390 lines
12 KiB
Rust
390 lines
12 KiB
Rust
use crate::{math::*, util::History};
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use std::collections::HashSet;
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use crate::data::input::*;
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pub use crate::data::input::Key;
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/// If mouse moves more than this, it is no longer a click (but maybe a drag)
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const MAX_CLICK_DIST: f32 = 6.0; // TODO: move to settings
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/// The new mouse press must come within this many seconds from previous mouse release
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const MAX_CLICK_DELAY: f64 = 0.3; // TODO: move to settings
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/// Input state that egui updates each frame.
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#[derive(Clone, Debug)]
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pub struct InputState {
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/// The raw input we got this frame
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pub raw: RawInput,
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pub mouse: CursorState,
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/// How many pixels the user scrolled
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pub scroll_delta: Vec2,
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/// Position and size of the egui area.
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pub screen_rect: Rect,
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/// Also known as device pixel ratio, > 1 for HDPI screens.
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pub pixels_per_point: f32,
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/// Time in seconds. Relative to whatever. Used for animation.
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pub time: f64,
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/// Time since last frame, in seconds.
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/// This can be very unstable in reactive mode (when we don't paint each frame).
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pub unstable_dt: f32,
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/// Used for animations to get instant feedback (avoid frame delay).
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/// Should be set to the expected time between frames when painting at vsync speeds.
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pub predicted_dt: f32,
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/// Which modifier keys are down at the start of the frame?
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pub modifiers: Modifiers,
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// The keys that are currently being held down.
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pub keys_down: HashSet<Key>,
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/// In-order events received this frame
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pub events: Vec<Event>,
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}
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impl Default for InputState {
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fn default() -> Self {
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Self {
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raw: Default::default(),
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mouse: Default::default(),
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scroll_delta: Default::default(),
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screen_rect: Rect::from_min_size(Default::default(), vec2(10_000.0, 10_000.0)),
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pixels_per_point: 1.0,
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time: 0.0,
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unstable_dt: 1.0 / 6.0,
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predicted_dt: 1.0 / 6.0,
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modifiers: Default::default(),
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keys_down: Default::default(),
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events: Default::default(),
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}
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}
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}
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/// Mouse (or touch) state.
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#[derive(Clone, Debug)]
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pub struct CursorState {
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/// Is the button currently down?
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/// true the frame when it is pressed,
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/// false the frame it is released.
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pub down: bool,
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/// The mouse went from !down to down
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pub pressed: bool,
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/// The mouse went from down to !down
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pub released: bool,
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/// If the mouse is down, will it register as a click when released?
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/// Set to true on mouse down, set to false when mouse moves too much.
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pub could_be_click: bool,
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/// Was there a click?
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/// Did a mouse button get released this frame closely after going down?
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pub click: bool,
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/// Was there a double-click?
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pub double_click: bool,
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/// When did the mouse get click last?
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/// Used to check for double-clicks.
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pub last_click_time: f64,
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/// Current position of the mouse in points.
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/// None for touch screens when finger is not down.
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pub pos: Option<Pos2>,
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/// Where did the current click/drag originate?
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pub press_origin: Option<Pos2>,
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/// How much the mouse moved compared to last frame, in points.
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pub delta: Vec2,
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/// Current velocity of mouse cursor.
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pub velocity: Vec2,
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/// Recent movement of the mouse.
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/// Used for calculating velocity of mouse pointer.
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pos_history: History<Pos2>,
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}
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impl Default for CursorState {
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fn default() -> Self {
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Self {
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down: false,
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pressed: false,
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released: false,
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could_be_click: false,
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click: false,
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double_click: false,
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last_click_time: std::f64::NEG_INFINITY,
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pos: None,
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press_origin: None,
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delta: Vec2::zero(),
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velocity: Vec2::zero(),
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pos_history: History::new(1000, 0.1),
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}
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}
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}
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impl InputState {
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#[must_use]
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pub fn begin_frame(self, new: RawInput) -> InputState {
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#![allow(deprecated)] // for screen_size
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let time = new
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.time
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.unwrap_or_else(|| self.time + new.predicted_dt as f64);
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let unstable_dt = (time - self.time) as f32;
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let screen_rect = new.screen_rect.unwrap_or_else(|| {
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if new.screen_size != Default::default() {
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Rect::from_min_size(Default::default(), new.screen_size) // backwards compatability
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} else {
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self.screen_rect
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}
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});
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let mouse = self.mouse.begin_frame(time, &new);
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let mut keys_down = self.keys_down;
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for event in &new.events {
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if let Event::Key { key, pressed, .. } = event {
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if *pressed {
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keys_down.insert(*key);
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} else {
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keys_down.remove(key);
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}
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}
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}
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InputState {
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mouse,
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scroll_delta: new.scroll_delta,
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screen_rect,
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pixels_per_point: new.pixels_per_point.unwrap_or(self.pixels_per_point),
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time,
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unstable_dt,
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predicted_dt: new.predicted_dt,
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modifiers: new.modifiers,
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keys_down,
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events: new.events.clone(), // TODO: remove clone() and use raw.events
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raw: new,
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}
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}
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pub fn screen_rect(&self) -> Rect {
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self.screen_rect
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}
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pub fn wants_repaint(&self) -> bool {
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self.mouse.pressed
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|| self.mouse.released
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|| self.mouse.delta != Vec2::zero()
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|| self.scroll_delta != Vec2::zero()
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|| !self.events.is_empty()
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}
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/// Was the given key pressed this frame?
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pub fn key_pressed(&self, desired_key: Key) -> bool {
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self.events.iter().any(|event| {
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matches!(
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event,
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Event::Key {
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key,
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pressed: true,
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..
