Files
ab_glyph_rasterizer
addr2line
adler
andrew
approx
arrayvec
ash
atom
backtrace
bitflags
byteorder
calloop
cfg_if
colorful
conrod_core
conrod_derive
conrod_example_shared
conrod_gfx
conrod_glium
conrod_piston
conrod_rendy
conrod_vulkano
conrod_wgpu
conrod_winit
copyless
copypasta
crossbeam
crossbeam_channel
crossbeam_deque
crossbeam_epoch
crossbeam_queue
crossbeam_utils
daggy
dlib
downcast_rs
draw_state
either
fixedbitset
float
fnv
futures
futures_channel
futures_core
futures_executor
futures_io
futures_macro
futures_sink
futures_task
futures_util
async_await
future
io
lock
sink
stream
task
fxhash
getrandom
gfx
gfx_backend_empty
gfx_backend_vulkan
gfx_core
gfx_descriptor
gfx_hal
gfx_memory
gimli
glium
glutin
glutin_egl_sys
glutin_glx_sys
graphics
half
hibitset
inplace_it
input
instant
interpolation
iovec
itoa
lazy_static
lazycell
libc
libloading
line_drawing
linked_hash_map
lock_api
log
maybe_uninit
memchr
memmap
memoffset
miniz_oxide
mio
mio_extras
naga
net2
nix
nom
num
num_bigint
num_complex
num_cpus
num_integer
num_iter
num_rational
num_traits
object
once_cell
ordered_float
ordermap
osmesa_sys
owned_ttf_parser
parking_lot
parking_lot_core
percent_encoding
petgraph
pin_project
pin_project_internal
pin_project_lite
pin_utils
ppv_lite86
proc_macro2
proc_macro_hack
proc_macro_nested
quote
rand
rand_chacha
rand_core
raw_window_handle
read_color
relevant
rendy
rendy_chain
rendy_command
rendy_core
rendy_descriptor
rendy_factory
rendy_frame
rendy_graph
rendy_init
rendy_memory
rendy_mesh
rendy_resource
rendy_shader
rendy_texture
rendy_wsi
rustc_demangle
rustc_hash
rusttype
ryu
same_file
scoped_tls
scopeguard
serde
serde_derive
serde_json
shaderc
shaderc_sys
shared_library
slab
smallvec
smithay_client_toolkit
smithay_clipboard
spirv_headers
stb_truetype
syn
takeable_option
texture
thiserror
thiserror_impl
thread_profiler
time
tracing
tracing_core
ttf_parser
typed_arena
unicode_xid
vecmath
viewport
vk_sys
void
vulkano
buffer
command_buffer
descriptor
device
framebuffer
image
instance
memory
pipeline
query
swapchain
sync
vulkano_shaders
walkdir
wayland_client
wayland_commons
wayland_cursor
wayland_egl
wayland_protocols
wayland_sys
wgpu
wgpu_core
wgpu_types
winit
x11
x11_clipboard
x11_dl
xcb
xcursor
xdg
xml
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
//! Everything related to storing the state of user input.
//!
//! This includes the state of any buttons on either the keyboard or the mouse, as well as the
//! position of the mouse.
//!
//! It also includes which widgets, if any, are capturing the keyboard and mouse.
//!
//! This module exists mostly to support the `input::Provider` trait.

use position::Point;
use self::mouse::Mouse;
use fnv;
use super::keyboard::ModifierKey;
use utils;
use widget;


/// Holds the current state of user input.
///
/// This includes the state of all buttons on the keyboard and mouse, as well as the position of
/// the mouse.
///
/// It also includes which widgets, if any, are capturing keyboard and mouse input.
#[derive(Clone, Debug, PartialEq)]
pub struct State {
    /// Mouse position and button state.
    pub mouse: Mouse,
    /// All in-progress touch interactions.
    pub touch: fnv::FnvHashMap<super::touch::Id, self::touch::Touch>,
    /// Which widget, if any, is currently capturing the keyboard
    pub widget_capturing_keyboard: Option<widget::Id>,
    /// Which widget, if any, is currently capturing the mouse
    pub widget_capturing_mouse: Option<widget::Id>,
    /// The widget that is currently under the mouse cursor.
    ///
    /// If the mouse is currently over multiple widgets, this index will represent the top-most,
    /// non-graphic-child widget.
    pub widget_under_mouse: Option<widget::Id>,
    /// Which modifier keys are being held down.
    pub modifiers: ModifierKey,
}

impl State {

    /// Returns a fresh new input state
    pub fn new() -> State {
        State{
            touch: fnv::FnvHashMap::default(),
            mouse: Mouse::new(),
            widget_capturing_keyboard: None,
            widget_capturing_mouse: None,
            widget_under_mouse: None,
            modifiers: ModifierKey::NO_MODIFIER,
        }
    }

