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egui/input_state/
mod.rs

1mod touch_state;
2mod wheel_state;
3
4use crate::{
5    SafeAreaInsets,
6    emath::{NumExt as _, Pos2, Rect, Vec2, vec2},
7    util::History,
8};
9use crate::{
10    data::input::{
11        Event, EventFilter, KeyboardShortcut, Modifiers, NUM_POINTER_BUTTONS, PointerButton,
12        RawInput, TouchDeviceId, ViewportInfo,
13    },
14    input_state::wheel_state::WheelState,
15};
16use std::{
17    collections::{BTreeMap, HashSet},
18    time::Duration,
19};
20
21pub use crate::Key;
22pub use touch_state::MultiTouchInfo;
23use touch_state::TouchState;
24
25#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
26#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
27pub enum SurrenderFocusOn {
28    /// Surrender focus if the user _presses_ somewhere outside the focused widget.
29    Presses,
30
31    /// Surrender focus if the user _clicks_ somewhere outside the focused widget.
32    #[default]
33    Clicks,
34
35    /// Never surrender focus.
36    Never,
37}
38
39impl SurrenderFocusOn {
40    pub fn ui(&mut self, ui: &mut crate::Ui) {
41        ui.horizontal(|ui| {
42            ui.selectable_value(self, Self::Presses, "Presses")
43                .on_hover_text(
44                    "Surrender focus if the user presses somewhere outside the focused widget.",
45                );
46            ui.selectable_value(self, Self::Clicks, "Clicks")
47                .on_hover_text(
48                    "Surrender focus if the user clicks somewhere outside the focused widget.",
49                );
50            ui.selectable_value(self, Self::Never, "Never")
51                .on_hover_text("Never surrender focus.");
52        });
53    }
54}
55
56/// Options for input state handling.
57#[derive(Clone, Copy, Debug, PartialEq)]
58#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
59pub struct InputOptions {
60    /// Multiplier for the scroll speed when reported in [`crate::MouseWheelUnit::Line`]s.
61    pub line_scroll_speed: f32,
62
63    /// Controls the speed at which we zoom in when doing ctrl/cmd + scroll.
64    pub scroll_zoom_speed: f32,
65
66    /// After a pointer-down event, if the pointer moves more than this, it won't become a click.
67    pub max_click_dist: f32,
68
69    /// If the pointer is down for longer than this it will no longer register as a click.
70    ///
71    /// If a touch is held for this many seconds while still, then it will register as a
72    /// "long-touch" which is equivalent to a secondary click.
73    ///
74    /// This is to support "press and hold for context menu" on touch screens.
75    pub max_click_duration: f64,
76
77    /// The new pointer press must come within this many seconds from previous pointer release
78    /// for double click (or when this value is doubled, triple click) to count.
79    pub max_double_click_delay: f64,
80
81    /// When this modifier is down, all scroll events are treated as zoom events.
82    ///
83    /// The default is CTRL/CMD, and it is STRONGLY recommended to NOT change this.
84    pub zoom_modifier: Modifiers,
85
86    /// When this modifier is down, all scroll events are treated as horizontal scrolls,
87    /// and when combined with [`Self::zoom_modifier`] it will result in zooming
88    /// on only the horizontal axis.
89    ///
90    /// The default is SHIFT, and it is STRONGLY recommended to NOT change this.
91    pub horizontal_scroll_modifier: Modifiers,
92
93    /// When this modifier is down, all scroll events are treated as vertical scrolls,
94    /// and when combined with [`Self::zoom_modifier`] it will result in zooming
95    /// on only the vertical axis.
96    pub vertical_scroll_modifier: Modifiers,
97
98    /// When should we surrender focus from the focused widget?
99    pub surrender_focus_on: SurrenderFocusOn,
100}
101
102impl Default for InputOptions {
103    fn default() -> Self {
104        // TODO(emilk): figure out why these constants need to be different on web and on native (winit).
105        let is_web = cfg!(target_arch = "wasm32");
106        let line_scroll_speed = if is_web {
107            8.0
108        } else {
109            40.0 // Scroll speed decided by consensus: https://github.com/emilk/egui/issues/461
110        };
111
112        Self {
113            line_scroll_speed,
114            scroll_zoom_speed: 1.0 / 200.0,
115            max_click_dist: 6.0,
116            max_click_duration: 0.8,
117            max_double_click_delay: 0.3,
118            zoom_modifier: Modifiers::COMMAND,
119            horizontal_scroll_modifier: Modifiers::SHIFT,
120            vertical_scroll_modifier: Modifiers::ALT,
121            surrender_focus_on: SurrenderFocusOn::default(),
122        }
123    }
124}
125
126impl InputOptions {
127    /// Show the options in the ui.
128    pub fn ui(&mut self, ui: &mut crate::Ui) {
129        let Self {
130            line_scroll_speed,
131            scroll_zoom_speed,
132            max_click_dist,
133            max_click_duration,
134            max_double_click_delay,
135            zoom_modifier,
136            horizontal_scroll_modifier,
137            vertical_scroll_modifier,
138            surrender_focus_on,
139        } = self;
140        crate::Grid::new("InputOptions")
141            .num_columns(2)
142            .striped(true)
143            .show(ui, |ui| {
144                ui.label("Line scroll speed");
145                ui.add(crate::DragValue::new(line_scroll_speed).range(0.0..=f32::INFINITY))
146                    .on_hover_text(
147                        "How many lines to scroll with each tick of the mouse wheel",
148                    );
149                ui.end_row();
150
151                ui.label("Scroll zoom speed");
152                ui.add(
153                    crate::DragValue::new(scroll_zoom_speed)
154                        .range(0.0..=f32::INFINITY)
155                        .speed(0.001),
156                )
157                .on_hover_text("How fast to zoom with ctrl/cmd + scroll");
158                ui.end_row();
159
160                ui.label("Max click distance");
161                ui.add(crate::DragValue::new(max_click_dist).range(0.0..=f32::INFINITY))
162                    .on_hover_text(
163                        "If the pointer moves more than this, it won't become a click",
164                    );
165                ui.end_row();
166
167                ui.label("Max click duration");
168                ui.add(
169                    crate::DragValue::new(max_click_duration)
170                        .range(0.1..=f64::INFINITY)
171                        .speed(0.1),
172                    )
173                    .on_hover_text(
174                        "If the pointer is down for longer than this it will no longer register as a click",
175                    );
176                ui.end_row();
177
178                ui.label("Max double click delay");
179                ui.add(
180                    crate::DragValue::new(max_double_click_delay)
181                        .range(0.01..=f64::INFINITY)
182                        .speed(0.1),
183                )
184                .on_hover_text("Max time interval for double click to count");
185                ui.end_row();
186
187                ui.label("zoom_modifier");
188                zoom_modifier.ui(ui);
189                ui.end_row();
190
191                ui.label("horizontal_scroll_modifier");
192                horizontal_scroll_modifier.ui(ui);
193                ui.end_row();
194
195                ui.label("vertical_scroll_modifier");
196                vertical_scroll_modifier.ui(ui);
197                ui.end_row();
198
199                ui.label("surrender_focus_on");
200                surrender_focus_on.ui(ui);
201                ui.end_row();
202
203            });
204    }
205}
206
207/// Input state that egui updates each frame.
208///
209/// You can access this with [`crate::Context::input`].
210///
211/// You can check if `egui` is using the inputs using
212/// [`crate::Context::wants_pointer_input`] and [`crate::Context::wants_keyboard_input`].
213#[derive(Clone, Debug)]
214#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
215pub struct InputState {
216    /// The raw input we got this frame from the backend.
217    pub raw: RawInput,
218
219    /// State of the mouse or simple touch gestures which can be mapped to mouse operations.
