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mod cursor; mod button; pub use cursor::CursorIcon; pub use button::MouseButton; use crate::error::{GameError, GameResult}; use crate::math::Vector; use crate::event::{KeyState, KeyAction}; use crate::window::LogicalPosition; use winit::window::Window; use glutin::{ContextWrapper, PossiblyCurrent}; use std::rc::Rc; use std::collections::HashMap; pub struct Mouse { context_wrapper: Rc<ContextWrapper<PossiblyCurrent, Window>>, cursor_icon: CursorIcon, cursor_visible: bool, position: LogicalPosition, inside_window: bool, wheel_scroll_delta: Vector, button_states: HashMap<MouseButton, KeyState>, } impl Mouse { pub(crate) fn new(mouse_config: MouseConfig, context_wrapper: Rc<ContextWrapper<PossiblyCurrent, Window>>) -> GameResult<Self> { let window = context_wrapper.window(); window.set_cursor_icon(mouse_config.cursor_icon.into()); window.set_cursor_visible(mouse_config.cursor_visible); Ok(Self { context_wrapper, cursor_icon: mouse_config.cursor_icon, cursor_visible: mouse_config.cursor_visible, position: LogicalPosition::zero(), inside_window: false, wheel_scroll_delta: Vector::zero(), button_states: HashMap::new(), }) } fn window(&self) -> &Window { self.context_wrapper.window() } pub(crate) fn handle_move_event(&mut self, position: LogicalPosition) { self.position = position; } pub(crate) fn handle_enter_window_event(&mut self) { self.inside_window = true; } pub(crate) fn handle_leave_window_event(&mut self) { self.inside_window = false; } pub(crate) fn handle_wheel_scroll_event(&mut self, delta: Vector) { self.wheel_scroll_delta += delta; } pub(crate) fn handle_input_event(&mut self, button: MouseButton, action: KeyAction) { self.button_states.insert(button, action.into()); } pub(crate) fn clear_states(&mut self) { self.wheel_scroll_delta = Vector::zero(); self.button_states.retain(|_, state| match state { KeyState::Down | KeyState::Hold => { *state = KeyState::Hold; true } KeyState::Up | KeyState::Idle => false, }); } pub fn cursor_icon(&self) -> CursorIcon { self.cursor_icon } pub fn set_cursor_icon(&mut self, cursor_icon: CursorIcon) { self.window().set_cursor_icon(cursor_icon.into()); self.cursor_icon = cursor_icon; } pub fn is_cursor_visible(&self) -> bool { self.cursor_visible } pub fn set_cursor_visible(&mut self, cursor_visible: bool) { self.window().set_cursor_visible(cursor_visible); self.cursor_visible = cursor_visible; } pub fn position(&self) -> Option<LogicalPosition> { if self.inside_window { Some(self.position) } else { None } } pub fn last_position(&self) -> LogicalPosition { self.position } pub fn set_position(&mut self, position: impl Into<LogicalPosition>) -> GameResult { let position = position.into(); self.window().set_cursor_position(winit::dpi::LogicalPosition::new(position.x, position.y)) .map_err(|error| GameError::NotSupportedError(Box::new(error)))?; self.position = position; Ok(()) } pub fn is_inside_window(&self) -> bool { self.inside_window } pub fn wheel_scroll_delta(&self) -> Vector { self.wheel_scroll_delta } pub fn is_button_down(&self, button: MouseButton) -> bool { match self.button_states.get(&button).unwrap_or(&KeyState::Idle) { KeyState::Down => true, _ => false, } } pub fn is_button_hold(&self, button: MouseButton) -> bool { match self.button_states.get(&button).unwrap_or(&KeyState::Idle) { KeyState::Down | KeyState::Hold => true, _ => false, } } pub fn is_button_up(&self, button: MouseButton) -> bool { match self.button_states.get(&button).unwrap_or(&KeyState::Idle) { KeyState::Up => true, _ => false, } } } #[derive(Debug, Clone)] pub struct MouseConfig { cursor_icon: CursorIcon, cursor_visible: bool, } impl MouseConfig { pub fn new() -> Self { Self { cursor_icon: CursorIcon::default(), cursor_visible: true, } } pub fn cursor_icon(mut self, cursor_icon: CursorIcon) -> Self { self.cursor_icon = cursor_icon; self } pub fn cursor_visible(mut self, cursor_visible: bool) -> Self { self.cursor_visible = cursor_visible; self } }