mirror of
https://github.com/italicsjenga/winit-sonoma-fix.git
synced 2024-12-25 06:41:31 +11:00
948 lines
29 KiB
Rust
948 lines
29 KiB
Rust
//! The `Event` enum and assorted supporting types.
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//!
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//! These are sent to the closure given to [`EventLoop::run(...)`][event_loop_run], where they get
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//! processed and used to modify the program state. For more details, see the root-level documentation.
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//!
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//! Some of these events represent different "parts" of a traditional event-handling loop. You could
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//! approximate the basic ordering loop of [`EventLoop::run(...)`][event_loop_run] like this:
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//!
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//! ```rust,ignore
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//! let mut control_flow = ControlFlow::Poll;
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//! let mut start_cause = StartCause::Init;
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//!
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//! while control_flow != ControlFlow::Exit {
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//! event_handler(NewEvents(start_cause), ..., &mut control_flow);
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//!
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//! for e in (window events, user events, device events) {
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//! event_handler(e, ..., &mut control_flow);
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//! }
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//! event_handler(MainEventsCleared, ..., &mut control_flow);
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//!
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//! for w in (redraw windows) {
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//! event_handler(RedrawRequested(w), ..., &mut control_flow);
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//! }
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//! event_handler(RedrawEventsCleared, ..., &mut control_flow);
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//!
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//! start_cause = wait_if_necessary(control_flow);
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//! }
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//!
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//! event_handler(LoopDestroyed, ..., &mut control_flow);
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//! ```
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//!
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//! This leaves out timing details like `ControlFlow::WaitUntil` but hopefully
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//! describes what happens in what order.
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//!
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//! [event_loop_run]: crate::event_loop::EventLoop::run
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use instant::Instant;
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use std::path::PathBuf;
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use crate::{
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dpi::{LogicalPosition, PhysicalPosition, PhysicalSize},
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platform_impl,
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window::{Theme, WindowId},
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};
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/// Describes a generic event.
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///
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/// See the module-level docs for more information on the event loop manages each event.
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#[derive(Debug, PartialEq)]
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pub enum Event<'a, T: 'static> {
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/// Emitted when new events arrive from the OS to be processed.
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///
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/// This event type is useful as a place to put code that should be done before you start
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/// processing events, such as updating frame timing information for benchmarking or checking
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/// the [`StartCause`][crate::event::StartCause] to see if a timer set by
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/// [`ControlFlow::WaitUntil`](crate::event_loop::ControlFlow::WaitUntil) has elapsed.
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NewEvents(StartCause),
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/// Emitted when the OS sends an event to a winit window.
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WindowEvent {
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window_id: WindowId,
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event: WindowEvent<'a>,
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},
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/// Emitted when the OS sends an event to a device.
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DeviceEvent {
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device_id: DeviceId,
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event: DeviceEvent,
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},
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/// Emitted when an event is sent from [`EventLoopProxy::send_event`](crate::event_loop::EventLoopProxy::send_event)
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UserEvent(T),
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/// Emitted when the application has been suspended.
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Suspended,
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/// Emitted when the application has been resumed.
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Resumed,
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/// Emitted when all of the event loop's input events have been processed and redraw processing
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/// is about to begin.
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///
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/// This event is useful as a place to put your code that should be run after all
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/// state-changing events have been handled and you want to do stuff (updating state, performing
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/// calculations, etc) that happens as the "main body" of your event loop. If your program draws
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/// graphics, it's usually better to do it in response to
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/// [`Event::RedrawRequested`](crate::event::Event::RedrawRequested), which gets emitted
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/// immediately after this event.
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MainEventsCleared,
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/// Emitted after `MainEventsCleared` when a window should be redrawn.
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///
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/// This gets triggered in two scenarios:
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/// - The OS has performed an operation that's invalidated the window's contents (such as
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/// resizing the window).
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/// - The application has explicitly requested a redraw via
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/// [`Window::request_redraw`](crate::window::Window::request_redraw).
