/*
* Copyright (C) Oscar Shrimpton 2020
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
use crate::Renderer;
use egui::Context;
use legion::systems::Runnable;
use log::debug;
use std::sync::Arc;
use egui::{Output, PaintJobs, Pos2, RawInput, Ui};
use stockton_input::{Action as KBAction, InputManager, Mouse};
use winit::event::{
ElementState, Event as WinitEvent, MouseButton, WindowEvent as WinitWindowEvent,
};
use winit::event_loop::ControlFlow;
#[derive(Debug, Clone, Copy)]
pub enum WindowEvent {
SizeChanged(u32, u32),
CloseRequested,
KeyboardAction(KBAction),
MouseAction(KBAction),
MouseMoved(f32, f32),
MouseLeft,
}
impl WindowEvent {
pub fn from(winit_event: &WinitEvent<()>) -> Option {
// TODO
match winit_event {
WinitEvent::WindowEvent { event, .. } => match event {
WinitWindowEvent::CloseRequested => Some(WindowEvent::CloseRequested),
WinitWindowEvent::Resized(size) => {
Some(WindowEvent::SizeChanged(size.width, size.height))
}
WinitWindowEvent::KeyboardInput { input, .. } => match input.state {
ElementState::Pressed => Some(WindowEvent::KeyboardAction(KBAction::KeyPress(
input.scancode,
))),
ElementState::Released => Some(WindowEvent::KeyboardAction(
KBAction::KeyRelease(input.scancode),
)),
},
WinitWindowEvent::CursorMoved { position, .. } => Some(WindowEvent::MouseMoved(
position.x as f32,
position.y as f32,
)),
WinitWindowEvent::CursorLeft { .. } => Some(WindowEvent::MouseLeft),
WinitWindowEvent::MouseInput { button, state, .. } => {
let mb: stockton_input::MouseButton = match button {
MouseButton::Left => stockton_input::MouseButton::Left,
MouseButton::Right => stockton_input::MouseButton::Right,
MouseButton::Middle => stockton_input::MouseButton::Middle,
MouseButton::Other(x) => stockton_input::MouseButton::Other(*x),
};
match state {
ElementState::Pressed => {
Some(WindowEvent::MouseAction(KBAction::MousePress(mb)))
}
ElementState::Released => {
Some(WindowEvent::MouseAction(KBAction::MouseRelease(mb)))
}
}
}
_ => None,
},
_ => None,
}
}
}
pub struct UIState {
pub(crate) ctx: Arc,
pub(crate) raw_input: RawInput,
ui: Option,
pub(crate) last_tex_ver: u64,
}
impl UIState {
pub fn ui(&mut self) -> &mut Ui {
if self.ui.is_none() {
self.ui = Some(self.begin_frame());
}
self.ui.as_mut().unwrap()
}
fn begin_frame(&mut self) -> Ui {
self.ctx.begin_frame(self.raw_input.take())
}
pub fn end_frame(&mut self) -> (Output, PaintJobs) {
self.ui = None;
self.ctx.end_frame()
}
fn set_mouse_pos(&mut self, x: f32, y: f32) {
self.raw_input.mouse_pos = Some(Pos2 { x, y })
}
fn set_mouse_left(&mut self) {
self.raw_input.mouse_pos = None;
}
fn set_dimensions(&mut self, w: u32, h: u32) {
self.raw_input.screen_size = egui::math::Vec2 {
x: w as f32,
y: h as f32,
}
}
fn set_pixels_per_point(&mut self, ppp: Option) {
self.raw_input.pixels_per_point = ppp;
}
pub fn dimensions(&self) -> egui::math::Vec2 {
self.raw_input.screen_size
}
fn handle_action(&mut self, action: KBAction) {
// TODO
match action {
KBAction::MousePress(stockton_input::MouseButton::Left) => {
self.raw_input.mouse_down = true;
}
KBAction::MouseRelease(stockton_input::MouseButton::Right) => {
self.raw_input.mouse_down = false;
}
_ => (),
}
}
pub fn new(renderer: &Renderer) -> Self {
let mut state = UIState {
ctx: Context::new(),
raw_input: RawInput::default(),
ui: None,
last_tex_ver: 0,
};
let props = &renderer.context.target_chain.properties;
state.set_dimensions(props.extent.width, props.extent.height);
state.set_pixels_per_point(Some(renderer.context.pixels_per_point));
debug!("{:?}", state.raw_input);
state
}
}
#[system]
/// A system to process the window events sent to renderer by the winit event loop.
pub fn _process_window_events(
#[resource] renderer: &mut Renderer<'static>,
#[resource] manager: &mut T,
#[resource] mouse: &mut Mouse,
#[resource] ui_state: &mut UIState,
#[state] actions_buf: &mut Vec,
) {
let mut actions_buf_cursor = 0;
let mut mouse_delta = mouse.abs;
while let Ok(event) = renderer.window_events.try_recv() {
match event {
WindowEvent::SizeChanged(w, h) => {
renderer.resize();
ui_state.set_dimensions(w, h);
}
WindowEvent::CloseRequested => {
let mut flow = renderer.update_control_flow.write().unwrap();
// TODO: Let everything know this is our last frame
*flow = ControlFlow::Exit;
}
WindowEvent::KeyboardAction(action) => {
if actions_buf_cursor >= actions_buf.len() {
actions_buf.push(action);
} else {
actions_buf[actions_buf_cursor] = action;
}
actions_buf_cursor += 1;
ui_state.handle_action(action);
}
WindowEvent::MouseMoved(x, y) => {
mouse_delta.x = x;
mouse_delta.y = y;
ui_state.set_mouse_pos(x, y);
}
WindowEvent::MouseLeft => {
ui_state.set_mouse_left();
}
WindowEvent::MouseAction(action) => {
if actions_buf_cursor >= actions_buf.len() {
actions_buf.push(action);
} else {
actions_buf[actions_buf_cursor] = action;
}
actions_buf_cursor += 1;
ui_state.handle_action(action);
}
};
}
mouse.handle_frame(mouse_delta);
manager.handle_frame(&actions_buf[0..actions_buf_cursor]);
}
pub fn process_window_events_system() -> impl Runnable {
_process_window_events_system::(Vec::with_capacity(4))
}