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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)
- }
-}