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///
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/// During each iteration of the event loop, Winit will aggregate duplicate redraw requests
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/// into a single event, to help avoid duplicating rendering work.
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RedrawRequested(WindowId),
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/// Emitted after all `RedrawRequested` events have been processed and control flow is about to
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/// be taken away from the program. If there are no `RedrawRequested` events, it is emitted
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/// immediately after `MainEventsCleared`.
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///
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/// This event is useful for doing any cleanup or bookkeeping work after all the rendering
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/// tasks have been completed.
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RedrawEventsCleared,
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/// Emitted when the event loop is being shut down.
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///
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/// This is irreversable - if this event is emitted, it is guaranteed to be the last event that
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/// gets emitted. You generally want to treat this as an "do on quit" event.
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LoopDestroyed,
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}
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impl<'a, T> Event<'a, T> {
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pub fn map_nonuser_event<U>(self) -> Result<Event<'a, U>, Event<'a, T>> {
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use self::Event::*;
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match self {
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UserEvent(_) => Err(self),
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WindowEvent { window_id, event } => Ok(WindowEvent { window_id, event }),
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DeviceEvent { device_id, event } => Ok(DeviceEvent { device_id, event }),
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NewEvents(cause) => Ok(NewEvents(cause)),
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MainEventsCleared => Ok(MainEventsCleared),
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RedrawRequested(wid) => Ok(RedrawRequested(wid)),
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RedrawEventsCleared => Ok(RedrawEventsCleared),
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LoopDestroyed => Ok(LoopDestroyed),
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Suspended => Ok(Suspended),
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Resumed => Ok(Resumed),
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}
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}
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/// If the event doesn't contain a reference, turn it into an event with a `'static` lifetime.
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/// Otherwise, return `None`.
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pub fn to_static(self) -> Option<Event<'static, T>> {
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use self::Event::*;
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match self {
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WindowEvent { window_id, event } => event
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.to_static()
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.map(|event| WindowEvent { window_id, event }),
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UserEvent(_) => None,
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DeviceEvent { device_id, event } => Some(DeviceEvent { device_id, event }),
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NewEvents(cause) => Some(NewEvents(cause)),
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MainEventsCleared => Some(MainEventsCleared),
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RedrawRequested(wid) => Some(RedrawRequested(wid)),
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RedrawEventsCleared => Some(RedrawEventsCleared),
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LoopDestroyed => Some(LoopDestroyed),
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Suspended => Some(Suspended),
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Resumed => Some(Resumed),
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}
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}
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}
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/// Describes the reason the event loop is resuming.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum StartCause {
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/// Sent if the time specified by `ControlFlow::WaitUntil` has been reached. Contains the
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/// moment the timeout was requested and the requested resume time. The actual resume time is
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/// guaranteed to be equal to or after the requested resume time.
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ResumeTimeReached {
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start: Instant,
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requested_resume: Instant,
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},
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/// Sent if the OS has new events to send to the window, after a wait was requested. Contains
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/// the moment the wait was requested and the resume time, if requested.
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WaitCancelled {
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start: Instant,
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requested_resume: Option<Instant>,
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},
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/// Sent if the event loop is being resumed after the loop's control flow was set to
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/// `ControlFlow::Poll`.
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Poll,
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/// Sent once, immediately after `run` is called. Indicates that the loop was just initialized.
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Init,
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}
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/// Describes an event from a `Window`.
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#[derive(Debug, PartialEq)]
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pub enum WindowEvent<'a> {
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/// The size of the window has changed. Contains the client area's new dimensions.
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Resized(PhysicalSize<u32>),
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/// The position of the window has changed. Contains the window's new position.
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Moved(PhysicalPosition<u32>),
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/// The window has been requested to close.
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CloseRequested,
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/// The window has been destroyed.
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Destroyed,
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/// A file has been dropped into the window.
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///
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/// When the user drops multiple files at once, this event will be emitted for each file
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/// separately.
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DroppedFile(PathBuf),
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/// A file is being hovered over the window.
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///
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/// When the user hovers multiple files at once, this event will be emitted for each file
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/// separately.