220    pub pointer: PointerState,
221
222    /// State of touches, except those covered by `PointerState` (like clicks and drags).
223    /// (We keep a separate [`TouchState`] for each encountered touch device.)
224    touch_states: BTreeMap<TouchDeviceId, TouchState>,
225
226    // ----------------------------------------------
227    // Scrolling:
228    #[cfg_attr(feature = "serde", serde(skip))]
229    wheel: WheelState,
230
231    /// How many points the user scrolled, smoothed over a few frames.
232    ///
233    /// The delta dictates how the _content_ should move.
234    ///
235    /// A positive X-value indicates the content is being moved right,
236    /// as when swiping right on a touch-screen or track-pad with natural scrolling.
237    ///
238    /// A positive Y-value indicates the content is being moved down,
239    /// as when swiping down on a touch-screen or track-pad with natural scrolling.
240    ///
241    /// [`crate::ScrollArea`] will both read and write to this field, so that
242    /// at the end of the frame this will be zero if a scroll-area consumed the delta.
243    pub smooth_scroll_delta: Vec2,
244
245    /// Zoom scale factor this frame (e.g. from ctrl-scroll or pinch gesture).
246    ///
247    /// * `zoom = 1`: no change.
248    /// * `zoom < 1`: pinch together
249    /// * `zoom > 1`: pinch spread
250    zoom_factor_delta: f32,
251
252    /// Rotation in radians this frame, measuring clockwise (e.g. from a rotation gesture).
253    rotation_radians: f32,
254
255    // ----------------------------------------------
256    /// Position and size of the egui area.
257    ///
258    /// This is including the area that may be covered by the `safe_area_insets`.
259    viewport_rect: Rect,
260
261    /// The safe area insets, subtracted from the `viewport_rect` in [`Self::content_rect`].
262    safe_area_insets: SafeAreaInsets,
263
264    /// Also known as device pixel ratio, > 1 for high resolution screens.
265    pub pixels_per_point: f32,
266
267    /// Maximum size of one side of a texture.
268    ///
269    /// This depends on the backend.
270    pub max_texture_side: usize,
271
272    /// Time in seconds. Relative to whatever. Used for animation.
273    pub time: f64,
274
275    /// Time since last frame, in seconds.
276    ///
277    /// This can be very unstable in reactive mode (when we don't paint each frame).
278    /// For animations it is therefore better to use [`Self::stable_dt`].
279    pub unstable_dt: f32,
280
281    /// Estimated time until next frame (provided we repaint right away).
282    ///
283    /// Used for animations to get instant feedback (avoid frame delay).
284    /// Should be set to the expected time between frames when painting at vsync speeds.
285    ///
286    /// On most integrations this has a fixed value of `1.0 / 60.0`, so it is not a very accurate estimate.
287    pub predicted_dt: f32,
288
289    /// Time since last frame (in seconds), but gracefully handles the first frame after sleeping in reactive mode.
290    ///
291    /// In reactive mode (available in e.g. `eframe`), `egui` only updates when there is new input
292    /// or something is animating.
293    /// This can lead to large gaps of time (sleep), leading to large [`Self::unstable_dt`].
294    ///
295    /// If `egui` requested a repaint the previous frame, then `egui` will use
296    /// `stable_dt = unstable_dt;`, but if `egui` did not not request a repaint last frame,
297    /// then `egui` will assume `unstable_dt` is too large, and will use
298    /// `stable_dt = predicted_dt;`.
299    ///
300    /// This means that for the first frame after a sleep,
301    /// `stable_dt` will be a prediction of the delta-time until the next frame,
302    /// and in all other situations this will be an accurate measurement of time passed
303    /// since the previous frame.
304    ///
305    /// Note that a frame can still stall for various reasons, so `stable_dt` can
306    /// still be unusually large in some situations.
307    ///
308    /// When animating something, it is recommended that you use something like
309    /// `stable_dt.min(0.1)` - this will give you smooth animations when the framerate is good
310    /// (even in reactive mode), but will avoid large jumps when framerate is bad,
311    /// and will effectively slow down the animation when FPS drops below 10.
312    pub stable_dt: f32,
313
314    /// The native window has the keyboard focus (i.e. is receiving key presses).
315    ///
316    /// False when the user alt-tab away from the application, for instance.
317    pub focused: bool,
318
319    /// Which modifier keys are down at the start of the frame?
320    pub modifiers: Modifiers,
321
322    /// The keys that are currently being held down.
323    ///
324    /// Keys released this frame are NOT considered down.
325    pub keys_down: HashSet<Key>,
326
327    /// In-order events received this frame
328    pub events: Vec<Event>,
329
330    /// Input state management configuration.
331    ///
332    /// This gets copied from `egui::Options` at the start of each frame for convenience.
333    options: InputOptions,
334}
335
336impl Default for InputState {
337    fn default() -> Self {
338        Self {
339            raw: Default::default(),
340            pointer: Default::default(),
341            touch_states: Default::default(),
342
343            wheel: Default::default(),
344            smooth_scroll_delta: Vec2::ZERO,
345            zoom_factor_delta: 1.0,
346            rotation_radians: 0.0,
347
348            viewport_rect: Rect::from_min_size(Default::default(), vec2(10_000.0, 10_000.0)),
349            safe_area_insets: Default::default(),
350            pixels_per_point: 1.0,
351            max_texture_side: 2048,
352            time: 0.0,
353            unstable_dt: 1.0 / 60.0,
354            predicted_dt: 1.0 / 60.0,
355            stable_dt: 1.0 / 60.0,
356            focused: false,
357            modifiers: Default::default(),
358            keys_down: Default::default(),
359            events: Default::default(),
360            options: Default::default(),
361        }
362    }
363}
364
365impl InputState {
366    #[must_use]
367    pub fn begin_pass(
368        mut self,
369        mut new: RawInput,
370        requested_immediate_repaint_prev_frame: bool,
371        pixels_per_point: f32,
372        options: InputOptions,
373    ) -> Self {
374        profiling::function_scope!();
375
376        let time = new.time.unwrap_or(self.time + new.predicted_dt as f64);
377        let unstable_dt = (time - self.time) as f32;
378
379        let stable_dt = if requested_immediate_repaint_prev_frame {
380            // we should have had a repaint straight away,
381            // so this should be trustable.
382            unstable_dt
383        } else {
384            new.predicted_dt
385        };
386
387        let safe_area_insets = new.safe_area_insets.unwrap_or(self.safe_area_insets);
388        let viewport_rect = new.screen_rect.unwrap_or(self.viewport_rect);
389        self.create_touch_states_for_new_devices(&new.events);
390        for touch_state in self.touch_states.values_mut() {
391            touch_state.begin_pass(time, &new, self.pointer.interact_pos);
392        }
393        let pointer = self.pointer.begin_pass(time, &new, options);
394
395        let mut keys_down = self.keys_down;
396        let mut zoom_factor_delta = 1.0; // TODO(emilk): smoothing for zoom factor
397        let mut rotation_radians = 0.0;
398
399        self.wheel.smooth_wheel_delta = Vec2::ZERO;
400
401        for event in &mut new.events {
402            match event {
403                Event::Key {
404                    key,
405                    pressed,
406                    repeat,
407                    ..
