1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
//! Provides unified access to input devices across platforms.
//!
//! # Keyboard Inputs
//!
//! To check whether the current platform provides keyboard input, call:
//!
//! ```rust
//! use crayon::prelude::*;
//! application::oneshot().unwrap();
//!
//! // Returns true if a keyboard is attached
//! input::has_keyboard_attached();
//! ```
//!
//! Nothing bad will happen if you call the keyboard functions even if `has_keyboard_
//! attached` returns false. To check the current state of specific keys:
//!
//! ```rust
//! use crayon::prelude::*;
//! application::oneshot().unwrap();
//!
//! // Checks if a key is currently held down.
//! input::is_key_down(Key::A);
//!
//! // Checks if a key has been pressed down during the last frame.
//! input::is_key_press(Key::A);
//!
//! // Checks if a key has been released during the last frame.
//! input::is_key_repeat(Key::A);
//! ```
//!
//! A list of all key codes can be found in the `Key` enumeration. Notes
//! that the key code used here, are virtual keycode of physical keys, they don't
//! necessarily represent what's actually printed on the key cap.
//!
//! It's useful to get converted character input instead of raw key codes, to capture
//! entered text in last frame, you can call:
//!
//! ```rust
//! use crayon::prelude::*;
//! application::oneshot().unwrap();
//!
//! // Gets captured text during the last frame.
//! input::text();
//! ```
//!
//! # Mouse Inputs
//!
//! Similar to keyboard device, to find out whether the host platform provides mouse
//! input, call `has_mouse_attached`.
//!
//! To check the state of the mouse buttons, use the following functions:
//!
//! ```rust
//! use crayon::prelude::*;
//! application::oneshot().unwrap();
//!
//! // Checks if a mouse button is held down.
//! input::is_mouse_down(MouseButton::Left);
//!
//! // Checks if a mouse button has been pressed during last frame.
//! input::is_mouse_press(MouseButton::Left);
//!
//! // Checks if a mouse button has been released during last frame.
//! input::is_mouse_release(MouseButton::Left);
//! ```
//!
//! A list of all mouse buttons can be found in the `Key` enumeration. To get
//! the current mouse position and the last frame's mouse movement in pixels:
//!
//! ```rust
//! use crayon::prelude::*;
//! application::oneshot().unwrap();
//!
//! // Gets the mouse position relative to the top-left hand corner of the window.
//! input::mouse_position();
//!
//! // Gets mouse movement in pixels since last frame.
//! input::mouse_movement();
//! ```
//!
//! To get mouse wheel information:
//!
//! ```rust
//! use crayon::prelude::*;
//! application::oneshot().unwrap();
//!
//! // Gets the scroll movement of mouse in pixels, usually provided by mouse wheel.
//! input::mouse_scroll();
//! ```
//!
//! Mouse positions and movement are reported in pixel coordinates which makes it
//! difficult to derive useful movement information out of it. It might changes in
//! the future versions (dividing by the framebuffer resolution is a simple but very
//! fuzzy workaround).
//!
//! We also recognize some simple input patterns, like:
//!
//! ```rust
//! use crayon::prelude::*;
//! application::oneshot().unwrap();
//!
//! // Checks if a mouse button has been clicked during last frame.
//! input::mouse_position();
//!
//! // Checks if a mouse button has been double clicked during last frame.
//! input::is_mouse_double_click(MouseButton::Left);
//! ```
//!
//! Notes we also have APIs with `_in_points` suffix to works in logical points.
//!
//! # `TouchPad` Inputs
//!
//! The touch input functions provides access to basic touch- and multi-touch-input,
//! and is currently only implemented on mobile platforms and not for notebook
//! touchpads. You can get the touch informations by the finger index, which is
//! ordered by the first touch time.
//!
//! ```rust
//! use crayon::prelude::*;
//! application::oneshot().unwrap();
//!
//! // Checks if the `n`th finger is touched during last frame.
//! input::is_finger_touched(0);
//!
//! // Gets the position of the `n`th touched finger.
//! input::finger_position(0);
//! ```
//!
//! The touch support also addresses a few platform-agnostic gesture recognizers
//! based on low-level touch inputs.
//!
//! ```rust
//! use crayon::prelude::*;
//! application::oneshot().unwrap();
//!
//! // Gets the tap gesture.
//! match input::finger_tap() {
//!     // A tap geture is detected during last frame.
//!     GestureTap::Action { position } => { },
//!     GestureTap::None => { },
//! }
//!
//! // Gets the double tap gesture.
//! match input::finger_double_tap() {
//!     // A double tap geture is detected during last frame.
//!     GestureTap::Action { position } => { },
//!     GestureTap::None => { },
//! }
//!
//! // Gets the panning gesture.
//! match input::finger_pan() {
//!     GesturePan::Start { start_position } => { },
//!     GesturePan::Move { start_position, position, movement } => { },
//!     GesturePan::End { start_position, position } => { },
//!     GesturePan::None => { },
//! }
//! ```
//!
//! Notes we also have APIs with `_in_points` suffix to works in logical points.
//!
//! # Others Inputs
//!
//! Somethings that nice to have, but not implemented right now:
//!
//! 1. Device sensor inputs;
//! 2. Game pad inputs;
//! 3. More touch gesture like `Pinching`.

