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//! This module contains all the logic for handling input events and providing them to widgets. //! //! All user input is provided to the `Ui` in the form of `input::Input` events, which are received //! via the `Ui::handle_event` method. These raw input events tend to be fairly low level. The `Ui` //! stores each of these `Input` events in it's `GlobalInput`, which keeps track of the state of //! input for the entire `Ui`. `GlobalInput` will also aggregate the low level events into higher //! level ones. For instance, two events indicating that a mouse button was pressed then released //! would cause a new `UiEvent::MouseClick` to be generated. This saves individual widgets from //! having to interpret these themselves, thus freeing them from also having to store input state. //! //! Whenever there's an update, all of the events that have occurred since the last update will be //! available for widgets to process. `WidgetInput` is used to provide input events to a specific //! widget. It filters events that do not apply to the widget. All events provided by `WidgetIput` //! will have all coordinates in the widget's own local coordinate system, where `(0, 0)` is the //! middle of the widget's bounding `Rect`. `GlobalInput`, on the other hand, will never filter out //! any events, and will always provide them with coordinates relative to the window. pub mod state; pub mod widget; pub mod global; use Scalar; pub use self::state::State; pub use self::global::Global; pub use self::touch::Touch; pub use self::widget::Widget; #[doc(inline)] pub use piston_input::keyboard::ModifierKey; #[doc(inline)] pub use piston_input::{ Button, ControllerButton, ControllerAxisArgs, keyboard, Key, MouseButton, RenderArgs, }; /// Sources from which user input may be received. /// /// We use these to track which sources of input are being captured by which widget. #[derive(Copy, Clone, PartialEq, Debug)] pub enum Source { /// Mouse input (i.e. movement, buttons). Mouse, /// Keyboard input. Keyboard, /// Input from a finger on a touch screen/surface. Touch(self::touch::Id), } /// Different kinds of motion input. #[allow(missing_docs)] #[derive(Copy, Clone, Debug, PartialEq)] pub enum Motion { /// Absolute cursor position within the window. /// /// For more details on co-ordinate orientation etc, see the `Input` docs. MouseCursor { x: Scalar, y: Scalar }, /// Relative mouse movement. MouseRelative { x: Scalar, y: Scalar }, /// x and y in scroll ticks. Scroll { x: Scalar, y: Scalar }, /// controller axis move event. ControllerAxis(ControllerAxisArgs), } /// Touch-related items. pub mod touch { use Point; /// A type for uniquely identifying the source of a touch interaction. #[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct Id(u64); /// The stage of the touch interaction. #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)] pub enum Phase { /// The start of a touch interaction. Start, /// A touch moving across a surface. Move, /// The touch interaction was cancelled. Cancel, /// The end of a touch interaction. End, } /// Represents a touch interaction. /// /// Each time a user touches the surface with a new finger, a new series of `Touch` events /// `Start`, each with a unique identifier. /// /// For every `Id` there should be at least 2 events with `Start` and `End` (or `Cancel`led) /// `Phase`s. /// /// A `Start` input received with the same `Id` as a previously received `End` does *not* /// indicate that the same finger was used. `Id`s are only used to distinguish between /// overlapping touch interactions. #[derive(Copy, Clone, Debug, PartialEq)] pub struct Touch { /// The stage of the touch interaction. pub phase: Phase, /// A unique identifier associated with the source of the touch interaction. pub id: Id, /// The location of the touch on the surface/screen. See `Input` docs for information on /// the co-ordinate system. pub xy: Point, } impl Id { /// Construct a new identifier. pub fn new(id: u64) -> Self { Id(id) } } impl Touch { /// Returns a copy of the `Touch` relative to the given `xy`. pub fn relative_to(&self, xy: Point) -> Self { Touch { xy: [self.xy[0] - xy[0], self.xy[1] - xy[1]], ..*self } } } }