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HoveredFile(PathBuf),
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/// A file was hovered, but has exited the window.
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///
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/// There will be a single `HoveredFileCancelled` event triggered even if multiple files were
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/// hovered.
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HoveredFileCancelled,
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/// The window received a unicode character.
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ReceivedCharacter(char),
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/// The window gained or lost focus.
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///
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/// The parameter is true if the window has gained focus, and false if it has lost focus.
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Focused(bool),
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/// An event from the keyboard has been received.
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KeyboardInput {
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device_id: DeviceId,
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input: KeyboardInput,
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/// If `true`, the event was generated synthetically by winit
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/// in one of the following circumstances:
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///
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/// * Synthetic key press events are generated for all keys pressed
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/// when a window gains focus. Likewise, synthetic key release events
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/// are generated for all keys pressed when a window goes out of focus.
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/// ***Currently, this is only functional on X11 and Windows***
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///
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/// Otherwise, this value is always `false`.
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is_synthetic: bool,
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},
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/// The cursor has moved on the window.
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CursorMoved {
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device_id: DeviceId,
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/// (x,y) coords in pixels relative to the top-left corner of the window. Because the range of this data is
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/// limited by the display area and it may have been transformed by the OS to implement effects such as cursor
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/// acceleration, it should not be used to implement non-cursor-like interactions such as 3D camera control.
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position: PhysicalPosition<i32>,
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#[deprecated = "Deprecated in favor of DeviceEvent::ModifiersChanged"]
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modifiers: ModifiersState,
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},
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/// The cursor has entered the window.
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CursorEntered { device_id: DeviceId },
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/// The cursor has left the window.
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CursorLeft { device_id: DeviceId },
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/// A mouse wheel movement or touchpad scroll occurred.
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MouseWheel {
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device_id: DeviceId,
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delta: MouseScrollDelta,
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phase: TouchPhase,
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#[deprecated = "Deprecated in favor of DeviceEvent::ModifiersChanged"]
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modifiers: ModifiersState,
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},
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/// An mouse button press has been received.
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MouseInput {
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device_id: DeviceId,
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state: ElementState,
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button: MouseButton,
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#[deprecated = "Deprecated in favor of DeviceEvent::ModifiersChanged"]
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modifiers: ModifiersState,
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},
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/// Touchpad pressure event.
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///
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/// At the moment, only supported on Apple forcetouch-capable macbooks.
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/// The parameters are: pressure level (value between 0 and 1 representing how hard the touchpad
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/// is being pressed) and stage (integer representing the click level).
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TouchpadPressure {
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device_id: DeviceId,
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pressure: f32,
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stage: i64,
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},
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/// Motion on some analog axis. May report data redundant to other, more specific events.
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AxisMotion {
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device_id: DeviceId,
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axis: AxisId,
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value: f64,
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},
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/// Touch event has been received
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Touch(Touch),
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/// The window's scale factor has changed.
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///
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/// The following user actions can cause DPI changes:
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///
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/// * Changing the display's resolution.
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/// * Changing the display's scale factor (e.g. in Control Panel on Windows).
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/// * Moving the window to a display with a different scale factor.
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///
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/// After this event callback has been processed, the window will be resized to whatever value
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/// is pointed to by the `new_inner_size` reference. By default, this will contain the size suggested
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/// by the OS, but it can be changed to any value.
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///
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/// For more information about DPI in general, see the [`dpi`](dpi/index.html) module.
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DpiChanged {
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scale_factor: f64,
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new_inner_size: &'a mut PhysicalSize<u32>,
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},
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/// The system window theme has changed.
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///
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/// Applications might wish to react to this to change the theme of the content of the window
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/// when the system changes the window theme.
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///
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/// At the moment this is only supported on Windows.
