Merge pull request #164 from Ralith/rich-input

Richer input events
This commit is contained in:
tomaka 2017-05-07 08:35:03 +02:00 committed by GitHub
commit 15aafc2908
19 changed files with 994 additions and 786 deletions

View file

@ -1,12 +1,16 @@
use std::path::PathBuf;
use WindowId;
use {WindowId, DeviceId, AxisId, ButtonId};
#[derive(Clone, Debug)]
pub enum Event {
WindowEvent {
window_id: WindowId,
event: WindowEvent,
}
},
DeviceEvent {
device_id: DeviceId,
event: DeviceEvent,
},
}
#[derive(Clone, Debug)]
@ -35,31 +39,36 @@ pub enum WindowEvent {
Focused(bool),
/// An event from the keyboard has been received.
KeyboardInput(ElementState, ScanCode, Option<VirtualKeyCode>, ModifiersState),
KeyboardInput { device_id: DeviceId, input: KeyboardInput },
/// The cursor has moved on the window.
///
/// The parameter are the (x,y) coords in pixels relative to the top-left corner of the window.
MouseMoved(i32, i32),
/// `position` is (x,y) coords in pixels relative to the top-left corner of the window. Because the range of this
/// data is limited by the display area and it may have been transformed by the OS to implement effects such as
/// mouse acceleration, it should not be used to implement non-cursor-like interactions such as 3D camera control.
MouseMoved { device_id: DeviceId, position: (f64, f64) },
/// The cursor has entered the window.
MouseEntered,
MouseEntered { device_id: DeviceId },
/// The cursor has left the window.
MouseLeft,
MouseLeft { device_id: DeviceId },
/// A mouse wheel movement or touchpad scroll occurred.
MouseWheel(MouseScrollDelta, TouchPhase),
MouseWheel { device_id: DeviceId, delta: MouseScrollDelta, phase: TouchPhase },
/// An event from the mouse has been received.
MouseInput(ElementState, MouseButton),
/// An mouse button press has been received.
MouseInput { device_id: DeviceId, state: ElementState, button: MouseButton },
/// Touchpad pressure event.
///
/// At the moment, only supported on Apple forcetouch-capable macbooks.
/// The parameters are: pressure level (value between 0 and 1 representing how hard the touchpad
/// is being pressed) and stage (integer representing the click level).
TouchpadPressure(f32, i64),
TouchpadPressure { device_id: DeviceId, pressure: f32, stage: i64 },
/// Motion on some analog axis not otherwise handled. May overlap with mouse motion.
AxisMotion { device_id: DeviceId, axis: AxisId, value: f64 },
/// The window needs to be redrawn.
Refresh,
@ -73,6 +82,48 @@ pub enum WindowEvent {
Touch(Touch)
}
/// Represents raw hardware events that are not associated with any particular window.
///
/// Useful for interactions that diverge significantly from a conventional 2D GUI, such as 3D camera or first-person
/// game controls. Many physical actions, such as mouse movement, can produce both device and window events. Because
/// window events typically arise from virtual devices (corresponding to GUI cursors and keyboard focus) the device IDs
/// may not match.
///
/// Note that these events are delivered regardless of input focus.
#[derive(Clone, Debug)]
pub enum DeviceEvent {
Added,
Removed,
Motion { axis: AxisId, value: f64 },
Button { button: ButtonId, state: ElementState },
Key(KeyboardInput),
Text { codepoint: char },
}
#[derive(Debug, Clone, Copy)]
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.
pub modifiers: ModifiersState
}
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
pub enum TouchPhase {
Started,
@ -98,13 +149,14 @@ pub enum TouchPhase {
///
/// Touch may be cancelled if for example window lost focus.
pub struct Touch {
pub device_id: DeviceId,
pub phase: TouchPhase,
pub location: (f64,f64),
/// unique identifier of a finger.
pub id: u64
}
pub type ScanCode = u8;
pub type ScanCode = u32;
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
pub enum ElementState {