Begin implement input management
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3 changed files with 99 additions and 1 deletions
89
src/render/input.rs
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89
src/render/input.rs
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use std::collections::HashMap;
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use winit::{
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dpi::PhysicalPosition,
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event::{ElementState, KeyEvent, WindowEvent},
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keyboard::PhysicalKey,
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};
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#[derive(Debug, Default)]
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pub enum KeyState {
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#[default]
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Pressed,
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Released,
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Held,
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}
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#[derive(Debug, Default)]
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pub struct MouseState {
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old_position: glam::Vec2,
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pub position: glam::Vec2,
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pub delta: glam::Vec2,
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}
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#[derive(Debug, Default)]
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pub struct InputState {
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pub key_states: HashMap<PhysicalKey, KeyState>,
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pub mouse_state: MouseState,
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}
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impl InputState {
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pub fn process_event(&mut self, event: &WindowEvent) {
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match event {
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WindowEvent::KeyboardInput { event, .. } => {
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self.update_key_state(event.physical_key, event);
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}
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WindowEvent::CursorMoved { position, .. } => {
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self.update_mouse_position(position);
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}
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_ => {}
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}
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}
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/// Updates deltas before running update
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pub fn update(&mut self) {
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self.mouse_state.delta = self.mouse_state.position - self.mouse_state.old_position;
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self.mouse_state.old_position = self.mouse_state.position;
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}
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pub fn get_key_state(&self, key: PhysicalKey) -> &KeyState {
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self.key_states.get(&key).unwrap_or(&KeyState::Released)
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}
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pub fn get_mouse_state(&self) -> &MouseState {
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&self.mouse_state
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}
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fn update_key_state(&mut self, key: PhysicalKey, event: &KeyEvent) {
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let key_state = self.key_states.get(&event.physical_key);
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let new_key_state = match key_state {
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Some(key_state) => match event.state {
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ElementState::Pressed => match key_state {
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KeyState::Released => Some(KeyState::Pressed),
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KeyState::Pressed => Some(KeyState::Held),
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KeyState::Held => None,
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},
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ElementState::Released => match key_state {
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KeyState::Released => None,
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_ => Some(KeyState::Released),
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},
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},
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None => match event.state {
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ElementState::Pressed => Some(KeyState::Pressed),
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ElementState::Released => Some(KeyState::Released),
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},
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};
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if let Some(new_key_state) = new_key_state {
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log::trace!(
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"New key state {:?} for key {:?}",
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new_key_state,
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event.physical_key
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);
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self.key_states.insert(key, new_key_state);
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}
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}
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fn update_mouse_position(&mut self, position: &PhysicalPosition<f64>) {
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self.mouse_state.position = glam::Vec2::new(position.x as f32, position.y as f32);
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}
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}
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