408                } => {
409                    if *pressed {
410                        let first_press = keys_down.insert(*key);
411                        *repeat = !first_press;
412                    } else {
413                        keys_down.remove(key);
414                    }
415                }
416                Event::MouseWheel {
417                    unit,
418                    delta,
419                    phase,
420                    modifiers,
421                } => {
422                    self.wheel.on_wheel_event(
423                        viewport_rect,
424                        &options,
425                        time,
426                        *unit,
427                        *delta,
428                        *phase,
429                        *modifiers,
430                    );
431                }
432                Event::Zoom(factor) => {
433                    zoom_factor_delta *= *factor;
434                }
435                Event::Rotate(radians) => {
436                    rotation_radians += *radians;
437                }
438                Event::WindowFocused(false) => {
439                    // Example: pressing `Cmd+S` brings up a save-dialog (e.g. using rfd),
440                    // but we get no key-up event for the `S` key (in winit).
441                    // This leads to `S` being mistakenly marked as down when we switch back to the app.
442                    // So we take the safe route and just clear all the keys and modifiers when
443                    // the app loses focus.
444                    keys_down.clear();
445                }
446                _ => {}
447            }
448        }
449
450        let mut smooth_scroll_delta = Vec2::ZERO;
451
452        {
453            let dt = stable_dt.at_most(0.1);
454            self.wheel.after_events(time, dt);
455
456            let is_zoom = self.wheel.modifiers.matches_any(options.zoom_modifier);
457
458            if is_zoom {
459                zoom_factor_delta *= (options.scroll_zoom_speed
460                    * (self.wheel.smooth_wheel_delta.x + self.wheel.smooth_wheel_delta.y))
461                    .exp();
462            } else {
463                smooth_scroll_delta = self.wheel.smooth_wheel_delta;
464            }
465        }
466
467        Self {
468            pointer,
469            touch_states: self.touch_states,
470
471            wheel: self.wheel,
472            smooth_scroll_delta,
473            zoom_factor_delta,
474            rotation_radians,
475
476            viewport_rect,
477            safe_area_insets,
478            pixels_per_point,
479            max_texture_side: new.max_texture_side.unwrap_or(self.max_texture_side),
480            time,
481            unstable_dt,
482            predicted_dt: new.predicted_dt,
483            stable_dt,
484            focused: new.focused,
485            modifiers: new.modifiers,
486            keys_down,
487            events: new.events.clone(), // TODO(emilk): remove clone() and use raw.events
488            raw: new,
489            options,
490        }
491    }
492
493    /// Info about the active viewport
494    #[inline]
495    pub fn viewport(&self) -> &ViewportInfo {
496        self.raw.viewport()
497    }
498
499    /// Returns the region of the screen that is safe for content rendering
500    ///
501    /// Returns the `viewport_rect` with the `safe_area_insets` removed.
502    ///
503    /// If you want to render behind e.g. the dynamic island on iOS, use [`Self::viewport_rect`].
504    ///
505    /// See also [`RawInput::safe_area_insets`].
506    #[inline(always)]
507    pub fn content_rect(&self) -> Rect {
508        self.viewport_rect - self.safe_area_insets
509    }
510
511    /// Returns the full area available to egui, including parts that might be partially covered,
512    /// for example, by the OS status bar or notches (see [`Self::safe_area_insets`]).
513    ///
514    /// Usually you want to use [`Self::content_rect`] instead.
515    ///
516    /// This rectangle includes e.g. the dynamic island on iOS.
517    /// If you want to only render _below_ the that (not behind), then you should use
518    /// [`Self::content_rect`] instead.
519    ///
520    /// See also [`RawInput::safe_area_insets`].
521    pub fn viewport_rect(&self) -> Rect {
522        self.viewport_rect
523    }
524
525    /// Position and size of the egui area.
526    #[deprecated(
527        note = "screen_rect has been split into viewport_rect() and content_rect(). You likely should use content_rect()"
528    )]
529    pub fn screen_rect(&self) -> Rect {
530        self.content_rect()
531    }
532
533    /// Get the safe area insets.
534    ///
535    /// This represents the area of the screen covered by status bars, navigation controls, notches,
536    /// or other items that obscure part of the screen.
537    ///
538    /// See [`Self::content_rect`] to get the `viewport_rect` with the safe area insets removed.
539    pub fn safe_area_insets(&self) -> SafeAreaInsets {
540        self.safe_area_insets
541    }
542
543    /// How many points the user scrolled, smoothed over a few frames.
544    ///
545    /// The delta dictates how the _content_ should move.
546    ///
547    /// A positive X-value indicates the content is being moved right,
548    /// as when swiping right on a touch-screen or track-pad with natural scrolling.
549    ///
550    /// A positive Y-value indicates the content is being moved down,
551    /// as when swiping down on a touch-screen or track-pad with natural scrolling.
552    ///
553    /// [`crate::ScrollArea`] will both read and write to this field, so that
554    /// at the end of the frame this will be zero if a scroll-area consumed the delta.
555    pub fn smooth_scroll_delta(&self) -> Vec2 {
556        self.smooth_scroll_delta
557    }
558
559    /// Uniform zoom scale factor this frame (e.g. from ctrl-scroll or pinch gesture).
560    /// * `zoom = 1`: no change
561    /// * `zoom < 1`: pinch together
562    /// * `zoom > 1`: pinch spread
563    ///
564    /// If your application supports non-proportional zooming,
565    /// then you probably want to use [`Self::zoom_delta_2d`] instead.
566    #[inline(always)]
567    pub fn zoom_delta(&self) -> f32 {
568        // If a multi touch gesture is detected, it measures the exact and linear proportions of
569        // the distances of the finger tips. It is therefore potentially more accurate than
570        // `zoom_factor_delta` which is based on the `ctrl-scroll` event which, in turn, may be
571        // synthesized from an original touch gesture.
572        self.multi_touch()
573            .map_or(self.zoom_factor_delta, |touch| touch.zoom_delta)
574    }
575
576    /// 2D non-proportional zoom scale factor this frame (e.g. from ctrl-scroll or pinch gesture).
577    ///
578    /// For multitouch devices the user can do a horizontal or vertical pinch gesture.
579    /// In these cases a non-proportional zoom factor is a available.
580    /// In other cases, this reverts to `Vec2::splat(self.zoom_delta())`.
581    ///
582    /// For horizontal pinches, this will return `[z, 1]`,
583    /// for vertical pinches this will return `[1, z]`,
584    /// and otherwise this will return `[z, z]`,
585    /// where `z` is the zoom factor:
586    /// * `zoom = 1`: no change
587    /// * `zoom < 1`: pinch together
588    /// * `zoom > 1`: pinch spread
589    #[inline(always)]
590    pub fn zoom_delta_2d(&self) -> Vec2 {
591        // If a multi touch gesture is detected, it measures the exact and linear proportions of
592        // the distances of the finger tips.  It is therefore potentially more accurate than
593        // `zoom_factor_delta` which is based on the `ctrl-scroll` event which, in turn, may be
594        // synthesized from an original touch gesture.
595        if let Some(multi_touch) = self.multi_touch() {
596            multi_touch.zoom_delta_2d
597        } else {
598            let mut zoom = Vec2::splat(self.zoom_factor_delta);
599
600            let is_horizontal = self
601                .modifiers
602                .matches_any(self.options.horizontal_scroll_modifier);
603            let is_vertical = self
604                .modifiers
605                .matches_any(self.options.vertical_scroll_modifier);
606
607            if is_horizontal && !is_vertical {
608                // Horizontal-only zooming.
609                zoom.y = 1.0;
610            }
611            if !is_horizontal && is_vertical {
612                // Vertical-only zooming.
613                zoom.x = 1.0;
614            }
615
616            zoom
617        }
618    }
619
620    /// Rotation in radians this frame, measuring clockwise (e.g. from a rotation gesture).
621    #[inline(always)]
622    pub fn rotation_delta(&self) -> f32 {
623        self.multi_touch()
624            .map_or(self.rotation_radians, |touch| touch.rotation_delta)
625    }
626
627    /// Panning translation in pixels this frame (e.g. from scrolling or a pan gesture)
628    ///
629    /// The delta indicates how the **content** should move.
