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
//! Mouse utility functions.

use crate::context::Context;
use crate::error::GameError;
use crate::error::GameResult;
use crate::graphics;
use crate::graphics::Point2;
use std::collections::HashMap;
use winit::dpi;
pub use winit::{MouseButton, MouseCursor};

/// Stores state information for the mouse.
#[derive(Clone, Debug)]
pub struct MouseContext {
    last_position: Point2,
    last_delta: Point2,
    buttons_pressed: HashMap<MouseButton, bool>,
    cursor_type: MouseCursor,
    cursor_grabbed: bool,
    cursor_hidden: bool,
}

impl MouseContext {
    pub(crate) fn new() -> Self {
        Self {
            last_position: Point2::origin(),
            last_delta: Point2::origin(),
            cursor_type: MouseCursor::Default,
            buttons_pressed: HashMap::new(),
            cursor_grabbed: false,
            cursor_hidden: false,
        }
    }

    pub(crate) fn set_last_position(&mut self, p: Point2) {
        self.last_position = p;
    }

    pub(crate) fn set_last_delta(&mut self, p: Point2) {
        self.last_delta = p;
    }

    pub(crate) fn set_button(&mut self, button: MouseButton, pressed: bool) {
        let _ = self.buttons_pressed.insert(button, pressed);
    }

    fn button_pressed(&self, button: MouseButton) -> bool {
        *(self.buttons_pressed.get(&button).unwrap_or(&false))
    }
}

impl Default for MouseContext {
    fn default() -> Self {
        Self::new()
    }
}

/// Returns the current mouse cursor type of the window.
pub fn cursor_type(ctx: &Context) -> MouseCursor {
    ctx.mouse_context.cursor_type
}

/// Modifies the mouse cursor type of the window.
pub fn set_cursor_type(ctx: &mut Context, cursor_type: MouseCursor) {
    ctx.mouse_context.cursor_type = cursor_type;
    graphics::window(ctx).set_cursor(cursor_type);
}

/// Get whether or not the mouse is grabbed (confined to the window)
pub fn cursor_grabbed(ctx: &Context) -> bool {
    ctx.mouse_context.cursor_grabbed
}

/// Set whether or not the mouse is grabbed (confined to the window)
pub fn set_cursor_grabbed(ctx: &mut Context, grabbed: bool) -> GameResult<()> {
    ctx.mouse_context.cursor_grabbed = grabbed;
    graphics::window(ctx)
        .grab_cursor(grabbed)
        .map_err(|e| GameError::WindowError(e.to_string()))
}

/// Set whether or not the mouse is hidden (invisible)
pub fn cursor_hidden(ctx: &Context) -> bool {
    ctx.mouse_context.cursor_hidden
}

/// Set whether or not the mouse is hidden (invisible).
pub fn set_cursor_hidden(ctx: &mut Context, hidden: bool) {
    ctx.mouse_context.cursor_hidden = hidden;
    graphics::window(ctx).hide_cursor(hidden)
}

/// Get the current position of the mouse cursor, in pixels.
/// Complement to [`set_position()`](fn.set_position.html).
/// Uses strictly window-only coordinates.
pub fn position(ctx: &Context) -> mint::Point2<f32> {
    ctx.mouse_context.last_position.into()
}

/// Set the current position of the mouse cursor, in pixels.
/// Uses strictly window-only coordinates.
pub fn set_position<P>(ctx: &mut Context, point: P) -> GameResult<()>
where
    P: Into<mint::Point2<f32>>,
{
    let mintpoint = point.into();
    ctx.mouse_context.last_position = Point2::from(mintpoint);
    graphics::window(ctx)
        .set_cursor_position(dpi::LogicalPosition {
            x: f64::from(mintpoint.x),
            y: f64::from(mintpoint.y),
        })
        .map_err(|_| GameError::WindowError("Couldn't set mouse cursor position!".to_owned()))
}

/// Get the distance the cursor was moved during last frame, in pixels.
pub fn delta(ctx: &Context) -> mint::Point2<f32> {
    ctx.mouse_context.last_delta.into()
}

/// Returns whether or not the given mouse button is pressed.
pub fn button_pressed(ctx: &Context, button: MouseButton) -> bool {
    ctx.mouse_context.button_pressed(button)
}

/// TODO: Can we implement this?  Check with Winit peoples.
/// Winit doesn't implement it itself, we can do it by locking
/// the cursor to the window and resetting it to center each frame?
pub fn relative_mode() -> bool {
    unimplemented!()
}

/// TODO: Can we impement this?  Check with Winit peoples.
pub fn set_relative_mode() {
    unimplemented!()
}