pub mod events;
pub mod keyboard;
pub mod mouse;
pub mod touchpad;

pub mod prelude {
    pub use super::events::InputEvent;
    pub use super::keyboard::{Key, KeyboardParams};
    pub use super::mouse::{MouseButton, MouseParams};
    pub use super::touchpad::{GesturePan, GestureTap, TouchPadParams};
    pub use super::InputParams;
}

mod system;

/// Maximum touches that would be tracked at sametime.
pub const MAX_TOUCHES: usize = 4;

use crate::math::prelude::Vector2;

use self::ins::{ctx, CTX};
use self::keyboard::{Key, KeyboardParams};
use self::mouse::{MouseButton, MouseParams};
use self::system::InputSystem;
use self::touchpad::{GesturePan, GestureTap, TouchPadParams};

/// The setup parameters of all supported input devices.
#[derive(Debug, Clone, Copy, Default)]
pub struct InputParams {
    pub touch_emulation: bool,
    pub keyboard: KeyboardParams,
    pub mouse: MouseParams,
    pub touchpad: TouchPadParams,
}

/// Setup the resource system.
pub(crate) unsafe fn setup(params: InputParams) {
    debug_assert!(CTX.is_null(), "duplicated setup of resource system.");

    let ctx = InputSystem::new(params);
    CTX = Box::into_raw(Box::new(ctx));
}

/// Discard the resource system.
pub(crate) unsafe fn discard() {
    if CTX.is_null() {
        return;
    }

    drop(Box::from_raw(CTX as *mut InputSystem));
    CTX = std::ptr::null();
}

/// Checks if the resource system is enabled.
#[inline]
pub fn valid() -> bool {
    unsafe { !CTX.is_null() }
}

/// Reset input to initial states.
#[inline]
pub fn reset() {
    ctx().reset();
}

/// Returns true if a keyboard is attached
#[inline]
pub fn has_keyboard_attached() -> bool {
    ctx().has_keyboard_attached()
}

/// Checks if a key is currently held down.
#[inline]
pub fn is_key_down(key: Key) -> bool {
    ctx().is_key_down(key)
}

/// Checks if a key has been pressed down during the last frame.
#[inline]
pub fn is_key_press(key: Key) -> bool {
    ctx().is_key_press(key)
}

/// Checks if a key has been released during the last frame.
#[inline]
pub fn is_key_release(key: Key) -> bool {
    ctx().is_key_release(key)
}

/// Checks if a key has been repeated during the last frame.
#[inline]
pub fn is_key_repeat(key: Key) -> bool {
    ctx().is_key_repeat(key)
}

/// Gets captured text during the last frame.
#[inline]
pub fn text() -> String {
    ctx().text()
}

/// Returns true if a mouse is attached
#[inline]
pub fn has_mouse_attached() -> bool {
    ctx().has_mouse_attached()
}

/// Checks if a mouse buttoAn is held down.
#[inline]
pub fn is_mouse_down(button: MouseButton) -> bool {
    ctx().is_mouse_down(button)
}

/// Checks if a mouse button has been pressed during last frame.
#[inline]
pub fn is_mouse_press(button: MouseButton) -> bool {
    ctx().is_mouse_press(button)
}

/// Checks if a mouse button has been released during last frame.
#[inline]
pub fn is_mouse_release(button: MouseButton) -> bool {
    ctx().is_mouse_release(button)
}

/// Checks if a mouse button has been clicked during last frame.
#[inline]
pub fn is_mouse_click(button: MouseButton) -> bool {
    ctx().is_mouse_click(button)
}

/// Checks if a mouse button has been double clicked during last frame.
#[inline]
pub fn is_mouse_double_click(button: MouseButton) -> bool {
    ctx().is_mouse_double_click(button)
}

/// Gets the mouse position relative to the lower-left hand corner of the window.
#[inline]
pub fn mouse_position() -> Vector2<f32> {
    ctx().mouse_position()
}

/// Gets mouse movement since last frame.
#[inline]
pub fn mouse_movement() -> Vector2<f32> {
    ctx().mouse_movement()
}

/// Gets the scroll movement of mouse, usually provided by mouse wheel.
#[inline]
pub fn mouse_scroll() -> Vector2<f32> {
    ctx().mouse_scroll()
}

/// Returns true if a touchpad is attached
#[inline]
pub fn has_touchpad_attached() -> bool {
    ctx().has_touchpad_attached()
}

/// Checks if the `n`th finger is touched during last frame.
#[inline]
pub fn is_finger_touched(n: usize) -> bool {
    ctx().is_finger_touched(n)
}

/// Gets the position of the `n`th touched finger.
#[inline]
pub fn finger_position(n: usize) -> Option<Vector2<f32>> {
    ctx().finger_position(n)
}

/// Gets the tap gesture.
#[inline]
pub fn finger_tap() -> GestureTap {
    ctx().finger_tap()
}

/// Gets the double tap gesture.
#[inline]
pub fn finger_double_tap() -> GestureTap {
    ctx().finger_double_tap()
}

/// Gets the panning gesture.
#[inline]
pub fn finger_pan() -> GesturePan {
    ctx().finger_pan()
}

mod ins {
    use super::system::InputSystem;

    pub static mut CTX: *const InputSystem = std::ptr::null();

    #[inline]
    pub fn ctx() -> &'static InputSystem {
        unsafe {
            debug_assert!(
                !CTX.is_null(),
                "input system has not been initialized properly."
            );

            &*CTX
        }
    }
}