630    ///
631    /// A positive X-value indicates the content is being moved right, as when swiping right on a touch-screen or track-pad with natural scrolling.
632    ///
633    /// A positive Y-value indicates the content is being moved down, as when swiping down on a touch-screen or track-pad with natural scrolling.
634    #[inline(always)]
635    pub fn translation_delta(&self) -> Vec2 {
636        self.multi_touch().map_or_else(
637            || self.smooth_scroll_delta(),
638            |touch| touch.translation_delta,
639        )
640    }
641
642    /// True if there is an active scroll action that might scroll more when using [`Self::smooth_scroll_delta`].
643    pub fn is_scrolling(&self) -> bool {
644        self.wheel.is_scrolling()
645    }
646
647    /// How long has it been (in seconds) since the last scroll event?
648    #[inline(always)]
649    pub fn time_since_last_scroll(&self) -> f32 {
650        (self.time - self.wheel.last_wheel_event) as f32
651    }
652
653    /// The [`crate::Context`] will call this at the beginning of each frame to see if we need a repaint.
654    ///
655    /// Returns how long to wait for a repaint.
656    ///
657    /// NOTE: It's important to call this immediately after [`Self::begin_pass`] since calls to
658    /// [`Self::consume_key`] will remove events from the vec, meaning those key presses wouldn't
659    /// cause a repaint.
660    pub(crate) fn wants_repaint_after(&self) -> Option<Duration> {
661        if self.pointer.wants_repaint()
662            || self.wheel.unprocessed_wheel_delta.abs().max_elem() > 0.2
663            || !self.events.is_empty()
664            || !self.raw.hovered_files.is_empty()
665            || !self.raw.dropped_files.is_empty()
666        {
667            // Immediate repaint
668            return Some(Duration::ZERO);
669        }
670
671        if self.any_touches() && !self.pointer.is_decidedly_dragging() {
672            // We need to wake up and check for press-and-hold for the context menu.
673            if let Some(press_start_time) = self.pointer.press_start_time {
674                let press_duration = self.time - press_start_time;
675                if self.options.max_click_duration.is_finite()
676                    && press_duration < self.options.max_click_duration
677                {
678                    let secs_until_menu = self.options.max_click_duration - press_duration;
679                    return Some(Duration::from_secs_f64(secs_until_menu));
680                }
681            }
682        }
683
684        None
685    }
686
687    /// Count presses of a key. If non-zero, the presses are consumed, so that this will only return non-zero once.
688    ///
689    /// Includes key-repeat events.
690    ///
691    /// This uses [`Modifiers::matches_logically`] to match modifiers,
692    /// meaning extra Shift and Alt modifiers are ignored.
693    /// Therefore, you should match most specific shortcuts first,
694    /// i.e. check for `Cmd-Shift-S` ("Save as…") before `Cmd-S` ("Save"),
695    /// so that a user pressing `Cmd-Shift-S` won't trigger the wrong command!
696    pub fn count_and_consume_key(&mut self, modifiers: Modifiers, logical_key: Key) -> usize {
697        let mut count = 0usize;
698
699        self.events.retain(|event| {
700            let is_match = matches!(
701                event,
702                Event::Key {
703                    key: ev_key,
704                    modifiers: ev_mods,
705                    pressed: true,
706                    ..
707                } if *ev_key == logical_key && ev_mods.matches_logically(modifiers)
708            );
709
710            count += is_match as usize;
711
712            !is_match
713        });
714
715        count
716    }
717
718    /// Check for a key press. If found, `true` is returned and the key pressed is consumed, so that this will only return `true` once.
719    ///
720    /// Includes key-repeat events.
721    ///
722    /// This uses [`Modifiers::matches_logically`] to match modifiers,
723    /// meaning extra Shift and Alt modifiers are ignored.
724    /// Therefore, you should match most specific shortcuts first,
725    /// i.e. check for `Cmd-Shift-S` ("Save as…") before `Cmd-S` ("Save"),
726    /// so that a user pressing `Cmd-Shift-S` won't trigger the wrong command!
727    pub fn consume_key(&mut self, modifiers: Modifiers, logical_key: Key) -> bool {
728        self.count_and_consume_key(modifiers, logical_key) > 0
729    }
730
731    /// Check if the given shortcut has been pressed.
732    ///
733    /// If so, `true` is returned and the key pressed is consumed, so that this will only return `true` once.
734    ///
735    /// This uses [`Modifiers::matches_logically`] to match modifiers,
736    /// meaning extra Shift and Alt modifiers are ignored.
737    /// Therefore, you should match most specific shortcuts first,
738    /// i.e. check for `Cmd-Shift-S` ("Save as…") before `Cmd-S` ("Save"),
739    /// so that a user pressing `Cmd-Shift-S` won't trigger the wrong command!
740    pub fn consume_shortcut(&mut self, shortcut: &KeyboardShortcut) -> bool {
741        let KeyboardShortcut {
742            modifiers,
743            logical_key,
744        } = *shortcut;
745        self.consume_key(modifiers, logical_key)
746    }
747
748    /// Was the given key pressed this frame?
749    ///
750    /// Includes key-repeat events.
751    pub fn key_pressed(&self, desired_key: Key) -> bool {
752        self.num_presses(desired_key) > 0
753    }
754
755    /// How many times was the given key pressed this frame?
756    ///
757    /// Includes key-repeat events.
758    pub fn num_presses(&self, desired_key: Key) -> usize {
759        self.events
760            .iter()
761            .filter(|event| {
762                matches!(
763                    event,
764                    Event::Key { key, pressed: true, .. }
765                    if *key == desired_key
766                )
767            })
768            .count()
769    }
770
771    /// Is the given key currently held down?
772    ///
773    /// Keys released this frame are NOT considered down.
774    pub fn key_down(&self, desired_key: Key) -> bool {
775        self.keys_down.contains(&desired_key)
776    }
777
778    /// Was the given key released this frame?
779    pub fn key_released(&self, desired_key: Key) -> bool {
780        self.events.iter().any(|event| {
781            matches!(
782                event,
783                Event::Key {
784                    key,
785                    pressed: false,
786                    ..
787                } if *key == desired_key
788            )
789        })
790    }
791
792    /// Also known as device pixel ratio, > 1 for high resolution screens.
793    #[inline(always)]
794    pub fn pixels_per_point(&self) -> f32 {
795        self.pixels_per_point
796    }
797
798    /// Size of a physical pixel in logical gui coordinates (points).
799    #[inline(always)]
800    pub fn physical_pixel_size(&self) -> f32 {
801        1.0 / self.pixels_per_point()
802    }
803
804    /// How imprecise do we expect the mouse/touch input to be?
805    /// Returns imprecision in points.
806    #[inline(always)]
807    pub fn aim_radius(&self) -> f32 {
808        // TODO(emilk): multiply by ~3 for touch inputs because fingers are fat
809        self.physical_pixel_size()
810    }
811
812    /// Returns details about the currently ongoing multi-touch gesture, if any. Note that this
813    /// method returns `None` for single-touch gestures (click, drag, …).
814    ///
815    /// ```
816    /// # use egui::emath::Rot2;
817    /// # egui::__run_test_ui(|ui| {
818    /// let mut zoom = 1.0; // no zoom
819    /// let mut rotation = 0.0; // no rotation
820    /// let multi_touch = ui.input(|i| i.multi_touch());
821    /// if let Some(multi_touch) = multi_touch {
822    ///     zoom *= multi_touch.zoom_delta;
823    ///     rotation += multi_touch.rotation_delta;
824    /// }
825    /// let transform = zoom * Rot2::from_angle(rotation);
826    /// # });
827    /// ```
828    ///
829    /// By far not all touch devices are supported, and the details depend on the `egui`
830    /// integration backend you are using. `eframe` web supports multi touch for most mobile
831    /// devices, but not for a `Trackpad` on `MacOS`, for example. The backend has to be able to
832    /// capture native touch events, but many browsers seem to pass such events only for touch
833    /// _screens_, but not touch _pads._
834    ///
835    /// Refer to [`MultiTouchInfo`] for details about the touch information available.
