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use winit::dpi::PhysicalSize;
use winit::event::{Event, VirtualKeyCode, WindowEvent};
use crate::current_input::{CurrentInput, KeyAction, MouseAction, TextChar};
use std::path::PathBuf;
/// The main struct of the API.
///
/// Create with `WinitInputHelper::new`.
/// Call `WinitInputHelper::update` for every `winit::event::Event` you receive from winit.
/// `WinitInputHelper::update` returning true indicates a step has occured.
/// You should now run your application logic, calling any of the accessor methods you need.
///
/// An alternative API is provided via `WinitInputHelper::step_with_window_events`,
/// call this method instead of `WinitInputHelper::update` if you need to manually control when a new step begins.
/// A step occurs every time this method is called.
///
/// Do not mix usages of `WinitInputHelper::update` and `WinitInputHelper::step_with_window_events`.
/// You should stick to one or the other.
#[derive(Clone)]
pub struct WinitInputHelper {
current: Option<CurrentInput>,
dropped_file: Option<PathBuf>,
window_resized: Option<PhysicalSize<u32>>,
window_size: Option<(u32, u32)>,
scale_factor_changed: Option<f64>,
scale_factor: Option<f64>,
destroyed: bool,
close_requested: bool,
}
impl Default for WinitInputHelper {
fn default() -> Self {
Self::new()
}
}
impl WinitInputHelper {
pub fn new() -> WinitInputHelper {
WinitInputHelper {
current: Some(CurrentInput::new()),
dropped_file: None,
window_resized: None,
window_size: None,
scale_factor_changed: None,
scale_factor: None,
destroyed: false,
close_requested: false,
}
}
/// Pass every winit event to this function and run your application logic when it returns true.
///
/// The following winit events are handled:
/// * `Event::NewEvents` clears all internal state.
/// * `Event::MainEventsCleared` causes this function to return true, signifying a "step" has completed.
/// * `Event::WindowEvent` updates internal state, this will affect the result of accessor methods immediately.
pub fn update<T>(&mut self, event: &Event<T>) -> bool {
match &event {
Event::NewEvents(_) => {
self.step();
false
}
Event::WindowEvent { event, .. } => {
self.process_window_event(event);
false
}
Event::MainEventsCleared => true,
_ => false,
}
}
/// Pass a slice containing every winit event that occured within the step to this function.
/// Ensure this method is only called once per application main loop.
/// Ensure every event since the last `WinitInputHelper::step_with_window_events` call is included in the `events` argument.
///
/// `WinitInputHelper::Update` is easier to use.
/// But this method is useful when your application logic steps dont line up with winit's event loop.
/// e.g. you have a seperate thread for application logic using WinitInputHelper that constantly
/// runs regardless of winit's event loop and you need to send events to it directly.
pub fn step_with_window_events(&mut self, events: &[WindowEvent]) {
self.step();
for event in events {
self.process_window_event(event);
}
}
fn step(&mut self) {
self.dropped_file = None;
self.window_resized = None;
self.scale_factor_changed = None;
self.close_requested = false;
if let Some(current) = &mut self.current {
current.step();
}
}
fn process_window_event(&mut self, event: &WindowEvent) {
match event {
WindowEvent::CloseRequested => self.close_requested = true,
WindowEvent::Destroyed => self.destroyed = true,
WindowEvent::Focused(false) => self.current = None,
WindowEvent::Focused(true) => {
if self.current.is_none() {
self.current = Some(CurrentInput::new())
}
}
WindowEvent::DroppedFile(path) => self.dropped_file = Some(path.clone()),
WindowEvent::Resized(size) => {
self.window_resized = Some(*size);
self.window_size = Some((*size).into());
}
WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
self.scale_factor_changed = Some(*scale_factor);
self.scale_factor = Some(*scale_factor);
}
_ => {}
}
if let Some(current) = &mut self.current {
current.handle_event(event);
}
}
/// Returns true when the specified keyboard key goes from "not pressed" to "pressed".
/// Otherwise returns false.
///
/// This is suitable for game controls.
pub fn key_pressed(&self, check_key_code: VirtualKeyCode) -> bool {
if let Some(current) = &self.current {
for action in ¤t.key_actions {
if let KeyAction::Pressed(key_code) = *action {
if key_code == check_key_code {
return true;
}
}
}
}
false
}
/// Returns true when the specified keyboard key goes from "not pressed" to "pressed".
/// Otherwise returns false.
///
/// Will repeat key presses while held down according to the OS's key repeat configuration
/// This is suitable for UI.
pub fn key_pressed_os(&self, check_key_code: VirtualKeyCode) -> bool {
if let Some(current) = &self.current {
for action in ¤t.key_actions {
if let KeyAction::PressedOs(key_code) = *action {
if key_code == check_key_code {
return true;
}
}
}
}
false
}
/// Returns true when the specified keyboard key goes from "pressed" to "not pressed".
/// Otherwise returns false.
pub fn key_released(&self, check_key_code: VirtualKeyCode) -> bool {
if let Some(current) = &self.current {
for action in ¤t.key_actions {
if let KeyAction::Released(key_code) = *action {
if key_code == check_key_code {
return true;
}
}
}
}
false
}
/// Returns true while the specified keyboard key remains "pressed".
