mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-22 06:45:23 +00:00
125 lines
4.5 KiB
Rust
125 lines
4.5 KiB
Rust
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use glam::f32::Vec2;
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use vulkano_util::window::WindowDescriptor;
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use winit::{
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dpi::{PhysicalPosition, PhysicalSize},
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event::{ElementState, KeyEvent, MouseButton, MouseScrollDelta, WindowEvent},
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keyboard::{Key, NamedKey},
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};
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/// Just a very simple input state (mappings). Winit only has `Pressed` and `Released` events, thus
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/// continuous movement needs toggles. Panning is one of those things where continuous movement
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/// feels better.
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pub struct InputState {
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pub window_size: [f32; 2],
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pub pan_up: bool,
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pub pan_down: bool,
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pub pan_right: bool,
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pub pan_left: bool,
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pub increase_iterations: bool,
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pub decrease_iterations: bool,
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pub randomize_palette: bool,
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pub toggle_full_screen: bool,
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pub toggle_julia: bool,
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pub toggle_c: bool,
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pub should_quit: bool,
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pub scroll_delta: f32,
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pub mouse_pos: Vec2,
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}
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impl InputState {
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pub fn new() -> InputState {
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InputState {
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window_size: [
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WindowDescriptor::default().width,
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WindowDescriptor::default().height,
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],
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pan_up: false,
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pan_down: false,
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pan_right: false,
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pan_left: false,
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increase_iterations: false,
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decrease_iterations: false,
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randomize_palette: false,
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toggle_full_screen: false,
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toggle_julia: false,
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toggle_c: false,
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should_quit: false,
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scroll_delta: 0.0,
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mouse_pos: Vec2::new(0.0, 0.0),
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}
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}
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pub fn normalized_mouse_pos(&self) -> Vec2 {
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Vec2::new(
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(self.mouse_pos.x / self.window_size[0]).clamp(0.0, 1.0),
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(self.mouse_pos.y / self.window_size[1]).clamp(0.0, 1.0),
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)
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}
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/// Resets values that should be reset. All incremental mappings and toggles should be reset.
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pub fn reset(&mut self) {
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*self = InputState {
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scroll_delta: 0.0,
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toggle_full_screen: false,
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toggle_julia: false,
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toggle_c: false,
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randomize_palette: false,
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increase_iterations: false,
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decrease_iterations: false,
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..*self
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}
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}
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pub fn handle_input(&mut self, window_size: PhysicalSize<u32>, event: &WindowEvent) {
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self.window_size = window_size.into();
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match event {
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WindowEvent::KeyboardInput { event, .. } => self.on_keyboard_event(event),
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WindowEvent::MouseInput { state, button, .. } => {
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self.on_mouse_click_event(*state, *button)
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}
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WindowEvent::CursorMoved { position, .. } => self.on_cursor_moved_event(position),
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WindowEvent::MouseWheel { delta, .. } => self.on_mouse_wheel_event(delta),
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_ => {}
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}
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}
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/// Matches keyboard events to our defined inputs.
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fn on_keyboard_event(&mut self, event: &KeyEvent) {
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match event.logical_key.as_ref() {
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Key::Named(NamedKey::Escape) => self.should_quit = event.state.is_pressed(),
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Key::Character("w") => self.pan_up = event.state.is_pressed(),
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Key::Character("a") => self.pan_left = event.state.is_pressed(),
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Key::Character("s") => self.pan_down = event.state.is_pressed(),
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Key::Character("d") => self.pan_right = event.state.is_pressed(),
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Key::Character("f") => self.toggle_full_screen = event.state.is_pressed(),
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Key::Named(NamedKey::Enter) => self.randomize_palette = event.state.is_pressed(),
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Key::Character("=") => self.increase_iterations = event.state.is_pressed(),
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Key::Character("-") => self.decrease_iterations = event.state.is_pressed(),
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Key::Named(NamedKey::Space) => self.toggle_julia = event.state.is_pressed(),
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_ => {}
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}
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}
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/// Updates mouse scroll delta.
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fn on_mouse_wheel_event(&mut self, delta: &MouseScrollDelta) {
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let change = match delta {
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MouseScrollDelta::LineDelta(_x, y) => *y,
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MouseScrollDelta::PixelDelta(pos) => pos.y as f32,
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};
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self.scroll_delta += change;
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}
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/// Update mouse position
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fn on_cursor_moved_event(&mut self, pos: &PhysicalPosition<f64>) {
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self.mouse_pos = Vec2::new(pos.x as f32, pos.y as f32);
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}
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/// Update toggle julia state (if right mouse is clicked)
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fn on_mouse_click_event(&mut self, state: ElementState, mouse_btn: MouseButton) {
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if mouse_btn == MouseButton::Right {
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self.toggle_c = state.is_pressed();
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}
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}
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}
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