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} if *key == desired_key
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)
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})
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}
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/// Is the given key currently held down?
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pub fn key_down(&self, desired_key: Key) -> bool {
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self.keys_down.contains(&desired_key)
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}
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/// Was the given key released this frame?
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pub fn key_released(&self, desired_key: Key) -> bool {
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self.events.iter().any(|event| {
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matches!(
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event,
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Event::Key {
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key,
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pressed: false,
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..
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} if *key == desired_key
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)
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})
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}
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/// Also known as device pixel ratio, > 1 for HDPI screens.
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pub fn pixels_per_point(&self) -> f32 {
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self.pixels_per_point
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}
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/// Size of a physical pixel in logical gui coordinates (points).
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pub fn physical_pixel_size(&self) -> f32 {
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1.0 / self.pixels_per_point()
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}
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/// How imprecise do we expect the mouse/touch input to be?
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/// Returns imprecision in points.
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pub fn aim_radius(&self) -> f32 {
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// TODO: multiply by ~3 for touch inputs because fingers are fat
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self.physical_pixel_size()
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}
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}
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impl CursorState {
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#[must_use]
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pub fn begin_frame(mut self, time: f64, new: &RawInput) -> CursorState {
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let delta = new
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.mouse_pos
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.and_then(|new| self.pos.map(|last| new - last))
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.unwrap_or_default();
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let pressed = !self.down && new.mouse_down;
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let released = self.down && !new.mouse_down;
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let click = released && self.could_be_click;
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let double_click = click && (time - self.last_click_time) < MAX_CLICK_DELAY;
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let mut press_origin = self.press_origin;
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let mut could_be_click = self.could_be_click;
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let mut last_click_time = self.last_click_time;
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if click {
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last_click_time = time
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}
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if pressed {
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press_origin = new.mouse_pos;
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could_be_click = true;
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} else if !self.down || self.pos.is_none() {
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press_origin = None;
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}
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if let (Some(press_origin), Some(mouse_pos)) = (new.mouse_pos, press_origin) {
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could_be_click &= press_origin.distance(mouse_pos) < MAX_CLICK_DIST;
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} else {
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could_be_click = false;
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}
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if pressed {
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// Start of a drag: we want to track the velocity for during the drag
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// and ignore any incoming movement
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self.pos_history.clear();
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}
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if let Some(mouse_pos) = new.mouse_pos {
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self.pos_history.add(time, mouse_pos);
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} else {
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// we do not clear the `mouse_tracker` here, because it is exactly when a finger has
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// released from the touch screen that we may want to assign a velocity to whatever
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// the user tried to throw
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}
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self.pos_history.flush(time);
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let velocity = if self.pos_history.len() >= 3 && self.pos_history.duration() > 0.01 {
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self.pos_history.velocity().unwrap_or_default()
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} else {
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Vec2::default()
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};
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CursorState {
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down: new.mouse_down && new.mouse_pos.is_some(),
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pressed,
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released,
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could_be_click,
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click,
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double_click,
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last_click_time,
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pos: new.mouse_pos,
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press_origin,
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delta,
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velocity,
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pos_history: self.pos_history,
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}
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}
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pub fn is_moving(&self) -> bool {
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self.velocity != Vec2::zero()
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}
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}
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impl InputState {
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pub fn ui(&self, ui: &mut crate::Ui) {
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let Self {
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raw,
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mouse,
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scroll_delta,
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screen_rect,
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pixels_per_point,
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time,
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unstable_dt,
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predicted_dt,
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modifiers,
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keys_down,
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events,
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} = self;
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ui.style_mut().body_text_style = crate::paint::TextStyle::Monospace;
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ui.collapsing("Raw Input", |ui| raw.ui(ui));
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crate::containers::CollapsingHeader::new("🖱 Mouse")
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.default_open(true)
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.show(ui, |ui| {
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mouse.ui(ui);
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});
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ui.label(format!("scroll_delta: {:?} points", scroll_delta));
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ui.label(format!("screen_rect: {:?} points", screen_rect));
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ui.label(format!(
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"{:?} physical pixels for each logical point",
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pixels_per_point
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));
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ui.label(format!("time: {:.3} s", time));
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ui.label(format!(
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"time since previous frame: {:.1} ms",
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1e3 * unstable_dt
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));
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ui.label(format!("predicted_dt: {:.1} ms", 1e3 * predicted_dt));
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ui.label(format!("modifiers: {:#?}", modifiers));
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ui.label(format!("keys_down: {:?}", keys_down));
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ui.label(format!("events: {:?}", events))
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.on_hover_text("key presses etc");
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}
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}
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impl CursorState {
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pub fn ui(&self, ui: &mut crate::Ui) {
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let Self {
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down,
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pressed,
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released,
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could_be_click,
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click,
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double_click,
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last_click_time,
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pos,
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press_origin,
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delta,
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velocity,
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pos_history: _,
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} = self;
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ui.label(format!("down: {}", down));
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ui.label(format!("pressed: {}", pressed));
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ui.label(format!("released: {}", released));
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ui.label(format!("could_be_click: {}", could_be_click));
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ui.label(format!("click: {}", click));
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ui.label(format!("double_click: {}", double_click));
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ui.label(format!("last_click_time: {:.3}", last_click_time));
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ui.label(format!("pos: {:?}", pos));
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ui.label(format!("press_origin: {:?}", press_origin));
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ui.label(format!("delta: {:?}", delta));
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ui.label(format!(
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"velocity: [{:3.0} {:3.0}] points/sec",
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velocity.x, velocity.y
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));
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}
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}
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