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use std::collections::HashMap;
use crate::engine::d2::{input::TouchPoint, subsystem::TouchSystem, util::Signal1};
use super::BasicPointer;
pub struct BasicTouch {
pub down: Signal1<TouchPoint>,
pub move_: Signal1<TouchPoint>,
pub up: Signal1<TouchPoint>,
pointer: BasicPointer,
pointer_touch: Option<TouchPoint>,
max_points: i32,
point_map: HashMap<i32, TouchPoint>,
points: Vec<TouchPoint>,
}
impl BasicTouch {
pub fn new(pointer: BasicPointer, max_points: i32) -> Self {
Self {
pointer,
max_points,
point_map: HashMap::new(),
points: Vec::new(),
down: Signal1::new(None),
move_: Signal1::new(None),
up: Signal1::new(None),
pointer_touch: None,
}
}
pub fn submit_down(&mut self, id: i32, view_x: f32, view_y: f32) {
if !self.point_map.contains_key(&id) {
let mut point = TouchPoint::new(id);
point.init(view_x, view_y);
self.point_map.insert(id, point.clone());
self.points.push(point.clone());
if self.pointer_touch.is_none() {
self.pointer_touch = Some(point.clone());
if let Some(ref source) = point.source {
self.pointer.submit_down(view_x, view_y, *source.clone());
}
}
self.down.emit(point);
}
}
pub fn submit_move(&mut self, id: i32, view_x: f32, view_y: f32) {
if let Some(point) = self.point_map.get_mut(&id) {
point.init(view_x, view_y);
if let Some(ref pointer_touch) = self.pointer_touch {
if pointer_touch == point {
if let Some(ref source) = point.source {
self.pointer.submit_move(view_x, view_y, *source.clone());
}
}
}
self.move_.emit(point.clone());
}
}
pub fn submit_up(&mut self, id: i32, view_x: f32, view_y: f32) {
if let Some(point) = self.point_map.get_mut(&id) {
point.init(view_x, view_y);
if let Some(idx) = self.points.iter().position(|x| x == point) {
self.points.remove(idx);
}
if let Some(ref mut pointer_touch) = self.pointer_touch {
if pointer_touch == point {
self.pointer_touch = None;
if let Some(ref source) = point.source {
self.pointer.submit_up(view_x, view_y, *source.clone());
}
}
}
self.up.emit(point.clone());
}
self.point_map.remove(&id);
}
}
impl TouchSystem for BasicTouch {
fn down_signal(&self) -> &Signal1<TouchPoint> {
&self.down
}
fn move_signal(&self) -> &Signal1<TouchPoint> {
&self.move_
}
fn up_signal(&self) -> &Signal1<TouchPoint> {
&self.up
}
fn is_supported(&self) -> bool {
true
}
fn max_points(&self) -> i32 {
self.max_points
}
fn points(&self) -> Vec<TouchPoint> {
self.points.clone()
}
}