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ThemeChanged(Theme),
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}
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impl<'a> WindowEvent<'a> {
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pub fn to_static(self) -> Option<WindowEvent<'static>> {
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use self::WindowEvent::*;
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match self {
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Resized(size) => Some(Resized(size)),
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Moved(position) => Some(Moved(position)),
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CloseRequested => Some(CloseRequested),
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Destroyed => Some(Destroyed),
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DroppedFile(file) => Some(DroppedFile(file)),
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HoveredFile(file) => Some(HoveredFile(file)),
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HoveredFileCancelled => Some(HoveredFileCancelled),
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ReceivedCharacter(c) => Some(ReceivedCharacter(c)),
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Focused(focused) => Some(Focused(focused)),
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KeyboardInput {
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device_id,
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input,
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is_synthetic,
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} => Some(KeyboardInput {
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device_id,
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input,
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is_synthetic,
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}),
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#[allow(deprecated)]
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CursorMoved {
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device_id,
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position,
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modifiers,
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} => Some(CursorMoved {
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device_id,
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position,
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modifiers,
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}),
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CursorEntered { device_id } => Some(CursorEntered { device_id }),
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CursorLeft { device_id } => Some(CursorLeft { device_id }),
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#[allow(deprecated)]
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MouseWheel {
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device_id,
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delta,
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phase,
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modifiers,
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} => Some(MouseWheel {
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device_id,
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delta,
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phase,
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modifiers,
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}),
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#[allow(deprecated)]
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MouseInput {
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device_id,
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state,
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button,
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modifiers,
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} => Some(MouseInput {
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device_id,
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state,
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button,
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modifiers,
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}),
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TouchpadPressure {
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device_id,
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pressure,
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stage,
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} => Some(TouchpadPressure {
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device_id,
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pressure,
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stage,
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}),
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AxisMotion {
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device_id,
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axis,
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value,
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} => Some(AxisMotion {
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device_id,
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axis,
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value,
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}),
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Touch(touch) => Some(Touch(touch)),
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ThemeChanged(theme) => Some(ThemeChanged(theme)),
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DpiChanged { .. } => None,
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}
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}
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}
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/// Identifier of an input device.
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///
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/// Whenever you receive an event arising from a particular input device, this event contains a `DeviceId` which
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/// identifies its origin. Note that devices may be virtual (representing an on-screen cursor and keyboard focus) or
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/// physical. Virtual devices typically aggregate inputs from multiple physical devices.
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#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
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pub struct DeviceId(pub(crate) platform_impl::DeviceId);
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impl DeviceId {
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/// Returns a dummy `DeviceId`, useful for unit testing. The only guarantee made about the return
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/// value of this function is that it will always be equal to itself and to future values returned
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/// by this function. No other guarantees are made. This may be equal to a real `DeviceId`.
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///
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/// **Passing this into a winit function will result in undefined behavior.**
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pub unsafe fn dummy() -> Self {
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DeviceId(platform_impl::DeviceId::dummy())
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}
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}
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|
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/// Represents raw hardware events that are not associated with any particular window.
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///
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/// Useful for interactions that diverge significantly from a conventional 2D GUI, such as 3D camera or first-person
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/// game controls. Many physical actions, such as mouse movement, can produce both device and window events. Because
|
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/// window events typically arise from virtual devices (corresponding to GUI cursors and keyboard focus) the device IDs
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/// may not match.
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///
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/// Note that these events are delivered regardless of input focus.
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#[derive(Clone, Debug, PartialEq)]
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pub enum DeviceEvent {
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Added,
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Removed,
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/// Change in physical position of a pointing device.
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///
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/// This represents raw, unfiltered physical motion. Not to be confused with `WindowEvent::CursorMoved`.
|
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MouseMotion {
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/// (x, y) change in position in unspecified units.
|
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///
|
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/// Different devices may use different units.
|
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delta: (f64, f64),
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},
|
||
|
||
/// Physical scroll event
|
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MouseWheel {
|
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delta: MouseScrollDelta,
|
||
},
|
||
|
||
/// Motion on some analog axis. This event will be reported for all arbitrary input devices
|
||
/// that winit supports on this platform, including mouse devices. If the device is a mouse
|
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/// device then this will be reported alongside the MouseMotion event.
