named constants for mouse buttons + helper methods for mouse input

This commit is contained in:
Dmitry Stepanov
2025-09-21 13:51:11 +03:00
parent 09cec6418b
commit 416fcabf31
+68 -9
View File
@@ -33,7 +33,7 @@ use winit::keyboard::{KeyCode, PhysicalKey};
/// corresponding event has come from, if you have more than one mouse use event-based approach
/// instead!
#[derive(Default, Clone)]
pub struct MouseState {
pub struct Mouse {
/// Coordinates in pixels relative to the top-left corner of the window.
pub position: Vector2<f32>,
/// Speed of the mouse in some units.
@@ -46,6 +46,9 @@ pub struct MouseState {
/// - 3 - additional mouse button (could back or forward)
/// - 4 - additional mouse button (could back or forward)
/// - 5 and higher - device-specific buttons
///
/// There are named constants for the tree most used ones - [`Mouse::LEFT_BUTTON`],
/// [`Mouse::RIGHT_BUTTON`], [`Mouse::MIDDLE_BUTTON`].
pub buttons_state: FxHashMap<ButtonId, ElementState>,
/// A hash set that contains all the buttons that were pressed in the current frame. If a button
/// is still pressed in the next frame, this hash map will not contain it. This is useful
@@ -59,12 +62,21 @@ pub struct MouseState {
pub released_buttons: FxHashSet<ButtonId>,
}
impl Mouse {
/// Index of the left button.
pub const LEFT_BUTTON: ButtonId = 0;
/// Index of the right button.
pub const RIGHT_BUTTON: ButtonId = 1;
/// Index of the middle button.
pub const MIDDLE_BUTTON: ButtonId = 2;
}
/// Represents the keyboard state in the current frame. The contents of this structure is a simplified
/// version of event-based approach. **Important:** this structure does not track from which keyboard the
/// corresponding event has come from, if you have more than one keyboard use event-based approach
/// instead!
#[derive(Default, Clone)]
pub struct KeyboardState {
pub struct Keyboard {
/// Represents the keyboard state in the current frame.
pub keys: FxHashMap<PhysicalKey, ElementState>,
/// A hash set that contains all the keys that were pressed in the current frame. If a key
@@ -86,9 +98,9 @@ pub struct KeyboardState {
#[derive(Default, Clone)]
pub struct InputState {
/// Represents the mouse state in the current frame.
pub mouse: MouseState,
pub mouse: Mouse,
/// Represents the keyboard state in the current frame.
pub keyboard: KeyboardState,
pub keyboard: Keyboard,
}
impl InputState {
@@ -130,6 +142,9 @@ impl InputState {
/// - 3 - additional mouse button (could back or forward)
/// - 4 - additional mouse button (could back or forward)
/// - 5 and higher - device-specific buttons
///
/// There are named constants for the tree most used ones - [`Mouse::LEFT_BUTTON`],
/// [`Mouse::RIGHT_BUTTON`], [`Mouse::MIDDLE_BUTTON`].
#[inline]
pub fn is_mouse_button_down(&self, button_id: ButtonId) -> bool {
self.mouse
@@ -141,7 +156,8 @@ impl InputState {
/// Returns `true` if the specified button was pressed in the current frame, `false` - otherwise.
/// This method will return `false` if the button is still pressed in the next frame. This is
/// useful to check if a button was pressed and some action, but do not repeat the same action
/// over and over until the button is released.
/// over and over until the button is released. See the docs of [`Self::is_mouse_button_down`]
/// for button ids.
#[inline]
pub fn is_mouse_button_pressed(&self, button_id: ButtonId) -> bool {
self.mouse.pressed_buttons.contains(&button_id)
@@ -150,7 +166,8 @@ impl InputState {
/// Returns `true` if the specified button was released in the current frame, `false` - otherwise.
/// This method will return `false` if the button is still released in the next frame. This is
/// useful to check if a button was released and some action, but do not repeat the same action
/// over and over until the button is pressed.
/// over and over until the button is pressed. See the docs of [`Self::is_mouse_button_down`]
/// for button ids.
#[inline]
pub fn is_mouse_button_released(&self, button_id: ButtonId) -> bool {
self.mouse.released_buttons.contains(&button_id)
@@ -159,19 +176,61 @@ impl InputState {
/// Returns `true` if the left mouse button is pressed, `false` - otherwise.
#[inline]
pub fn is_left_mouse_button_down(&self) -> bool {
self.is_mouse_button_down(0)
self.is_mouse_button_down(Mouse::LEFT_BUTTON)
}
/// Returns `true` if the right mouse button is pressed, `false` - otherwise.
#[inline]
pub fn is_right_mouse_button_down(&self) -> bool {
self.is_mouse_button_down(1)
self.is_mouse_button_down(Mouse::RIGHT_BUTTON)
}
/// Returns `true` if the middle mouse button pressed is pressed, `false` - otherwise.
#[inline]
pub fn is_middle_mouse_button_down(&self) -> bool {
self.is_mouse_button_down(2)
self.is_mouse_button_down(Mouse::MIDDLE_BUTTON)
}
/// Returns `true` if the left mouse button was pressed on the current frame,
/// `false` - otherwise.
#[inline]
pub fn is_left_mouse_button_pressed(&self) -> bool {
self.is_mouse_button_pressed(Mouse::LEFT_BUTTON)
}
/// Returns `true` if the right mouse button was pressed on the current frame,
/// `false` - otherwise.
#[inline]
pub fn is_right_mouse_button_pressed(&self) -> bool {
self.is_mouse_button_pressed(Mouse::RIGHT_BUTTON)
}
/// Returns `true` if the middle mouse button was pressed on the current frame,
/// `false` - otherwise.
#[inline]
pub fn is_middle_mouse_button_pressed(&self) -> bool {
self.is_mouse_button_pressed(Mouse::MIDDLE_BUTTON)
}
/// Returns `true` if the left mouse button was released on the current frame,
/// `false` - otherwise.
#[inline]
pub fn is_left_mouse_button_released(&self) -> bool {
self.is_mouse_button_released(Mouse::LEFT_BUTTON)
}
/// Returns `true` if the right mouse button was released on the current frame,
/// `false` - otherwise.
#[inline]
pub fn is_right_mouse_button_released(&self) -> bool {
self.is_mouse_button_released(Mouse::RIGHT_BUTTON)
}
/// Returns `true` if the middle mouse button was released on the current frame,
/// `false` - otherwise.
#[inline]
pub fn is_middle_mouse_button_released(&self) -> bool {
self.is_mouse_button_released(Mouse::MIDDLE_BUTTON)
}
/// Returns mouse speed in the current frame, the speed expressed in some arbitrary units.