836    ///
837    /// Consider using `zoom_delta()` instead of `MultiTouchInfo::zoom_delta` as the former
838    /// delivers a synthetic zoom factor based on ctrl-scroll events, as a fallback.
839    pub fn multi_touch(&self) -> Option<MultiTouchInfo> {
840        // In case of multiple touch devices simply pick the touch_state of the first active device
841        self.touch_states.values().find_map(|t| t.info())
842    }
843
844    /// True if there currently are any fingers touching egui.
845    pub fn any_touches(&self) -> bool {
846        self.touch_states.values().any(|t| t.any_touches())
847    }
848
849    /// True if we have ever received a touch event.
850    pub fn has_touch_screen(&self) -> bool {
851        !self.touch_states.is_empty()
852    }
853
854    /// Scans `events` for device IDs of touch devices we have not seen before,
855    /// and creates a new [`TouchState`] for each such device.
856    fn create_touch_states_for_new_devices(&mut self, events: &[Event]) {
857        for event in events {
858            if let Event::Touch { device_id, .. } = event {
859                self.touch_states
860                    .entry(*device_id)
861                    .or_insert_with(|| TouchState::new(*device_id));
862            }
863        }
864    }
865
866    pub fn accesskit_action_requests(
867        &self,
868        id: crate::Id,
869        action: accesskit::Action,
870    ) -> impl Iterator<Item = &accesskit::ActionRequest> {
871        let accesskit_id = id.accesskit_id();
872        self.events.iter().filter_map(move |event| {
873            if let Event::AccessKitActionRequest(request) = event
874                && request.target_node == accesskit_id
875                && request.target_tree == accesskit::TreeId::ROOT
876                && request.action == action
877            {
878                return Some(request);
879            }
880            None
881        })
882    }
883
884    pub fn consume_accesskit_action_requests(
885        &mut self,
886        id: crate::Id,
887        mut consume: impl FnMut(&accesskit::ActionRequest) -> bool,
888    ) {
889        let accesskit_id = id.accesskit_id();
890        self.events.retain(|event| {
891            if let Event::AccessKitActionRequest(request) = event
892                && request.target_node == accesskit_id
893                && request.target_tree == accesskit::TreeId::ROOT
894            {
895                return !consume(request);
896            }
897            true
898        });
899    }
900
901    pub fn has_accesskit_action_request(&self, id: crate::Id, action: accesskit::Action) -> bool {
902        self.accesskit_action_requests(id, action).next().is_some()
903    }
904
905    pub fn num_accesskit_action_requests(&self, id: crate::Id, action: accesskit::Action) -> usize {
906        self.accesskit_action_requests(id, action).count()
907    }
908
909    /// Get all events that matches the given filter.
910    pub fn filtered_events(&self, filter: &EventFilter) -> Vec<Event> {
911        self.events
912            .iter()
913            .filter(|event| filter.matches(event))
914            .cloned()
915            .collect()
916    }
917
918    /// A long press is something we detect on touch screens
919    /// to trigger a secondary click (context menu).
920    ///
921    /// Returns `true` only on one frame.
922    pub(crate) fn is_long_touch(&self) -> bool {
923        self.any_touches() && self.pointer.is_long_press()
924    }
925}
926
927// ----------------------------------------------------------------------------
928
929/// A pointer (mouse or touch) click.
930#[derive(Clone, Debug, PartialEq)]
931#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
932pub(crate) struct Click {
933    pub pos: Pos2,
934
935    /// 1 or 2 (double-click) or 3 (triple-click)
936    pub count: u32,
937
938    /// Allows you to check for e.g. shift-click
939    pub modifiers: Modifiers,
940}
941
942impl Click {
943    pub fn is_double(&self) -> bool {
944        self.count == 2
945    }
946
947    pub fn is_triple(&self) -> bool {
948        self.count == 3
949    }
950}
951
952#[derive(Clone, Debug, PartialEq)]
953#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
954pub(crate) enum PointerEvent {
955    Moved(Pos2),
956    Pressed {
957        position: Pos2,
958        button: PointerButton,
959    },
960    Released {
961        click: Option<Click>,
962        button: PointerButton,
963    },
964}
965
966impl PointerEvent {
967    pub fn is_press(&self) -> bool {
968        matches!(self, Self::Pressed { .. })
969    }
970
971    pub fn is_release(&self) -> bool {
972        matches!(self, Self::Released { .. })
973    }
974
975    pub fn is_click(&self) -> bool {
976        matches!(self, Self::Released { click: Some(_), .. })
977    }
978}
979
980/// Mouse or touch state.
981///
982/// To access the methods of [`PointerState`] you can use the [`crate::Context::input`] function
983///
984/// ```rust
985/// # let ctx = egui::Context::default();
986/// let latest_pos = ctx.input(|i| i.pointer.latest_pos());
987/// let is_pointer_down = ctx.input(|i| i.pointer.any_down());
988/// ```
989///
990#[derive(Clone, Debug)]
991#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
992pub struct PointerState {
993    /// Latest known time
994    time: f64,
995
996    // Consider a finger tapping a touch screen.
997    // What position should we report?
998    // The location of the touch, or `None`, because the finger is gone?
999    //
1000    // For some cases we want the first: e.g. to check for interaction.
1001    // For showing tooltips, we want the latter (no tooltips, since there are no fingers).
1002    /// Latest reported pointer position.
1003    /// When tapping a touch screen, this will be `None`.
1004    latest_pos: Option<Pos2>,
1005
1006    /// Latest position of the mouse, but ignoring any [`Event::PointerGone`]
1007    /// if there were interactions this frame.
1008    /// When tapping a touch screen, this will be the location of the touch.
1009    interact_pos: Option<Pos2>,
1010
1011    /// How much the pointer moved compared to last frame, in points.
1012    delta: Vec2,
1013
1014    /// How much the mouse moved since the last frame, in unspecified units.
1015    /// Represents the actual movement of the mouse, without acceleration or clamped by screen edges.
1016    /// May be unavailable on some integrations.
1017    motion: Option<Vec2>,
1018
1019    /// Current velocity of pointer.
1020    velocity: Vec2,
1021
1022    /// Current direction of pointer.
1023    direction: Vec2,
1024
1025    /// Recent movement of the pointer.
1026    /// Used for calculating velocity of pointer.
1027    pos_history: History<Pos2>,
1028
1029    /// Buttons currently down, excluding those released this frame.
1030    down: [bool; NUM_POINTER_BUTTONS],
1031
1032    /// Where did the current click/drag originate?
1033    /// `None` if no mouse button is down.
1034    press_origin: Option<Pos2>,
1035
1036    /// When did the current click/drag originate?
1037    /// `None` if no mouse button is down.
1038    press_start_time: Option<f64>,
1039
1040    /// Set to `true` if the pointer has moved too much (since being pressed)
1041    /// for it to be registered as a click.
1042    pub(crate) has_moved_too_much_for_a_click: bool,
1043
1044    /// Did [`Self::is_decidedly_dragging`] go from `false` to `true` this frame?
1045    ///
1046    /// This could also be the trigger point for a long-touch.
1047    pub(crate) started_decidedly_dragging: bool,
1048
1049    /// Where did the last click originate?