|
||
Motion {
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axis: AxisId,
|
||
value: f64,
|
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},
|
||
|
||
Button {
|
||
button: ButtonId,
|
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state: ElementState,
|
||
},
|
||
|
||
Key(KeyboardInput),
|
||
|
||
/// The keyboard modifiers have changed.
|
||
///
|
||
/// This is tracked internally to avoid tracking errors arising from modifier key state changes when events from
|
||
/// this device are not being delivered to the application, e.g. due to keyboard focus being elsewhere.
|
||
///
|
||
/// Platform-specific behavior:
|
||
/// - **Web**: This API is currently unimplemented on the web. This isn't by design - it's an
|
||
/// issue, and it should get fixed - but it's the current state of the API.
|
||
ModifiersChanged(ModifiersState),
|
||
|
||
Text {
|
||
codepoint: char,
|
||
},
|
||
}
|
||
|
||
/// Describes a keyboard input event.
|
||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
|
||
pub struct KeyboardInput {
|
||
/// Identifies the physical key pressed
|
||
///
|
||
/// This should not change if the user adjusts the host's keyboard map. Use when the physical location of the
|
||
/// key is more important than the key's host GUI semantics, such as for movement controls in a first-person
|
||
/// game.
|
||
pub scancode: ScanCode,
|
||
|
||
pub state: ElementState,
|
||
|
||
/// Identifies the semantic meaning of the key
|
||
///
|
||
/// Use when the semantics of the key are more important than the physical location of the key, such as when
|
||
/// implementing appropriate behavior for "page up."
|
||
pub virtual_keycode: Option<VirtualKeyCode>,
|
||
|
||
/// Modifier keys active at the time of this input.
|
||
///
|
||
/// This is tracked internally to avoid tracking errors arising from modifier key state changes when events from
|
||
/// this device are not being delivered to the application, e.g. due to keyboard focus being elsewhere.
|
||
#[deprecated = "Deprecated in favor of DeviceEvent::ModifiersChanged"]
|
||
pub modifiers: ModifiersState,
|
||
}
|
||
|
||
/// Describes touch-screen input state.
|
||
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
|
||
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
|
||
pub enum TouchPhase {
|
||
Started,
|
||
Moved,
|
||
Ended,
|
||
Cancelled,
|
||
}
|
||
|
||
/// Represents a touch event
|
||
///
|
||
/// Every time the user touches the screen, a new `Start` event with an unique
|
||
/// identifier for the finger is generated. When the finger is lifted, an `End`
|
||
/// event is generated with the same finger id.
|
||
///
|
||
/// After a `Start` event has been emitted, there may be zero or more `Move`
|
||
/// events when the finger is moved or the touch pressure changes.
|
||
///
|
||
/// The finger id may be reused by the system after an `End` event. The user
|
||
/// should assume that a new `Start` event received with the same id has nothing
|
||
/// to do with the old finger and is a new finger.
|
||
///
|
||
/// A `Cancelled` event is emitted when the system has canceled tracking this
|
||
/// touch, such as when the window loses focus, or on iOS if the user moves the
|
||
/// device against their face.
|
||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||
pub struct Touch {
|
||
pub device_id: DeviceId,
|
||
pub phase: TouchPhase,
|
||
pub location: PhysicalPosition<f64>,
|
||
/// Describes how hard the screen was pressed. May be `None` if the platform
|
||
/// does not support pressure sensitivity.
|
||
///
|
||
/// ## Platform-specific
|
||
///
|
||
/// - Only available on **iOS** 9.0+ and **Windows** 8+.
|
||
pub force: Option<Force>,
|
||
/// Unique identifier of a finger.
|
||
pub id: u64,
|
||
}
|
||
|
||
/// Describes the force of a touch event
|
||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||
pub enum Force {
|
||
/// On iOS, the force is calibrated so that the same number corresponds to
|
||
/// roughly the same amount of pressure on the screen regardless of the
|
||
/// device.