    /// Returns a copy of the input::State relative to the given `position::Point`
    pub fn relative_to(mut self, xy: Point) -> State {
        self.mouse.xy = utils::vec2_sub(self.mouse.xy, xy);
        self.mouse.buttons = self.mouse.buttons.relative_to(xy);
        self
    }

}

/// Touch specific state.
pub mod touch {
    use position::Point;
    use widget;

    /// State stored about the start of a `Touch` interaction.
    #[derive(Copy, Clone, Debug, PartialEq)]
    pub struct Start {
        /// The time at which the `Touch` began.
        pub time: instant::Instant,
        /// The position at which the touch began.
        pub xy: Point,
        /// The widget under the beginning of the touch if there was one.
        ///
        /// This widget captures the `Touch` input source for its duration.
        pub widget: Option<widget::Id>,
    }

    /// All state stored for a `Touch` interaction in progress.
    #[derive(Copy, Clone, Debug, PartialEq)]
    pub struct Touch {
        /// The `Start` of the touch interaction.
        pub start: Start,
        /// The last recorded position of the finger on the window.
        pub xy: Point,
        /// The widget currently being touched.
        pub widget: Option<widget::Id>,
    }

}

/// Mouse specific state.
pub mod mouse {
    use position::Point;
    use std;
    use widget;

    #[doc(inline)]
    pub use input::MouseButton as Button;

    /// The max total number of buttons on a mouse.
    pub const NUM_BUTTONS: usize = 9;

    /// The state of the `Mouse`, including it's position and button states.
    #[derive(Copy, Clone, Debug, PartialEq)]
    pub struct Mouse {
        /// A map that stores the up/down state of each button.
        ///
        /// If the button is down, then it stores the position of the mouse when the button was first
        /// pressed.
        pub buttons: ButtonMap,
        /// The current position of the mouse.
        pub xy: Point,
    }

    /// Whether the button is up or down.
    #[derive(Copy, Clone, Debug, PartialEq)]
    pub enum ButtonPosition {
        /// The button is up (i.e. pressed).
        Up,
        /// The button is down and was originally pressed down at the given `Point` over the widget
        /// at the given widget::Id.
        Down(Point, Option<widget::Id>),
    }

    /// Stores the state of all mouse buttons.
    ///
    /// If the mouse button is down, it stores the position of the mouse when the button was pressed
    #[derive(Copy, Clone, Debug, PartialEq)]
    pub struct ButtonMap {
        buttons: [ButtonPosition; NUM_BUTTONS]
    }

    /// An iterator yielding all pressed buttons.
    #[derive(Clone)]
    pub struct PressedButtons<'a> {
        buttons: ::std::iter::Enumerate<::std::slice::Iter<'a, ButtonPosition>>,
    }

    impl Mouse {
        /// Construct a new default `Mouse`.
        pub fn new() -> Self {
            Mouse {
                buttons: ButtonMap::new(),
                xy: [0.0, 0.0],
            }
        }
    }

    impl ButtonPosition {

        /// If the mouse button is down, return a new one with position relative to the given `xy`.
        pub fn relative_to(self, xy: Point) -> Self {
            match self {
                ButtonPosition::Down(pos, widget) =>
                    ButtonPosition::Down([pos[0] - xy[0], pos[1] - xy[1]], widget),
                button_pos => button_pos,
            }
        }

        /// Is the `ButtonPosition` down.
        pub fn is_down(&self) -> bool {
            match *self {
                ButtonPosition::Down(_, _) => true,
                _ => false,
            }
        }

        /// Is the `ButtonPosition` up.
        pub fn is_up(&self) -> bool {
            match *self {
                ButtonPosition::Up => true,
                _ => false,
            }
        }

        /// Returns the position at which the button was pressed along with the widget that was
        /// under the mouse at the time of pressing if the position is `Down`.
        pub fn if_down(&self) -> Option<(Point, Option<widget::Id>)> {
            match *self {
                ButtonPosition::Down(xy, widget) => Some((xy, widget)),
                _ => None,
            }
        }

