mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-25 08:14:20 +00:00
f6bc05df94
* Update dependencies * fmt
125 lines
4.5 KiB
Rust
125 lines
4.5 KiB
Rust
use glam::f32::Vec2;
|
|
use vulkano_util::window::WindowDescriptor;
|
|
use winit::{
|
|
dpi::{PhysicalPosition, PhysicalSize},
|
|
event::{ElementState, KeyEvent, MouseButton, MouseScrollDelta, WindowEvent},
|
|
keyboard::{Key, NamedKey},
|
|
};
|
|
|
|
/// Just a very simple input state (mappings). Winit only has `Pressed` and `Released` events, thus
|
|
/// continuous movement needs toggles. Panning is one of those things where continuous movement
|
|
/// feels better.
|
|
pub struct InputState {
|
|
pub window_size: [f32; 2],
|
|
pub pan_up: bool,
|
|
pub pan_down: bool,
|
|
pub pan_right: bool,
|
|
pub pan_left: bool,
|
|
pub increase_iterations: bool,
|
|
pub decrease_iterations: bool,
|
|
pub randomize_palette: bool,
|
|
pub toggle_full_screen: bool,
|
|
pub toggle_julia: bool,
|
|
pub toggle_c: bool,
|
|
pub should_quit: bool,
|
|
pub scroll_delta: f32,
|
|
pub mouse_pos: Vec2,
|
|
}
|
|
|
|
impl InputState {
|
|
pub fn new() -> InputState {
|
|
InputState {
|
|
window_size: [
|
|
WindowDescriptor::default().width,
|
|
WindowDescriptor::default().height,
|
|
],
|
|
pan_up: false,
|
|
pan_down: false,
|
|
pan_right: false,
|
|
pan_left: false,
|
|
increase_iterations: false,
|
|
decrease_iterations: false,
|
|
randomize_palette: false,
|
|
toggle_full_screen: false,
|
|
toggle_julia: false,
|
|
toggle_c: false,
|
|
should_quit: false,
|
|
scroll_delta: 0.0,
|
|
mouse_pos: Vec2::new(0.0, 0.0),
|
|
}
|
|
}
|
|
|
|
pub fn normalized_mouse_pos(&self) -> Vec2 {
|
|
Vec2::new(
|
|
(self.mouse_pos.x / self.window_size[0]).clamp(0.0, 1.0),
|
|
(self.mouse_pos.y / self.window_size[1]).clamp(0.0, 1.0),
|
|
)
|
|
}
|
|
|
|
/// Resets values that should be reset. All incremental mappings and toggles should be reset.
|
|
pub fn reset(&mut self) {
|
|
*self = InputState {
|
|
scroll_delta: 0.0,
|
|
toggle_full_screen: false,
|
|
toggle_julia: false,
|
|
toggle_c: false,
|
|
randomize_palette: false,
|
|
increase_iterations: false,
|
|
decrease_iterations: false,
|
|
..*self
|
|
}
|
|
}
|
|
|
|
pub fn handle_input(&mut self, window_size: PhysicalSize<u32>, event: &WindowEvent) {
|
|
self.window_size = window_size.into();
|
|
|
|
match event {
|
|
WindowEvent::KeyboardInput { event, .. } => self.on_keyboard_event(event),
|
|
WindowEvent::MouseInput { state, button, .. } => {
|
|
self.on_mouse_click_event(*state, *button)
|
|
}
|
|
WindowEvent::CursorMoved { position, .. } => self.on_cursor_moved_event(position),
|
|
WindowEvent::MouseWheel { delta, .. } => self.on_mouse_wheel_event(delta),
|
|
_ => {}
|
|
}
|
|
}
|
|
|
|
/// Matches keyboard events to our defined inputs.
|
|
fn on_keyboard_event(&mut self, event: &KeyEvent) {
|
|
match event.logical_key.as_ref() {
|
|
Key::Named(NamedKey::Escape) => self.should_quit = event.state.is_pressed(),
|
|
Key::Character("w") => self.pan_up = event.state.is_pressed(),
|
|
Key::Character("a") => self.pan_left = event.state.is_pressed(),
|
|
Key::Character("s") => self.pan_down = event.state.is_pressed(),
|
|
Key::Character("d") => self.pan_right = event.state.is_pressed(),
|
|
Key::Character("f") => self.toggle_full_screen = event.state.is_pressed(),
|
|
Key::Named(NamedKey::Enter) => self.randomize_palette = event.state.is_pressed(),
|
|
Key::Character("=") => self.increase_iterations = event.state.is_pressed(),
|
|
Key::Character("-") => self.decrease_iterations = event.state.is_pressed(),
|
|
Key::Named(NamedKey::Space) => self.toggle_julia = event.state.is_pressed(),
|
|
_ => {}
|
|
}
|
|
}
|
|
|
|
/// Updates mouse scroll delta.
|
|
fn on_mouse_wheel_event(&mut self, delta: &MouseScrollDelta) {
|
|
let change = match delta {
|
|
MouseScrollDelta::LineDelta(_x, y) => *y,
|
|
MouseScrollDelta::PixelDelta(pos) => pos.y as f32,
|
|
};
|
|
self.scroll_delta += change;
|
|
}
|
|
|
|
/// Update mouse position
|
|
fn on_cursor_moved_event(&mut self, pos: &PhysicalPosition<f64>) {
|
|
self.mouse_pos = Vec2::new(pos.x as f32, pos.y as f32);
|
|
}
|
|
|
|
/// Update toggle julia state (if right mouse is clicked)
|
|
fn on_mouse_click_event(&mut self, state: ElementState, mouse_btn: MouseButton) {
|
|
if mouse_btn == MouseButton::Right {
|
|
self.toggle_c = state.is_pressed();
|
|
}
|
|
}
|
|
}
|