|
||
Calibrated {
|
||
/// The force of the touch, where a value of 1.0 represents the force of
|
||
/// an average touch (predetermined by the system, not user-specific).
|
||
///
|
||
/// The force reported by Apple Pencil is measured along the axis of the
|
||
/// pencil. If you want a force perpendicular to the device, you need to
|
||
/// calculate this value using the `altitude_angle` value.
|
||
force: f64,
|
||
/// The maximum possible force for a touch.
|
||
///
|
||
/// The value of this field is sufficiently high to provide a wide
|
||
/// dynamic range for values of the `force` field.
|
||
max_possible_force: f64,
|
||
/// The altitude (in radians) of the stylus.
|
||
///
|
||
/// A value of 0 radians indicates that the stylus is parallel to the
|
||
/// surface. The value of this property is Pi/2 when the stylus is
|
||
/// perpendicular to the surface.
|
||
altitude_angle: Option<f64>,
|
||
},
|
||
/// If the platform reports the force as normalized, we have no way of
|
||
/// knowing how much pressure 1.0 corresponds to – we know it's the maximum
|
||
/// amount of force, but as to how much force, you might either have to
|
||
/// press really really hard, or not hard at all, depending on the device.
|
||
Normalized(f64),
|
||
}
|
||
|
||
impl Force {
|
||
/// Returns the force normalized to the range between 0.0 and 1.0 inclusive.
|
||
/// Instead of normalizing the force, you should prefer to handle
|
||
/// `Force::Calibrated` so that the amount of force the user has to apply is
|
||
/// consistent across devices.
|
||
pub fn normalized(&self) -> f64 {
|
||
match self {
|
||
Force::Calibrated {
|
||
force,
|
||
max_possible_force,
|
||
altitude_angle,
|
||
} => {
|
||
let force = match altitude_angle {
|
||
Some(altitude_angle) => force / altitude_angle.sin(),
|
||
None => *force,
|
||
};
|
||
force / max_possible_force
|
||
}
|
||
Force::Normalized(force) => *force,
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Hardware-dependent keyboard scan code.
|
||
pub type ScanCode = u32;
|
||
|
||
/// Identifier for a specific analog axis on some device.
|
||
pub type AxisId = u32;
|
||
|
||
/// Identifier for a specific button on some device.
|
||
pub type ButtonId = u32;
|
||
|
||
/// Describes the input state of a key.
|
||
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
|
||
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
|
||
pub enum ElementState {
|
||
Pressed,
|
||
Released,
|
||
}
|
||
|
||
/// Describes a button of a mouse controller.
|
||
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
|
||
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
|
||
pub enum MouseButton {
|
||
Left,
|
||
Right,
|
||
Middle,
|
||
Other(u8),
|
||
}
|
||
|
||
/// Describes a difference in the mouse scroll wheel state.
|
||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
|
||
pub enum MouseScrollDelta {
|
||
/// Amount in lines or rows to scroll in the horizontal
|
||
/// and vertical directions.
|
||
///
|
||
/// Positive values indicate movement forward
|
||
/// (away from the user) or rightwards.
|
||
LineDelta(f32, f32),
|
||
/// Amount in pixels to scroll in the horizontal and
|
||
/// vertical direction.
|
||
///
|
||
/// Scroll events are expressed as a PixelDelta if
|
||
/// supported by the device (eg. a touchpad) and
|
||
/// platform.
|
||
PixelDelta(LogicalPosition<f64>),
|
||
}
|
||
|
||
/// Symbolic name for a keyboard key.
|
||
#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy)]
|
||
#[repr(u32)]
|
||
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
|
||
pub enum VirtualKeyCode {
|
||
/// The '1' key over the letters.
|
||
Key1,
|
||
/// The '2' key over the letters.
|
||
Key2,
|
||
/// The '3' key over the letters.
|
||
Key3,
|
||
/// The '4' key over the letters.
|
||
Key4,
|
||
/// The '5' key over the letters.
|
||
Key5,
|
||
/// The '6' key over the letters.
|
||
Key6,
|
||
/// The '7' key over the letters.
