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repame_shell/
staging.rs

1use std::cell::RefCell;
2use std::collections::{HashMap, HashSet};
3use std::rc::Rc;
4
5use glam::Vec2;
6use repame_input::{AimTracker, GamepadState, MouseState, StagedClick, TouchContact};
7use repose_core::input::{Key, KeyEvent, KeyEventType, PhysicalKey, PointerButton};
8use repose_core::runtime::Scheduler;
9
10#[derive(Default)]
11pub struct Staging {
12    pub held: HashSet<PhysicalKey>,
13    pub edges: Vec<PhysicalKey>,
14    pub window_focused: bool,
15    pub capture_armed: bool,
16    pub clicks: Vec<StagedClick>,
17    pub aim: AimTracker,
18    pub mouse_edges: Vec<(PointerButton, bool)>,
19    pub lmb_held: bool,
20    pub rmb_held: bool,
21    pub rmb_down_edge: bool,
22    pub capture_pending_physical: Option<PhysicalKey>,
23    pub capture_pending_key: Option<Key>,
24    pub capture_pending_mouse: Option<bool>,
25    pub touch_active: HashMap<u64, (Vec2, Vec2)>,
26    pub touch_new: HashSet<u64>,
27    pub pads: Vec<GamepadState>,
28    pub pad_live: bool,
29    pub view_width: f32,
30}
31
32impl Staging {
33    pub fn shared() -> Rc<RefCell<Self>> {
34        Rc::new(RefCell::new(Self {
35            window_focused: true,
36            view_width: 1280.0,
37            ..Default::default()
38        }))
39    }
40
41    pub fn handle_key(&mut self, ke: &KeyEvent) {
42        let down = matches!(ke.event_type, KeyEventType::Down);
43        if down && !ke.is_repeat {
44            match &ke.key {
45                Key::Backspace => {
46                    self.capture_pending_key = Some(Key::Backspace);
47                    return;
48                }
49                _ => {}
50            }
51            if self.capture_armed {
52                if let Some(key) = ke.physical {
53                    self.capture_pending_physical = Some(key);
54                } else {
55                    self.capture_pending_key = Some(ke.key.clone());
56                }
57                return;
58            }
59            if matches!(ke.key, Key::Escape | Key::Enter) {
60                return;
61            }
62        }
63        match &ke.key {
64            Key::Escape | Key::Enter => {}
65            Key::Character(_) => {
66                if let Some(key) = ke.physical {
67                    self.stage_physical(key, down, ke.is_repeat);
68                }
69            }
70            Key::ShiftLeft => self.stage_code(PhysicalKey::ShiftLeft, down, ke.is_repeat),
71            Key::ShiftRight => self.stage_code(PhysicalKey::ShiftRight, down, ke.is_repeat),
72            Key::Space => self.stage_code(PhysicalKey::Space, down, ke.is_repeat),
73            Key::Tab => self.stage_code(PhysicalKey::Tab, down, ke.is_repeat),
74            Key::ArrowUp => self.stage_code(PhysicalKey::ArrowUp, down, ke.is_repeat),
75            Key::ArrowDown => self.stage_code(PhysicalKey::ArrowDown, down, ke.is_repeat),
76            Key::ArrowLeft => self.stage_code(PhysicalKey::ArrowLeft, down, ke.is_repeat),
77            Key::ArrowRight => self.stage_code(PhysicalKey::ArrowRight, down, ke.is_repeat),
78            _ => {}
79        }
80    }
81
82    pub fn stage_physical(&mut self, key: PhysicalKey, down: bool, is_repeat: bool) {
83        if down {
84            if self.held.insert(key) && !is_repeat {
85                self.edges.push(key);
86            }
87        } else {
88            self.held.remove(&key);
89        }
90    }
91
92    fn stage_code(&mut self, code: PhysicalKey, down: bool, is_repeat: bool) {
93        self.stage_physical(code, down, is_repeat);
94    }
95
96    pub fn stage_physical_key(&mut self, key: PhysicalKey, down: bool) {
97        self.stage_physical(key, down, false);
98    }
99
100    pub fn set_window_focused(&mut self, focused: bool) {
101        self.window_focused = focused;
102        if !focused {
103            self.held.clear();
104            self.edges.clear();
105            self.capture_pending_physical = None;
106            self.capture_pending_key = None;
107            self.capture_pending_mouse = None;
108            self.lmb_held = false;
109            self.rmb_held = false;
110            self.clicks.clear();
111            self.mouse_edges.clear();
112            self.rmb_down_edge = false;
113            self.touch_active.clear();
114            self.touch_new.clear();
115            self.pads.clear();
116            self.pad_live = false;
117        }
118    }
119
120    pub fn feed_polled(&mut self, sched: &Scheduler) {
121        if !sched.window_focused {
122            self.set_window_focused(false);
123            return;
124        }
125        self.window_focused = true;
126        // Identity-key repair: the polled set IS the reverse map here, so
127        // missed releases drop without synthesizing press edges.