        /// Returns the position at which the button was pressed if it's down.
        pub fn xy_if_down(&self) -> Option<Point> {
            match *self {
                ButtonPosition::Down(xy, _) => Some(xy),
                _ => None,
            }
        }

    }

    impl ButtonMap {

        /// Returns a new button map with all states set to `None`
        pub fn new() -> Self {
            ButtonMap{
                buttons: [ButtonPosition::Up; NUM_BUTTONS]
            }
        }

        /// Returns a copy of the ButtonMap relative to the given `Point`
        pub fn relative_to(self, xy: Point) -> Self {
            self.buttons.iter().enumerate().fold(ButtonMap::new(), |mut map, (idx, button_pos)| {
                map.buttons[idx] = button_pos.relative_to(xy);
                map
            })
        }

        /// The state of the left mouse button.
        pub fn left(&self) -> &ButtonPosition {
            &self[Button::Left]
        }

        /// The state of the middle mouse button.
        pub fn middle(&self) -> &ButtonPosition {
            &self[Button::Middle]
        }

        /// The state of the right mouse button.
        pub fn right(&self) -> &ButtonPosition {
            &self[Button::Right]
        }

        /// Sets the `Button` in the `Down` position.
        pub fn press(&mut self, button: Button, xy: Point, widget: Option<widget::Id>) {
            self.buttons[button_to_idx(button)] = ButtonPosition::Down(xy, widget);
        }

        /// Set's the `Button` in the `Up` position.
        pub fn release(&mut self, button: Button) {
            self.buttons[button_to_idx(button)] = ButtonPosition::Up;
        }

        /// An iterator yielding all pressed mouse buttons along with the location at which they
        /// were originally pressed.
        pub fn pressed(&self) -> PressedButtons {
            PressedButtons { buttons: self.buttons.iter().enumerate() }
        }

    }

    /// Converts a `Button` to its respective index within the `ButtonMap`.
    fn button_to_idx(button: Button) -> usize {
        let idx: u32 = button.into();
        idx as usize
    }

    /// Converts a `ButtonMap` index to its respective `Button`.
    fn idx_to_button(idx: usize) -> Button {
        (idx as u32).into()
    }

    impl std::ops::Index<Button> for ButtonMap {
        type Output = ButtonPosition;
        fn index(&self, button: Button) -> &Self::Output {
            &self.buttons[button_to_idx(button)]
        }
    }

    impl<'a> Iterator for PressedButtons<'a> {
        type Item = (Button, Point, Option<widget::Id>);
        fn next(&mut self) -> Option<Self::Item> {
            while let Some((idx, button_pos)) = self.buttons.next() {
                if let ButtonPosition::Down(xy, widget) = *button_pos {
                    return Some((idx_to_button(idx), xy, widget));
                }
            }
            None
        }
    }

}



#[test]
fn pressed_next_returns_none_if_no_buttons_are_pressed() {
    let map = mouse::ButtonMap::new();
    let pressed = map.pressed().next();
    assert!(pressed.is_none());
}

#[test]
fn pressed_next_should_return_first_pressed_button() {
    let mut map = mouse::ButtonMap::new();

    map.press(mouse::Button::Right, [3.0, 3.0], None);
    map.press(mouse::Button::X1, [5.4, 4.5], None);

    let pressed = map.pressed().next();
    assert_eq!(Some((mouse::Button::Right, [3.0, 3.0], None)), pressed);
}

#[test]
fn button_down_should_store_the_point() {
    let mut map = mouse::ButtonMap::new();
    let xy = [2.0, 5.0];
    map.press(mouse::Button::Left, xy, None);

    assert_eq!(mouse::ButtonPosition::Down(xy, None), map[mouse::Button::Left]);
}

#[test]
fn input_state_should_be_made_relative_to_a_given_point() {
    let mut state = State::new();
    state.mouse.xy = [50.0, -10.0];
    state.mouse.buttons.press(mouse::Button::Middle, [-20.0, -10.0], None);

    let relative_state = state.relative_to([20.0, 20.0]);
    assert_eq!([30.0, -30.0], relative_state.mouse.xy);
    assert_eq!(Some([-40.0, -30.0]), relative_state.mouse.buttons[mouse::Button::Middle].xy_if_down());
}