputs.into_iter().any(|input| self.is_down(*input))
}
pub fn is_any_released<'a>(&self, inputs: impl IntoIterator<Item = &'a MouseInput>) -> bool {
inputs.into_iter().any(|input| self.is_down(*input))
}
}
#[derive(Debug, Clone, PartialEq, Eq, Default)]
struct MouseSnapshot {
pub x: i32,
pub y: i32,
flags: u32,
}
impl MouseSnapshot {
pub fn x(&self) -> i32 {
self.x
}
pub fn y(&self) -> i32 {
self.y
}
}
impl MouseSnapshot {
fn mask(button: u32) -> u32 {
1 << (button - 1)
}
pub fn is_left_down(&self) -> bool {
(self.flags & Self::mask(sdl2::sys::SDL_BUTTON_LEFT)) != 0
}
pub fn is_mid_down(&self) -> bool {
(self.flags & Self::mask(sdl2::sys::SDL_BUTTON_MIDDLE)) != 0
}
pub fn is_right_down(&self) -> bool {
(self.flags & Self::mask(sdl2::sys::SDL_BUTTON_RIGHT)) != 0
}
pub fn is_x1_down(&self) -> bool {
(self.flags & Self::mask(sdl2::sys::SDL_BUTTON_X1)) != 0
}
pub fn is_x2_down(&self) -> bool {
(self.flags & Self::mask(sdl2::sys::SDL_BUTTON_X2)) != 0
}
}
impl MouseSnapshot {
pub fn is_left_up(&self) -> bool {
!self.is_left_down()
}
pub fn is_mid_up(&self) -> bool {
!self.is_mid_down()
}
pub fn is_right_up(&self) -> bool {
!self.is_right_down()
}
pub fn is_x1_up(&self) -> bool {
!self.is_x1_down()
}
pub fn is_x2_up(&self) -> bool {
!self.is_x2_down()
}
}
impl MouseSnapshot {
pub fn is_down(&self, input: MouseInput) -> bool {
(self.flags & Self::mask(input as u32)) != 0
}
pub fn is_up(&self, input: MouseInput) -> bool {
!(self.is_down(input))
}
pub fn is_any_down<'a>(&self, inputs: impl IntoIterator<Item = &'a MouseInput>) -> bool {
inputs.into_iter().any(|input| self.is_down(*input))
}
pub fn is_any_up<'a>(&self, inputs: impl IntoIterator<Item = &'a MouseInput>) -> bool {
inputs.into_iter().any(|input| self.is_up(*input))
}
}