128        self.held.retain(|key| sched.held_keys.contains(key));
129        if !sched.mouse_primary {
130            self.lmb_held = false;
131        }
132        if !sched.mouse_secondary {
133            self.rmb_held = false;
134        }
135        if !sched.mouse_middle {
136            self.mouse_edges
137                .retain(|(button, _)| *button != PointerButton::Tertiary);
138        }
139    }
140
141    pub fn pick_down(&mut self, button: PointerButton) {
142        if self.capture_armed {
143            self.capture_pending_mouse = Some(button == PointerButton::Primary);
144            return;
145        }
146        self.mouse_edges.push((button, true));
147        if button == PointerButton::Primary {
148            self.lmb_held = true;
149        } else {
150            self.rmb_down_edge = true;
151            self.rmb_held = true;
152        }
153    }
154
155    pub fn pick_up(&mut self, button: PointerButton) {
156        self.mouse_edges.push((button, false));
157        if button == PointerButton::Primary {
158            self.lmb_held = false;
159        } else {
160            self.rmb_held = false;
161        }
162    }
163
164    pub fn take_capture_physical(&mut self) -> Option<PhysicalKey> {
165        self.capture_pending_physical.take()
166    }
167
168    pub fn take_capture_key(&mut self) -> Option<Key> {
169        self.capture_pending_key.take()
170    }
171
172    pub fn take_capture_mouse(&mut self) -> Option<bool> {
173        self.capture_pending_mouse.take()
174    }
175
176    pub fn take_rmb_down(&mut self) -> bool {
177        std::mem::replace(&mut self.rmb_down_edge, false)
178    }
179
180    pub fn stage_click(&mut self, world: Vec2, screen: [f32; 2], density: f32) {
181        let d = density.max(1e-6);
182        self.clicks.push(StagedClick {
183            world,
184            dp: [screen[0] / d, screen[1] / d],
185        });
186    }
187
188    pub fn take_clicks(&mut self) -> Vec<StagedClick> {
189        std::mem::take(&mut self.clicks)
190    }
191
192    pub fn take_edges(&mut self) -> Vec<PhysicalKey> {
193        std::mem::take(&mut self.edges)
194    }
195
196    pub fn take_mouse_edges(&mut self) -> Vec<(PointerButton, bool)> {
197        std::mem::take(&mut self.mouse_edges)
198    }
199
200    pub fn take_pads(&mut self) -> Vec<GamepadState> {
201        self.pad_live = !self.pads.is_empty();
202        std::mem::take(&mut self.pads)
203    }
204
205    pub fn stage_gamepad(&mut self, pad: GamepadState) {
206        self.pads.push(pad);
207        self.pad_live = true;
208    }
209
210    pub fn touch_down(&mut self, id: u64, screen: Vec2) {
211        self.touch_active.insert(id, (screen, screen));
212        self.touch_new.insert(id);
213    }
214
215    pub fn touch_move(&mut self, id: u64, screen: Vec2) {
216        if let Some(contact) = self.touch_active.get_mut(&id) {
217            contact.1 = screen;
218        }
219    }
220
221    pub fn touch_up(&mut self, id: u64) {
222        self.touch_active.remove(&id);
223        self.touch_new.remove(&id);
224    }
225
226    pub fn touch_contacts(&mut self, density: f32) -> Vec<TouchContact> {
227        let d = density.max(1e-6);
228        let out: Vec<TouchContact> = self
229            .touch_active
230            .iter()
231            .map(|(id, (start, pos))| TouchContact {
232                start: *start / d,
233                pos: *pos / d,
234                just_pressed: self.touch_new.contains(id),
235            })
236            .collect();
237        self.touch_new.clear();
238        out
239    }
240
241    pub fn cursor_move(&mut self, phys_px: Vec2) {
242        self.aim.cursor_move(phys_px);
243    }
244
245    pub fn stage_hover(&mut self, world: Vec2, screen: [f32; 2]) {
246        self.aim.stage_hover(world, screen);
247    }
248
249    pub fn mouse_state(&self, allow_fire: bool) -> MouseState {
250        MouseState {
251            left_held: self.lmb_held && allow_fire,
252            left_pressed: !self.clicks.is_empty() && allow_fire,
253            right_held: self.rmb_held,
254            right_pressed: self.rmb_down_edge,
255        }
256    }
257}
258
259#[cfg(test)]
260mod tests {
261    use super::*;
262    use repose_core::input::{Key, Modifiers};
263
264    fn key(physical: PhysicalKey) -> KeyEvent {
265        KeyEvent {
266            key: Key::Character('x'),
267            modifiers: Modifiers::default(),
268            is_repeat: false,
269            event_type: KeyEventType::Down,
270            utf16_code_point: 0,
271            physical: Some(physical),
272        }
273    }
274
275    #[test]
276    fn edges_dedupe_while_held() {
277        let mut s = Staging::default();
278        s.handle_key(&key(PhysicalKey::KeyW));
279        s.handle_key(&key(PhysicalKey::KeyW));
280        assert_eq!(s.take_edges().len(), 1);
281    }
282
283    #[test]
284    fn focus_loss_clears_levels() {
285        let mut s = Staging::default();
286        s.handle_key(&key(PhysicalKey::KeyW));
287        s.set_window_focused(false);
288        assert!(s.held.is_empty());
289    }
290
291    #[test]
292    fn capture_stashes_physical_and_skips_edges() {
293        let mut s = Staging::default();
294        s.capture_armed = true;
295        s.handle_key(&key(PhysicalKey::KeyZ));
296        assert_eq!(s.capture_pending_physical, Some(PhysicalKey::KeyZ));
297        assert!(s.take_edges().is_empty());
298    }
299
300    #[test]
301    fn capture_click_stashes_button_not_click_edge() {
302        let mut s = Staging::default();
303        s.capture_armed = true;
304        s.pick_down(PointerButton::Primary);
305        assert_eq!(s.capture_pending_mouse, Some(true));
306        assert!(s.take_clicks().is_empty());
307        assert!(!s.lmb_held);
308    }
309}