winit_input_map/lib.rs
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//! define actions and their key binds and then see if its pressing, pressed or released.
//! You can get the `mouse_pos`, how much its moved (`mouse_move`), the scroll wheels movement (`mouse_scroll`),
//! last other input (`other_pressed` used for rebinding things) and the `text_typed` (useful for typing). you
//! can use anything that implements the `Into<usize>` trait as an action, but it's recommended
//! to use an action enum which derives `ToUsize`.
//! ```
//! use winit::{window::*, application::*, keyboard::*, event_loop::*, event::*};
//! use gilrs::Gilrs;
//! use winit_input_map::*;
//! #[derive(ToUsize)]
//! enum Actions{ Foo }
//! use Actions::*;
//!
//! let input = input_map!((Foo, KeyCode::Space));
//! let ev = EventLoop::new().unwrap();
//! let gilrs = Gilrs::new().unwrap();
//! ev.run_app(&mut App { window: None, input, gilrs}).unwrap();
//!
//! struct App<const BINDS: usize> { window: Option<Window>, input: InputMap<BINDS>, gilrs: Gilrs }
//! impl<const BINDS: usize> ApplicationHandler for App<BINDS> {
//! fn resumed(&mut self, event_loop: &ActiveEventLoop) {
//! self.window = Some(event_loop.create_window(Window::default_attributes()).unwrap());
//! }
//! fn window_event(&mut self, event_loop: &ActiveEventLoop, _: WindowId, event: WindowEvent) {
//! self.input.update_with_window_event(&event);
//! if let WindowEvent::CloseRequested = &event { event_loop.exit() }
//! }
//! fn device_event(&mut self, _: &ActiveEventLoop, _: DeviceId, event: DeviceEvent) {
//! self.input.update_with_device_event(&event);
//! }
//! fn about_to_wait(&mut self, _: &ActiveEventLoop) {
//! self.input.update_with_gilrs(&mut self.gilrs);
//!
//! if self.input.pressed(Foo) { println!("bar") }
//!
//! self.input.init();
//! }
//! }
//! ```
mod input;
pub use derive_to_usize::ToUsize;
pub use crate::input::*;
/// creates new input map with binds and actions. anything that impliments `into<Input>` can be
/// used as bind
/// ```
/// #[derive(ToUsize)]
/// enum Action {
/// Jump,
/// Left,
/// Right,
/// Interact
/// }
/// use Action::*;
/// use winit_input_map::*;
/// use winit::{keyboard::KeyCode, event::MouseButton}
/// let mut input = input_map!(
/// (Jump, KeyCode::Space),
/// (Left, KeyCode::KeyA, KeyCode::LeftArrow),
/// (Right, KeyCode::KeyD, KeyCode::RightArrow),
/// (Interact, MouseButton::Left)
/// );
/// ```
#[macro_export]
macro_rules! input_map {
() => { InputMap::<0>::empty() };
( $( ( $x:expr, $( $k:expr ),* ) ),* ) => {
InputMap::new([ $(
($x, vec![ $( $k.into(), )* ]),
)*])
};
}