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pub use winit::event::MouseButton;
use winit::event::{ElementState, Event, MouseScrollDelta, TouchPhase, WindowEvent};
const fn mouse_button_idx(button: MouseButton) -> u16 {
match button {
MouseButton::Left => 0,
MouseButton::Right => 1,
MouseButton::Middle => 2,
MouseButton::Back => 3,
MouseButton::Forward => 4,
MouseButton::Other(idx) => idx,
}
}
#[allow(dead_code)]
const fn idx_mouse_button(button: u16) -> MouseButton {
match button {
0 => MouseButton::Left,
1 => MouseButton::Right,
2 => MouseButton::Middle,
3 => MouseButton::Back,
4 => MouseButton::Forward,
idx => MouseButton::Other(idx),
}
}
/// A container for Window-based mouse, tablet and touch input events.
#[derive(Clone, Debug, Default)]
pub struct MouseBuf {
/// Amount of mouse movement detected since the last update.
pub delta: (f32, f32),
held: u16,
position: Option<(f32, f32)>,
pressed: u16,
released: u16,
/// Amount of wheel scroll detected since the last update.
pub wheel: (f32, f32),
/// The x-axis mouse position in pixels.
pub x: f32,
/// The y-axis mouse position in pixels.
pub y: f32,
}
impl MouseBuf {
/// Returns `true` if any buttons have been pressed for multiple frames.
pub fn any_held(&self) -> bool {
self.held != 0
}
/// Returns `true` if any buttons have been pressed since the last frame.
pub fn any_pressed(&self) -> bool {
self.pressed != 0
}
/// Returns `true` if any buttons have been released since the last frame.
pub fn any_released(&self) -> bool {
self.released != 0
}
const fn bit(button: MouseButton) -> u16 {
1 << mouse_button_idx(button)
}
/// Call this before handling events.
pub fn update(&mut self) {
self.delta = (0.0, 0.0);
self.pressed = 0;
self.released = 0;
self.wheel = (0.0, 0.0);
}
/// Handles a single event.
pub fn handle_event(&mut self, event: &Event<()>) -> bool {
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::CursorMoved { position, .. } => {
// TODO: Reckon with "it should not be used to implement non-cursor-like interactions such as 3D camera control"
let prev_position = self.position;
self.position = Some((position.x as _, position.y as _));
let position = self.position.unwrap_or_default();
let prev_position = prev_position.unwrap_or(position);
self.delta.0 += position.0 - prev_position.0;
self.delta.1 += position.1 - prev_position.1;
self.x = position.0;
self.y = position.1;
true
}
WindowEvent::MouseInput { button, state, .. } => {
match state {
ElementState::Pressed => {
self.pressed |= Self::bit(*button);
self.held |= Self::bit(*button);
}
ElementState::Released => {
self.held &= !Self::bit(*button);
self.released &= !Self::bit(*button);
}
}
true
}
WindowEvent::MouseWheel { delta, phase, .. } if *phase == TouchPhase::Moved => {
let (x, y) = match delta {
MouseScrollDelta::LineDelta(x, y) => (*x, *y),
MouseScrollDelta::PixelDelta(p) => (p.x as _, p.y as _),
};
self.wheel.0 += x;
self.wheel.1 += y;
true
}
_ => false,
},
_ => false,
}
}
/// Returns `true` if the given button has been pressed for multiple frames.
pub fn is_held(&self, button: MouseButton) -> bool {
self.held & Self::bit(button) != 0
}
/// Returns `true` if the given button has been pressed since the last frame.
pub fn is_pressed(&self, button: MouseButton) -> bool {
self.pressed & Self::bit(button) != 0
}
/// Returns `true` if the given button has been released since the last frame.
pub fn is_released(&self, button: MouseButton) -> bool {
self.released & Self::bit(button) != 0
}
/// Centered around zero, so negative values are the bottom left of the screen.
///
/// Units are unspecified and vary by device.
pub fn position(&self) -> (f32, f32) {
self.position.unwrap_or_default()
}
}