1050    /// `None` if no mouse click occurred.
1051    last_click_pos: Option<Pos2>,
1052
1053    /// When did the pointer get click last?
1054    /// Used to check for double-clicks.
1055    last_click_time: f64,
1056
1057    /// When did the pointer get click two clicks ago?
1058    /// Used to check for triple-clicks.
1059    last_last_click_time: f64,
1060
1061    /// When was the pointer last moved?
1062    /// Used for things like showing hover ui/tooltip with a delay.
1063    last_move_time: f64,
1064
1065    /// All button events that occurred this frame
1066    pub(crate) pointer_events: Vec<PointerEvent>,
1067
1068    /// Input state management configuration.
1069    ///
1070    /// This gets copied from `egui::Options` at the start of each frame for convenience.
1071    options: InputOptions,
1072}
1073
1074impl Default for PointerState {
1075    fn default() -> Self {
1076        Self {
1077            time: -f64::INFINITY,
1078            latest_pos: None,
1079            interact_pos: None,
1080            delta: Vec2::ZERO,
1081            motion: None,
1082            velocity: Vec2::ZERO,
1083            direction: Vec2::ZERO,
1084            pos_history: History::new(2..1000, 0.1),
1085            down: Default::default(),
1086            press_origin: None,
1087            press_start_time: None,
1088            has_moved_too_much_for_a_click: false,
1089            started_decidedly_dragging: false,
1090            last_click_pos: None,
1091            last_click_time: f64::NEG_INFINITY,
1092            last_last_click_time: f64::NEG_INFINITY,
1093            last_move_time: f64::NEG_INFINITY,
1094            pointer_events: vec![],
1095            options: Default::default(),
1096        }
1097    }
1098}
1099
1100impl PointerState {
1101    #[must_use]
1102    pub(crate) fn begin_pass(mut self, time: f64, new: &RawInput, options: InputOptions) -> Self {
1103        let was_decidedly_dragging = self.is_decidedly_dragging();
1104
1105        self.time = time;
1106        self.options = options;
1107
1108        self.pointer_events.clear();
1109
1110        let old_pos = self.latest_pos;
1111        self.interact_pos = self.latest_pos;
1112        if self.motion.is_some() {
1113            self.motion = Some(Vec2::ZERO);
1114        }
1115
1116        let mut clear_history_after_velocity_calculation = false;
1117        for event in &new.events {
1118            match event {
1119                Event::PointerMoved(pos) => {
1120                    let pos = *pos;
1121
1122                    self.latest_pos = Some(pos);
1123                    self.interact_pos = Some(pos);
1124
1125                    if let Some(press_origin) = self.press_origin {
1126                        self.has_moved_too_much_for_a_click |=
1127                            press_origin.distance(pos) > self.options.max_click_dist;
1128                    }
1129
1130                    self.last_move_time = time;
1131                    self.pointer_events.push(PointerEvent::Moved(pos));
1132                }
1133                Event::PointerButton {
1134                    pos,
1135                    button,
1136                    pressed,
1137                    modifiers,
1138                } => {
1139                    let pos = *pos;
1140                    let button = *button;
1141                    let pressed = *pressed;
1142                    let modifiers = *modifiers;
1143
1144                    self.latest_pos = Some(pos);
1145                    self.interact_pos = Some(pos);
1146
1147                    if pressed {
1148                        // Start of a drag: we want to track the velocity for during the drag
1149                        // and ignore any incoming movement
1150                        self.pos_history.clear();
1151                    }
1152
1153                    if pressed {
1154                        self.press_origin = Some(pos);
1155                        self.press_start_time = Some(time);
1156                        self.has_moved_too_much_for_a_click = false;
1157                        self.pointer_events.push(PointerEvent::Pressed {
1158                            position: pos,
1159                            button,
1160                        });
1161                    } else {
1162                        // Released
1163                        let clicked = self.could_any_button_be_click();
1164
1165                        let click = if clicked {
1166                            let click_dist_sq = self
1167                                .last_click_pos
1168                                .map_or(0.0, |last_pos| last_pos.distance_sq(pos));
1169
1170                            let double_click = (time - self.last_click_time)
1171                                < self.options.max_double_click_delay
1172                                && click_dist_sq
1173                                    < self.options.max_click_dist * self.options.max_click_dist;
1174                            let triple_click = (time - self.last_last_click_time)
1175                                < (self.options.max_double_click_delay * 2.0)
1176                                && click_dist_sq
1177                                    < self.options.max_click_dist * self.options.max_click_dist;
1178                            let count = if triple_click {
1179                                3
1180                            } else if double_click {
1181                                2
1182                            } else {
1183                                1
1184                            };
1185
1186                            self.last_last_click_time = self.last_click_time;
1187                            self.last_click_time = time;
1188                            self.last_click_pos = Some(pos);
1189
1190                            Some(Click {
1191                                pos,
1192                                count,
1193                                modifiers,
1194                            })
1195                        } else {
1196                            None
1197                        };
1198
1199                        self.pointer_events
1200                            .push(PointerEvent::Released { click, button });
1201
1202                        self.press_origin = None;
1203                        self.press_start_time = None;
1204                    }
1205
1206                    self.down[button as usize] = pressed; // must be done after the above call to `could_any_button_be_click`
1207                }
1208                Event::PointerGone => {
1209                    self.latest_pos = None;
1210                    // When dragging a slider and the mouse leaves the viewport, we still want the drag to work,
1211                    // so we don't treat this as a `PointerEvent::Released`.
1212                    // NOTE: we do NOT clear `self.interact_pos` here. It will be cleared next frame.
1213
1214                    // Delay the clearing until after the final velocity calculation, so we can
1215                    // get the final velocity when `drag_stopped` is true.
1216                    clear_history_after_velocity_calculation = true;
1217                }
1218                Event::MouseMoved(delta) => *self.motion.get_or_insert(Vec2::ZERO) += *delta,
1219                _ => {}
1220            }
1221        }
1222
1223        self.delta = if let (Some(old_pos), Some(new_pos)) = (old_pos, self.latest_pos) {
1224            new_pos - old_pos
1225        } else {
1226            Vec2::ZERO
1227        };
1228
1229        if let Some(pos) = self.latest_pos {
1230            self.pos_history.add(time, pos);
1231        } else {
1232            // we do not clear the `pos_history` here, because it is exactly when a finger has
1233            // released from the touch screen that we may want to assign a velocity to whatever
1234            // the user tried to throw.
1235        }
1236
1237        self.pos_history.flush(time);
1238
1239        self.velocity = if self.pos_history.len() >= 3 && self.pos_history.duration() > 0.01 {
1240            self.pos_history.velocity().unwrap_or_default()
1241        } else {
1242            Vec2::default()
1243        };
1244        if self.velocity != Vec2::ZERO {
1245            self.last_move_time = time;
1246        }
1247        if clear_history_after_velocity_calculation {
1248            self.pos_history.clear();
1249        }
1250
1251        self.direction = self.pos_history.velocity().unwrap_or_default().normalized();
1252
1253        self.started_decidedly_dragging = self.is_decidedly_dragging() && !was_decidedly_dragging;
1254
1255        self
1256    }
1257
1258    fn wants_repaint(&self) -> bool {
1259        !self.pointer_events.is_empty() || self.delta != Vec2::ZERO
1260    }
1261
1262    /// How much the pointer moved compared to last frame, in points.
1263    #[inline(always)]
1264    pub fn delta(&self) -> Vec2 {
1265        self.delta
1266    }
1267
1268    /// How much the mouse moved since the last frame, in unspecified units.
1269    /// Represents the actual movement of the mouse, without acceleration or clamped by screen edges.
1270    /// May be unavailable on some integrations.
