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use fnv::FnvHashSet;
use glm::Vec2;
use graphics;
use Context;
pub use sdl2::keyboard::Keycode as Key;
pub use sdl2::mouse::MouseButton;
pub(crate) struct InputContext {
pub(crate) current_key_state: FnvHashSet<Key>,
pub(crate) previous_key_state: FnvHashSet<Key>,
pub(crate) current_mouse_state: FnvHashSet<MouseButton>,
pub(crate) previous_mouse_state: FnvHashSet<MouseButton>,
pub(crate) mouse_position: Vec2,
}
impl InputContext {
pub(crate) fn new() -> InputContext {
InputContext {
current_key_state: FnvHashSet::default(),
previous_key_state: FnvHashSet::default(),
current_mouse_state: FnvHashSet::default(),
previous_mouse_state: FnvHashSet::default(),
mouse_position: Vec2::zeros(),
}
}
}
pub fn is_key_down(ctx: &Context, key: Key) -> bool {
ctx.input.current_key_state.contains(&key)
}
pub fn is_key_up(ctx: &Context, key: Key) -> bool {
!ctx.input.current_key_state.contains(&key)
}
pub fn is_key_pressed(ctx: &Context, key: Key) -> bool {
!ctx.input.previous_key_state.contains(&key) && ctx.input.current_key_state.contains(&key)
}
pub fn is_key_released(ctx: &Context, key: Key) -> bool {
ctx.input.previous_key_state.contains(&key) && !ctx.input.current_key_state.contains(&key)
}
pub fn is_mouse_button_down(ctx: &Context, button: MouseButton) -> bool {
ctx.input.current_mouse_state.contains(&button)
}
pub fn is_mouse_button_up(ctx: &Context, button: MouseButton) -> bool {
!ctx.input.current_mouse_state.contains(&button)
}
pub fn is_mouse_button_pressed(ctx: &Context, button: MouseButton) -> bool {
!ctx.input.previous_mouse_state.contains(&button)
&& ctx.input.current_mouse_state.contains(&button)
}
pub fn is_mouse_button_released(ctx: &Context, button: MouseButton) -> bool {
ctx.input.previous_mouse_state.contains(&button)
&& !ctx.input.current_mouse_state.contains(&button)
}
pub fn get_mouse_x(ctx: &Context) -> f32 {
let internal_width = graphics::get_width(ctx) as f32;
let letterbox = graphics::get_letterbox(ctx);
((ctx.input.mouse_position.x - letterbox.x) / letterbox.width) * internal_width
}
pub fn get_mouse_y(ctx: &Context) -> f32 {
let internal_height = graphics::get_height(ctx) as f32;
let letterbox = graphics::get_letterbox(ctx);
((ctx.input.mouse_position.y - letterbox.y) / letterbox.height) * internal_height
}
pub fn get_mouse_position(ctx: &Context) -> Vec2 {
Vec2::new(get_mouse_x(ctx), get_mouse_y(ctx))
}