|
||
Key7,
|
||
/// The '8' key over the letters.
|
||
Key8,
|
||
/// The '9' key over the letters.
|
||
Key9,
|
||
/// The '0' key over the 'O' and 'P' keys.
|
||
Key0,
|
||
|
||
A,
|
||
B,
|
||
C,
|
||
D,
|
||
E,
|
||
F,
|
||
G,
|
||
H,
|
||
I,
|
||
J,
|
||
K,
|
||
L,
|
||
M,
|
||
N,
|
||
O,
|
||
P,
|
||
Q,
|
||
R,
|
||
S,
|
||
T,
|
||
U,
|
||
V,
|
||
W,
|
||
X,
|
||
Y,
|
||
Z,
|
||
|
||
/// The Escape key, next to F1.
|
||
Escape,
|
||
|
||
F1,
|
||
F2,
|
||
F3,
|
||
F4,
|
||
F5,
|
||
F6,
|
||
F7,
|
||
F8,
|
||
F9,
|
||
F10,
|
||
F11,
|
||
F12,
|
||
F13,
|
||
F14,
|
||
F15,
|
||
F16,
|
||
F17,
|
||
F18,
|
||
F19,
|
||
F20,
|
||
F21,
|
||
F22,
|
||
F23,
|
||
F24,
|
||
|
||
/// Print Screen/SysRq.
|
||
Snapshot,
|
||
/// Scroll Lock.
|
||
Scroll,
|
||
/// Pause/Break key, next to Scroll lock.
|
||
Pause,
|
||
|
||
/// `Insert`, next to Backspace.
|
||
Insert,
|
||
Home,
|
||
Delete,
|
||
End,
|
||
PageDown,
|
||
PageUp,
|
||
|
||
Left,
|
||
Up,
|
||
Right,
|
||
Down,
|
||
|
||
/// The Backspace key, right over Enter.
|
||
// TODO: rename
|
||
Back,
|
||
/// The Enter key.
|
||
Return,
|
||
/// The space bar.
|
||
Space,
|
||
|
||
/// The "Compose" key on Linux.
|
||
Compose,
|
||
|
||
Caret,
|
||
|
||
Numlock,
|
||
Numpad0,
|
||
Numpad1,
|
||
Numpad2,
|
||
Numpad3,
|
||
Numpad4,
|
||
Numpad5,
|
||
Numpad6,
|
||
Numpad7,
|
||
Numpad8,
|
||
Numpad9,
|
||
|
||
AbntC1,
|
||
AbntC2,
|
||
Add,
|
||
Apostrophe,
|
||
Apps,
|
||
At,
|
||
Ax,
|
||
Backslash,
|
||
Calculator,
|
||
Capital,
|
||
Colon,
|
||
Comma,
|
||
Convert,
|
||
Decimal,
|
||
Divide,
|
||
Equals,
|
||
Grave,
|
||
Kana,
|
||
Kanji,
|
||
LAlt,
|
||
LBracket,
|
||
LControl,
|
||
LShift,
|
||
LWin,
|
||
Mail,
|
||
MediaSelect,
|
||
MediaStop,
|
||
Minus,
|
||
Multiply,
|
||
Mute,
|
||
MyComputer,
|
||
NavigateForward, // also called "Prior"
|
||
NavigateBackward, // also called "Next"
|
||
NextTrack,
|
||
NoConvert,
|
||
NumpadComma,
|
||
NumpadEnter,
|
||
NumpadEquals,
|
||
OEM102,
|
||
Period,
|
||
PlayPause,
|
||
Power,
|
||
PrevTrack,
|
||
RAlt,
|
||
RBracket,
|
||
RControl,
|
||
RShift,
|
||
RWin,
|
||
Semicolon,
|
||
Slash,
|
||
Sleep,
|
||
Stop,
|
||
Subtract,
|
||
Sysrq,
|
||
Tab,
|
||
Underline,
|
||
Unlabeled,
|
||
VolumeDown,
|
||
VolumeUp,
|
||
Wake,
|
||
WebBack,
|
||
WebFavorites,
|
||
WebForward,
|
||
WebHome,
|
||
WebRefresh,
|
||
WebSearch,
|
||
WebStop,
|
||
Yen,
|
||
Copy,
|
||
Paste,
|
||
Cut,
|
||
}
|
||
|
||
impl ModifiersState {
|
||
/// Returns `true` if the shift key is pressed.