1271    #[inline(always)]
1272    pub fn motion(&self) -> Option<Vec2> {
1273        self.motion
1274    }
1275
1276    /// Current velocity of pointer.
1277    ///
1278    /// This is smoothed over a few frames,
1279    /// but can be ZERO when frame-rate is bad.
1280    #[inline(always)]
1281    pub fn velocity(&self) -> Vec2 {
1282        self.velocity
1283    }
1284
1285    /// Current direction of the pointer.
1286    ///
1287    /// This is less sensitive to bad framerate than [`Self::velocity`].
1288    #[inline(always)]
1289    pub fn direction(&self) -> Vec2 {
1290        self.direction
1291    }
1292
1293    /// Where did the current click/drag originate?
1294    /// `None` if no mouse button is down.
1295    #[inline(always)]
1296    pub fn press_origin(&self) -> Option<Pos2> {
1297        self.press_origin
1298    }
1299
1300    /// How far has the pointer moved since the start of the drag (if any)?
1301    pub fn total_drag_delta(&self) -> Option<Vec2> {
1302        Some(self.latest_pos? - self.press_origin?)
1303    }
1304
1305    /// When did the current click/drag originate?
1306    /// `None` if no mouse button is down.
1307    #[inline(always)]
1308    pub fn press_start_time(&self) -> Option<f64> {
1309        self.press_start_time
1310    }
1311
1312    /// Latest reported pointer position.
1313    /// When tapping a touch screen, this will be `None`.
1314    #[inline(always)]
1315    pub fn latest_pos(&self) -> Option<Pos2> {
1316        self.latest_pos
1317    }
1318
1319    /// If it is a good idea to show a tooltip, where is pointer?
1320    #[inline(always)]
1321    pub fn hover_pos(&self) -> Option<Pos2> {
1322        self.latest_pos
1323    }
1324
1325    /// If you detect a click or drag and wants to know where it happened, use this.
1326    ///
1327    /// Latest position of the mouse, but ignoring any [`Event::PointerGone`]
1328    /// if there were interactions this frame.
1329    /// When tapping a touch screen, this will be the location of the touch.
1330    #[inline(always)]
1331    pub fn interact_pos(&self) -> Option<Pos2> {
1332        self.interact_pos
1333    }
1334
1335    /// Do we have a pointer?
1336    ///
1337    /// `false` if the mouse is not over the egui area, or if no touches are down on touch screens.
1338    #[inline(always)]
1339    pub fn has_pointer(&self) -> bool {
1340        self.latest_pos.is_some()
1341    }
1342
1343    /// Is the pointer currently still?
1344    /// This is smoothed so a few frames of stillness is required before this returns `true`.
1345    #[inline(always)]
1346    pub fn is_still(&self) -> bool {
1347        self.velocity == Vec2::ZERO
1348    }
1349
1350    /// Is the pointer currently moving?
1351    /// This is smoothed so a few frames of stillness is required before this returns `false`.
1352    #[inline]
1353    pub fn is_moving(&self) -> bool {
1354        self.velocity != Vec2::ZERO
1355    }
1356
1357    /// How long has it been (in seconds) since the pointer was last moved?
1358    #[inline(always)]
1359    pub fn time_since_last_movement(&self) -> f32 {
1360        (self.time - self.last_move_time) as f32
1361    }
1362
1363    /// How long has it been (in seconds) since the pointer was clicked?
1364    #[inline(always)]
1365    pub fn time_since_last_click(&self) -> f32 {
1366        (self.time - self.last_click_time) as f32
1367    }
1368
1369    /// Was any pointer button pressed (`!down -> down`) this frame?
1370    ///
1371    /// This can sometimes return `true` even if `any_down() == false`
1372    /// because a press can be shorted than one frame.
1373    pub fn any_pressed(&self) -> bool {
1374        self.pointer_events.iter().any(|event| event.is_press())
1375    }
1376
1377    /// Was any pointer button released (`down -> !down`) this frame?
1378    pub fn any_released(&self) -> bool {
1379        self.pointer_events.iter().any(|event| event.is_release())
1380    }
1381
1382    /// Was the button given pressed this frame?
1383    pub fn button_pressed(&self, button: PointerButton) -> bool {
1384        self.pointer_events
1385            .iter()
1386            .any(|event| matches!(event, &PointerEvent::Pressed{button: b, ..} if button == b))
1387    }
1388
1389    /// Was the button given released this frame?
1390    pub fn button_released(&self, button: PointerButton) -> bool {
1391        self.pointer_events
1392            .iter()
1393            .any(|event| matches!(event, &PointerEvent::Released{button: b, ..} if button == b))
1394    }
1395
1396    /// Was the primary button pressed this frame?
1397    pub fn primary_pressed(&self) -> bool {
1398        self.button_pressed(PointerButton::Primary)
1399    }
1400
1401    /// Was the secondary button pressed this frame?
1402    pub fn secondary_pressed(&self) -> bool {
1403        self.button_pressed(PointerButton::Secondary)
1404    }
1405
1406    /// Was the primary button released this frame?
1407    pub fn primary_released(&self) -> bool {
1408        self.button_released(PointerButton::Primary)
1409    }
1410
1411    /// Was the secondary button released this frame?
1412    pub fn secondary_released(&self) -> bool {
1413        self.button_released(PointerButton::Secondary)
1414    }
1415
1416    /// Is any pointer button currently down?
1417    ///
1418    /// Buttons released this frame are NOT considered down.
1419    pub fn any_down(&self) -> bool {
1420        self.down.iter().any(|&down| down)
1421    }
1422
1423    /// Were there any type of click this frame?
1424    pub fn any_click(&self) -> bool {
1425        self.pointer_events.iter().any(|event| event.is_click())
1426    }
1427
1428    /// Was the given pointer button given clicked this frame?
1429    ///
1430    /// Returns true on double- and triple- clicks too.
1431    pub fn button_clicked(&self, button: PointerButton) -> bool {
1432        self.pointer_events
1433            .iter()
1434            .any(|event| matches!(event, &PointerEvent::Released { button: b, click: Some(_) } if button == b))
1435    }
1436
1437    /// Was the button given double clicked this frame?
1438    pub fn button_double_clicked(&self, button: PointerButton) -> bool {
1439        self.pointer_events.iter().any(|event| {
1440            matches!(
1441                &event,
1442                PointerEvent::Released {
1443                    click: Some(click),
1444                    button: b,
1445                } if *b == button && click.is_double()
1446            )
1447        })
1448    }
1449
1450    /// Was the button given triple clicked this frame?
1451    pub fn button_triple_clicked(&self, button: PointerButton) -> bool {
1452        self.pointer_events.iter().any(|event| {
1453            matches!(
1454                &event,
1455                PointerEvent::Released {
1456                    click: Some(click),
1457                    button: b,
1458                } if *b == button && click.is_triple()
1459            )
1460        })
1461    }
1462
1463    /// Was the primary button clicked this frame?
1464    pub fn primary_clicked(&self) -> bool {
1465        self.button_clicked(PointerButton::Primary)
1466    }
1467
1468    /// Was the secondary button clicked this frame?
1469    pub fn secondary_clicked(&self) -> bool {
1470        self.button_clicked(PointerButton::Secondary)
1471    }
1472
1473    /// Is this button currently down?
1474    ///
1475    /// Buttons released this frame are NOT considered down.
1476    #[inline(always)]
1477    pub fn button_down(&self, button: PointerButton) -> bool {
1478        self.down[button as usize]
1479    }
1480
1481    /// If the pointer button is down, will it register as a click when released?
1482    ///
1483    /// See also [`Self::is_decidedly_dragging`].
