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+//! Input with binding abstraction
+//!
+//! Binding keys or combinations to specific actions with just raylib alone is difficult to handle in
+//! input-heavy applications, as opposed to games. This is an optimisation effort. To understand how
+//! it works, the first thing to know is that there are two main modes for bindings, which are local
+//! and global. A local binding is specific to a certain area of the window and is used to block the
+//! mouse from being sent to many different targets (think of a pop-up window over the editor, which
+//! must capture the mouse). Global bindings will be processed as long as no local binding has
+//! prevalence, but they do not have an area that needs to be managed by a handler.
+//!
+//! In summary, the local <-> global distinction is used to capture the mouse.
+//!
+//! Some elements want to capture the keyboard, for instance, when activating a text box, the text
+//! input should only go to this box, but should a tool be bound to a character, it should not
+//! activate when typing. For this purpose, any element may seize control as long as no other element
+//! still has the focus. A channel is opened and no bindings will be processed. Instead the text
+//! together with a few control characters is relayed directly to the channel, until the receiver
+//! hangs up.
+//!
+//! In summary, a channel is used to seize control of the keyboard when typing into an element.
+
+pub mod binding;
+pub mod button;
+
+pub use binding::*;
+pub use button::*;
+
+use crate::math::{ExactSurface, Rect, Vec2};
+use crate::stable_vec::StableVec;
+use raylib::ffi::KeyboardKey;
+use raylib::RaylibHandle;
+use std::collections::HashMap;
+use std::sync::mpsc::{self, Receiver, Sender};
+
+/// Input and binding handler this should only be created once per instance.
+pub struct Input {
+ global_bindings: HashMap<Binding, bool>,
+ local_bindings: StableVec<(Rect<u16>, HashMap<Binding, bool>)>,
+ last_text: String,
+ text_pipe: Option<Sender<char>>,
+ mouse_pos: Vec2<u16>,
+}
+
+impl Input {
+ /// Create a new Input and binding handler.
+ pub fn new(rl: &RaylibHandle) -> Self {
+ Self {
+ global_bindings: HashMap::new(),
+ local_bindings: StableVec::new(),
+ last_text: String::new(),
+ text_pipe: None,
+ mouse_pos: Vec2::new(rl.get_mouse_x() as u16, rl.get_mouse_y() as u16),
+ }
+ }
+
+ /// Must be called on every frame of the program, since keypresses will be processed here. This
+ /// will not activate the binding function directly, since raylib is heavily polling focused.
+ pub fn update(&mut self, rl: &mut RaylibHandle) {
+ self.mouse_pos = Vec2::new(rl.get_mouse_x() as u16, rl.get_mouse_y() as u16);
+ /* Read the next character to be sent with some extra characters
+ * raylib doesn't recognize to be valid.
+ */
+ let c = if rl.is_key_pressed(KeyboardKey::KEY_ENTER) {
+ Some('\n')
+ } else if rl.is_key_pressed(KeyboardKey::KEY_ESCAPE) {
+ Some('\x1B')
+ } else if rl.is_key_pressed(KeyboardKey::KEY_BACKSPACE) {
+ Some('\x7f')
+ } else {
+ rl.get_key_pressed_number().map(|c| c as u8 as char)
+ };
+
+ /* Send the character to the listening entity or push it to the text that
+ * is currently being read for the keybindings.
+ */
+ if let Some(text_pipe) = self.text_pipe.as_mut() {
+ if let Some(c) = c {
+ if text_pipe.send(c).is_err() {
+ self.last_text.push(c);
+ self.text_pipe = None;
+ }
+ }
+ } else if let Some(c) = c {
+ self.last_text.push(c);
+ }
+
+ /* Update the local parts. The local stack has priority over the global
+ * bindings, so it is processed first, with the priority going from the
+ * top of the stack to the bottom in that order (reversed vec order)
+ */
+ let mut mouse_blocked = false;
+ for (_, (rect, bindings)) in self.local_bindings.id_iter_mut().rev() {
+ if rect.contains_point(&self.mouse_pos) {
+ for (binding, state) in &mut bindings.iter_mut() {
+ *state = binding.is_pressed(
+ !mouse_blocked,
+ self.text_pipe.is_none(),
+ &self.last_text,
+ rl,
+ );
+
+ if *state {
+ self.last_text.clear();
+ }
+ }
+
+ mouse_blocked = true;
+ break;
+ }
+ }
+
+ /* Process the global bindings, as long as nothing prevents the bindings
+ * from being processed like a local binding or the text being captured.
+ */
+ for (binding, state) in self.global_bindings.iter_mut() {
+ *state = binding.is_pressed(
+ !mouse_blocked,
+ self.text_pipe.is_none(),
+ &self.last_text,
+ rl,
+ );
+
+ if *state {
+ self.last_text.clear();
+ }
+ }
+ }
+
+ /// Add a global binding. This is necessary so the input knows which key presses to monitor.
+ pub fn add_global(&mut self, binding: Binding) -> bool {
+ self.global_bindings.insert(binding, false).is_none()
+ }
+
+ /// Add a local binding handler for the given area. Returns a unique and unchanging handler id.
+ /// Handlers with higher ids (that have been added later) are preferred over old handlers.
+ pub fn add_local_handler(&mut self, area: Rect<u16>) -> usize {
+ self.local_bindings.push((area, HashMap::new()))
+ }
+
+ /// Add a local binding for the given handler.
+ pub fn add_local(&mut self, handler_id: usize, binding: Binding) -> bool {
+ self.local_bindings
+ .get_mut(handler_id)
+ .expect("Handler does not exist")
+ .1
+ .insert(binding, false)
+ .is_none()
+ }
+
+ /// Update the binding rectangle of a handler.
+ pub fn set_binding_rect(&mut self, handler_id: usize, rect: Rect<u16>) {
+ self.local_bindings
+ .get_mut(handler_id)
+ .expect("Handler does not exist")
+ .0 = rect;
+ }
+
+ /// Check if a global binding has been activated this frame. If so, it returns true.
+ /// This will only activate once, so there is no need to worry about multiple function calls
+ /// when the user keeps the button down.
+ pub fn poll_global(&mut self, binding: &Binding) -> bool {
+ let state = self.global_bindings.get_mut(&binding);
+ if state.is_none() {
+ error!("Tried to poll binding that isn't registered.");
+ return false;
+ }
+
+ *state.unwrap()
+ }
+
+ /// Like `poll_global` bun instead checks the bindings of the local handler with the given id.
+ pub fn poll_local(&mut self, handler_id: usize, binding: &Binding) -> bool {
+ let (_, bindings) = self
+ .local_bindings
+ .get_mut(handler_id)
+ .expect("Invalid binding handler id");
+
+ let state = bindings.get_mut(&binding);
+ if state.is_none() {
+ error!("Tried to poll binding that isn't registered.");
+ return false;
+ }
+
+ *state.unwrap()
+ }
+
+ /// Attempts to capture all keyboard input from here on. If no other component is currently
+ /// capturing, it returns a receiver that can be used. When the entity no longer wants to
+ /// capture the keyboard, control must be returned by dropping the receiver.
+ pub fn try_capture_keyboard(&mut self) -> Option<Receiver<char>> {
+ if self.text_pipe.is_some() {
+ return None;
+ }
+
+ let (tx, rx) = mpsc::channel();
+ self.text_pipe = Some(tx);
+
+ Some(rx)
+ }
+}