|
||
pub fn shift(&self) -> bool {
|
||
self.intersects(Self::SHIFT)
|
||
}
|
||
/// Returns `true` if the control key is pressed.
|
||
pub fn ctrl(&self) -> bool {
|
||
self.intersects(Self::CTRL)
|
||
}
|
||
/// Returns `true` if the alt key is pressed.
|
||
pub fn alt(&self) -> bool {
|
||
self.intersects(Self::ALT)
|
||
}
|
||
/// Returns `true` if the logo key is pressed.
|
||
pub fn logo(&self) -> bool {
|
||
self.intersects(Self::LOGO)
|
||
}
|
||
}
|
||
|
||
bitflags! {
|
||
/// Represents the current state of the keyboard modifiers
|
||
///
|
||
/// Each flag represents a modifier and is set if this modifier is active.
|
||
#[derive(Default)]
|
||
pub struct ModifiersState: u32 {
|
||
// left and right modifiers are currently commented out, but we should be able to support
|
||
// them in a future release
|
||
/// The "shift" key.
|
||
const SHIFT = 0b100 << 0;
|
||
// const LSHIFT = 0b010 << 0;
|
||
// const RSHIFT = 0b001 << 0;
|
||
/// The "control" key.
|
||
const CTRL = 0b100 << 3;
|
||
// const LCTRL = 0b010 << 3;
|
||
// const RCTRL = 0b001 << 3;
|
||
/// The "alt" key.
|
||
const ALT = 0b100 << 6;
|
||
// const LALT = 0b010 << 6;
|
||
// const RALT = 0b001 << 6;
|
||
/// This is the "windows" key on PC and "command" key on Mac.
|
||
const LOGO = 0b100 << 9;
|
||
// const LLOGO = 0b010 << 9;
|
||
// const RLOGO = 0b001 << 9;
|
||
}
|
||
}
|
||
|
||
#[cfg(feature = "serde")]
|
||
mod modifiers_serde {
|
||
use super::ModifiersState;
|
||
use serde::{Deserialize, Deserializer, Serialize, Serializer};
|
||
|
||
#[derive(Default, Serialize, Deserialize)]
|
||
#[serde(default)]
|
||
#[serde(rename = "ModifiersState")]
|
||
pub struct ModifiersStateSerialize {
|
||
pub shift: bool,
|
||
pub ctrl: bool,
|
||
pub alt: bool,
|
||
pub logo: bool,
|
||
}
|
||
|
||
impl Serialize for ModifiersState {
|
||
fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
|
||
where
|
||
S: Serializer,
|
||
{
|
||
let s = ModifiersStateSerialize {
|
||
shift: self.shift(),
|
||
ctrl: self.ctrl(),
|
||
alt: self.alt(),
|
||
logo: self.logo(),
|
||
};
|
||
s.serialize(serializer)
|
||
}
|
||
}
|
||
|
||
impl<'de> Deserialize<'de> for ModifiersState {
|
||
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
|
||
where
|
||
D: Deserializer<'de>,
|
||
{
|
||
let ModifiersStateSerialize {
|
||
shift,
|
||
ctrl,
|
||
alt,
|
||
logo,
|
||
} = ModifiersStateSerialize::deserialize(deserializer)?;
|
||
let mut m = ModifiersState::empty();
|
||
m.set(ModifiersState::SHIFT, shift);
|
||
m.set(ModifiersState::CTRL, ctrl);
|
||
m.set(ModifiersState::ALT, alt);
|
||
m.set(ModifiersState::LOGO, logo);
|
||
Ok(m)
|
||
}
|
||
}
|
||
}
|