1484    pub fn could_any_button_be_click(&self) -> bool {
1485        if self.any_down() || self.any_released() {
1486            if self.has_moved_too_much_for_a_click {
1487                return false;
1488            }
1489
1490            if let Some(press_start_time) = self.press_start_time
1491                && self.time - press_start_time > self.options.max_click_duration
1492            {
1493                return false;
1494            }
1495
1496            true
1497        } else {
1498            false
1499        }
1500    }
1501
1502    /// Just because the mouse is down doesn't mean we are dragging.
1503    /// We could be at the start of a click.
1504    /// But if the mouse is down long enough, or has moved far enough,
1505    /// then we consider it a drag.
1506    ///
1507    /// This function can return true on the same frame the drag is released,
1508    /// but NOT on the first frame it was started.
1509    ///
1510    /// See also [`Self::could_any_button_be_click`].
1511    pub fn is_decidedly_dragging(&self) -> bool {
1512        (self.any_down() || self.any_released())
1513            && !self.any_pressed()
1514            && !self.could_any_button_be_click()
1515            && !self.any_click()
1516    }
1517
1518    /// A long press is something we detect on touch screens
1519    /// to trigger a secondary click (context menu).
1520    ///
1521    /// Returns `true` only on one frame.
1522    pub(crate) fn is_long_press(&self) -> bool {
1523        self.started_decidedly_dragging
1524            && !self.has_moved_too_much_for_a_click
1525            && self.button_down(PointerButton::Primary)
1526            && self.press_start_time.is_some_and(|press_start_time| {
1527                self.time - press_start_time > self.options.max_click_duration
1528            })
1529    }
1530
1531    /// Is the primary button currently down?
1532    ///
1533    /// Buttons released this frame are NOT considered down.
1534    #[inline(always)]
1535    pub fn primary_down(&self) -> bool {
1536        self.button_down(PointerButton::Primary)
1537    }
1538
1539    /// Is the secondary button currently down?
1540    ///
1541    /// Buttons released this frame are NOT considered down.
1542    #[inline(always)]
1543    pub fn secondary_down(&self) -> bool {
1544        self.button_down(PointerButton::Secondary)
1545    }
1546
1547    /// Is the middle button currently down?
1548    ///
1549    /// Buttons released this frame are NOT considered down.
1550    #[inline(always)]
1551    pub fn middle_down(&self) -> bool {
1552        self.button_down(PointerButton::Middle)
1553    }
1554
1555    /// Is the mouse moving in the direction of the given rect?
1556    pub fn is_moving_towards_rect(&self, rect: &Rect) -> bool {
1557        if self.is_still() {
1558            return false;
1559        }
1560
1561        if let Some(pos) = self.hover_pos() {
1562            let dir = self.direction();
1563            if dir != Vec2::ZERO {
1564                return rect.intersects_ray(pos, self.direction());
1565            }
1566        }
1567        false
1568    }
1569}
1570
1571impl InputState {
1572    pub fn ui(&self, ui: &mut crate::Ui) {
1573        let Self {
1574            raw,
1575            pointer,
1576            touch_states,
1577            wheel,
1578            smooth_scroll_delta,
1579            rotation_radians,
1580            zoom_factor_delta,
1581            viewport_rect,
1582            safe_area_insets,
1583            pixels_per_point,
1584            max_texture_side,
1585            time,
1586            unstable_dt,
1587            predicted_dt,
1588            stable_dt,
1589            focused,
1590            modifiers,
1591            keys_down,
1592            events,
1593            options: _,
1594        } = self;
1595
1596        if let Some(style) = ui.style_mut().text_styles.get_mut(&crate::TextStyle::Body) {
1597            style.family = crate::FontFamily::Monospace;
1598        }
1599
1600        ui.collapsing("Raw Input", |ui| raw.ui(ui));
1601
1602        crate::containers::CollapsingHeader::new("🖱 Pointer")
1603            .default_open(false)
1604            .show(ui, |ui| {
1605                pointer.ui(ui);
1606            });
1607
1608        for (device_id, touch_state) in touch_states {
1609            ui.collapsing(format!("Touch State [device {}]", device_id.0), |ui| {
1610                touch_state.ui(ui);
1611            });
1612        }
1613
1614        crate::containers::CollapsingHeader::new("⬍ Scroll")
1615            .default_open(false)
1616            .show(ui, |ui| {
1617                wheel.ui(ui);
1618            });
1619
1620        ui.label(format!("smooth_scroll_delta: {smooth_scroll_delta:4.1}x"));
1621        ui.label(format!("zoom_factor_delta: {zoom_factor_delta:4.2}x"));
1622        ui.label(format!("rotation_radians: {rotation_radians:.3} radians"));
1623
1624        ui.label(format!("viewport_rect: {viewport_rect:?} points"));
1625        ui.label(format!("safe_area_insets: {safe_area_insets:?} points"));
1626        ui.label(format!(
1627            "{pixels_per_point} physical pixels for each logical point"
1628        ));
1629        ui.label(format!(
1630            "max texture size (on each side): {max_texture_side}"
1631        ));
1632        ui.label(format!("time: {time:.3} s"));
1633        ui.label(format!(
1634            "time since previous frame: {:.1} ms",
1635            1e3 * unstable_dt
1636        ));
1637        ui.label(format!("predicted_dt: {:.1} ms", 1e3 * predicted_dt));
1638        ui.label(format!("stable_dt:    {:.1} ms", 1e3 * stable_dt));
1639        ui.label(format!("focused:   {focused}"));
1640        ui.label(format!("modifiers: {modifiers:#?}"));
1641        ui.label(format!("keys_down: {keys_down:?}"));
1642        ui.scope(|ui| {
1643            ui.set_min_height(150.0);
1644            ui.label(format!("events: {events:#?}"))
1645                .on_hover_text("key presses etc");
1646        });
1647    }
1648}
1649
1650impl PointerState {
1651    pub fn ui(&self, ui: &mut crate::Ui) {
1652        let Self {
1653            time: _,
1654            latest_pos,
1655            interact_pos,
1656            delta,
1657            motion,
1658            velocity,
1659            direction,
1660            pos_history: _,
1661            down,
1662            press_origin,
1663            press_start_time,
1664            has_moved_too_much_for_a_click,
1665            started_decidedly_dragging,
1666            last_click_pos,
1667            last_click_time,
1668            last_last_click_time,
1669            pointer_events,
1670            last_move_time,
1671            options: _,
1672        } = self;
1673
1674        ui.label(format!("latest_pos: {latest_pos:?}"));
1675        ui.label(format!("interact_pos: {interact_pos:?}"));
1676        ui.label(format!("delta: {delta:?}"));
1677        ui.label(format!("motion: {motion:?}"));
1678        ui.label(format!(
1679            "velocity: [{:3.0} {:3.0}] points/sec",
1680            velocity.x, velocity.y
1681        ));
1682        ui.label(format!("direction: {direction:?}"));
1683        ui.label(format!("down: {down:#?}"));
1684        ui.label(format!("press_origin: {press_origin:?}"));
1685        ui.label(format!("press_start_time: {press_start_time:?} s"));
1686        ui.label(format!(
1687            "has_moved_too_much_for_a_click: {has_moved_too_much_for_a_click}"
1688        ));
1689        ui.label(format!(
1690            "started_decidedly_dragging: {started_decidedly_dragging}"
1691        ));
1692        ui.label(format!("last_click_pos: {last_click_pos:#?}"));
1693        ui.label(format!("last_click_time: {last_click_time:#?}"));
1694        ui.label(format!("last_last_click_time: {last_last_click_time:#?}"));
1695        ui.label(format!("last_move_time: {last_move_time:#?}"));
1696        ui.label(format!("pointer_events: {pointer_events:?}"));
1697    }
1698}