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use crate::math::Vector; use crate::window::{LogicalPosition, LogicalSize}; use crate::keyboard::{KeyCode, ModifiersState}; use crate::mouse::MouseButton; use crate::touch::TouchPhase; use crate::gamepad::{GamepadButton, GamepadAxis, GamepadId}; use winit::event::ElementState; #[derive(Debug, Copy, Clone, Hash, Eq, PartialEq)] pub(crate) enum KeyState { Down, Hold, Up, Idle, } #[derive(Debug, Copy, Clone, Hash, Eq, PartialEq)] pub enum KeyAction { Down, Up, } impl From<ElementState> for KeyAction { fn from(state: ElementState) -> Self { match state { ElementState::Pressed => Self::Down, ElementState::Released => Self::Up, } } } impl Into<KeyState> for KeyAction { fn into(self) -> KeyState { match self { Self::Down => KeyState::Down, Self::Up => KeyState::Up, } } } #[derive(Debug, Clone, PartialEq)] pub enum Event { AppSuspend, AppResume, WindowClose, WindowResize(LogicalSize), WindowMove(LogicalPosition), WindowFocusChange(bool), ReceiveChar(char), KeyboardInput { key: KeyCode, action: KeyAction, repeated: bool, }, ModifiersChange(ModifiersState), MouseMove(LogicalPosition), MouseEnterWindow, MouseLeaveWindow, MouseWheelScroll(Vector), MouseInput { button: MouseButton, action: KeyAction, }, Touch { id: u64, phase: TouchPhase, position: LogicalPosition, }, TouchpadScroll { delta: Vector, phase: TouchPhase, }, TouchpadPress { pressure: f32, click_stage: i64, }, GamepadConnect(GamepadId), GamepadDisconnect(GamepadId), GamepadButtonInput { id: GamepadId, button: GamepadButton, action: KeyAction, }, GamepadButtonChange { id: GamepadId, button: GamepadButton, value: f32, }, GamepadAxisChange { id: GamepadId, axis: GamepadAxis, value: f32, }, }