/// Otherwise returns false.
pub fn key_held(&self, key_code: VirtualKeyCode) -> bool {
match &self.current {
Some(current) => current.key_held[key_code as usize],
None => false,
}
}
/// Returns true while any shift key is held on the keyboard.
/// Otherwise returns false.
pub fn held_shift(&self) -> bool {
self.key_held(VirtualKeyCode::LShift) || self.key_held(VirtualKeyCode::RShift)
}
/// Returns true while any control key is held on the keyboard.
/// Otherwise returns false.
pub fn held_control(&self) -> bool {
self.key_held(VirtualKeyCode::LControl) || self.key_held(VirtualKeyCode::RControl)
}
/// Returns true while any alt key is held on the keyboard.
/// Otherwise returns false.
pub fn held_alt(&self) -> bool {
self.key_held(VirtualKeyCode::LAlt) || self.key_held(VirtualKeyCode::RAlt)
}
/// Returns true when the specified mouse button goes from "not pressed" to "pressed".
/// Otherwise returns false.
///
/// Left => 0
/// Right => 1
/// Middle => 2
/// Other => 3..255
pub fn mouse_pressed(&self, check_mouse_button: usize) -> bool {
// TODO: Take MouseButton instead of usize
if let Some(current) = &self.current {
for action in ¤t.mouse_actions {
if let MouseAction::Pressed(key_code) = *action {
if key_code == check_mouse_button {
return true;
}
}
}
}
false
}
/// Returns true when the specified mouse button goes from "pressed" to "not pressed".
/// Otherwise returns false.
///
/// Left => 0
/// Right => 1
/// Middle => 2
/// Other => 3..255
pub fn mouse_released(&self, check_mouse_button: usize) -> bool {
// TODO: Take MouseButton instead of usize
if let Some(current) = &self.current {
for action in ¤t.mouse_actions {
if let MouseAction::Released(key_code) = *action {
if key_code == check_mouse_button {
return true;
}
}
}
}
false
}
/// Returns true while the specified mouse button remains "pressed".
/// Otherwise returns false.
///
/// Left => 0
/// Right => 1
/// Middle => 2
/// Other => 3..255
pub fn mouse_held(&self, mouse_button: usize) -> bool {
// TODO: Take MouseButton instead of usize
match &self.current {
Some(current) => current.mouse_held[mouse_button],
None => false,
}
}
/// Returns `0.0` if the mouse is outside of the window.
/// Otherwise returns the amount scrolled by the mouse during the last step.
pub fn scroll_diff(&self) -> f32 {
match &self.current {
Some(current) => current.scroll_diff,
None => 0.0,
}
}
/// Returns `None` when the mouse is outside of the window.
/// Otherwise returns the mouse coordinates in pixels.
pub fn mouse(&self) -> Option<(f32, f32)> {
match &self.current {
Some(current) => current.mouse_point,
None => None,
}
}
/// Returns the change in mouse coordinates that occured during the last step.
/// Returns `(0.0, 0.0)` if the window loses focus.
pub fn mouse_diff(&self) -> (f32, f32) {
if let Some(current_input) = &self.current {
if let Some(cur) = current_input.mouse_point {
if let Some(prev) = current_input.mouse_point_prev {
return (cur.0 - prev.0, cur.1 - prev.1);
}
}
}
(0.0, 0.0)
}
/// Returns the characters pressed during the last step.
/// The earlier the character was pressed, the lower the index in the Vec.
pub fn text(&self) -> Vec<TextChar> {
match &self.current {
Some(current) => current.text.clone(),
None => vec![],
}
}
/// Returns the path to a file that has been drag-and-dropped onto the window.
pub fn dropped_file(&self) -> Option<PathBuf> {
self.dropped_file.clone()
}
/// Returns the current window size if it was resized during the last step.
/// Otherwise returns `None`.
pub fn window_resized(&self) -> Option<PhysicalSize<u32>> {
self.window_resized
}
/// Returns `None` when no `WindowEvent::Resized` have been received yet.
/// After one has been received it returns the current resolution of the window.
pub fn resolution(&self) -> Option<(u32, u32)> {
self.window_size
}
/// Returns the current scale factor if it was changed during the last step.
/// Otherwise returns `None`.
pub fn scale_factor_changed(&self) -> Option<f64> {
self.scale_factor_changed
}
/// Returns `None` when no `WindowEvent::ScaleFactorChanged` have been received yet.
/// After one has been received it returns the current scale_factor of the window.
pub fn scale_factor(&self) -> Option<f64> {
self.scale_factor
}
/// Returns true if the window has been destroyed
/// Otherwise returns false.
/// Once this method has returned true once all following calls to this method will also return true.
pub fn destroyed(&self) -> bool {
self.destroyed
}
/// Returns true if the OS has requested the application to close during this step.
/// Otherwise returns false.
pub fn close_requested(&self) -> bool {
self.close_requested
}
/// Deprecated
#[deprecated(note = "Instead use `input.close_requested() || input.destroyed()`")]
pub fn quit(&self) -> bool {
self.close_requested || self.destroyed
}
}