doukutsu-rs/src/ggez/event.rs

291 lines
12 KiB
Rust

//! The `event` module contains traits and structs to actually run your game mainloop
//! and handle top-level state, as well as handle input events such as keyboard
//! and mouse.
//!
//! If you don't want to use `ggez`'s built in event loop, you can
//! write your own mainloop and check for events on your own. This is
//! not particularly hard, there's nothing special about the
//! `EventHandler` trait. It just tries to simplify the process a
//! little. For examples of how to write your own main loop, see the
//! source code for this module, or the [`eventloop`
//! example](https://github.com/ggez/ggez/blob/master/examples/eventloop.rs).
use gilrs;
/// An analog axis of some device (gamepad thumbstick, joystick...).
pub use gilrs::Axis;
/// A button of some device (gamepad, joystick...).
pub use gilrs::Button;
use winit::{self, dpi};
/// A mouse button.
pub use winit::event::MouseButton;
/// `winit` event loop.
pub use winit::event_loop::EventLoop;
use crate::ggez::context::Context;
use crate::ggez::error::GameResult;
pub use crate::ggez::input::gamepad::GamepadId;
pub use crate::ggez::input::keyboard::{KeyCode, KeyMods};
use self::winit_event::*;
use crate::ggez::graphics::window;
// TODO LATER: I kinda hate all these re-exports. I kinda hate
// a lot of the details of the `EventHandler` and input now though,
// and look forward to ripping it all out and replacing it with newer winit.
/// `winit` events; nested in a module for re-export neatness.
pub mod winit_event {
pub use winit::event::{
DeviceEvent, ElementState, Event, KeyboardInput, ModifiersState, MouseScrollDelta,
TouchPhase, WindowEvent,
};
}
/// A trait defining event callbacks. This is your primary interface with
/// `ggez`'s event loop. Implement this trait for a type and
/// override at least the [`update()`](#tymethod.update) and
/// [`draw()`](#tymethod.draw) methods, then pass it to
/// [`event::run()`](fn.run.html) to run the game's mainloop.
///
/// The default event handlers do nothing, apart from
/// [`key_down_event()`](#tymethod.key_down_event), which will by
/// default exit the game if the escape key is pressed. Just
/// override the methods you want to use.
pub trait EventHandler {
/// Called upon each logic update to the game.
/// This should be where the game's logic takes place.
fn update(&mut self, _ctx: &mut Context) -> GameResult;
/// Called to do the drawing of your game.
/// You probably want to start this with
/// [`graphics::clear()`](../graphics/fn.clear.html) and end it
/// with [`graphics::present()`](../graphics/fn.present.html) and
/// maybe [`timer::yield_now()`](../timer/fn.yield_now.html).
fn draw(&mut self, _ctx: &mut Context) -> GameResult;
/// A mouse button was pressed
fn mouse_button_down_event(
&mut self,
_ctx: &mut Context,
_button: MouseButton,
_x: f32,
_y: f32,
) {}
/// A mouse button was released
fn mouse_button_up_event(
&mut self,
_ctx: &mut Context,
_button: MouseButton,
_x: f32,
_y: f32,
) {}
/// The mouse was moved; it provides both absolute x and y coordinates in the window,
/// and relative x and y coordinates compared to its last position.
fn mouse_motion_event(&mut self, _ctx: &mut Context, _x: f32, _y: f32, _dx: f32, _dy: f32) {}
/// The mousewheel was scrolled, vertically (y, positive away from and negative toward the user)
/// or horizontally (x, positive to the right and negative to the left).
fn mouse_wheel_event(&mut self, _ctx: &mut Context, _x: f32, _y: f32) {}
/// A keyboard button was pressed.
///
/// The default implementation of this will call `ggez::event::quit()`
/// when the escape key is pressed. If you override this with
/// your own event handler you have to re-implment that
/// functionality yourself.
fn key_down_event(
&mut self,
ctx: &mut Context,
keycode: KeyCode,
_keymods: KeyMods,
_repeat: bool,
) {
if keycode == KeyCode::Escape {
quit(ctx);
}
}
/// A keyboard button was released.
fn key_up_event(&mut self, _ctx: &mut Context, _keycode: KeyCode, _keymods: KeyMods) {}
/// A unicode character was received, usually from keyboard input.
/// This is the intended way of facilitating text input.
fn text_input_event(&mut self, _ctx: &mut Context, _character: char) {}
/// A gamepad button was pressed; `id` identifies which gamepad.
/// Use [`input::gamepad()`](../input/fn.gamepad.html) to get more info about
/// the gamepad.
fn gamepad_button_down_event(&mut self, _ctx: &mut Context, _btn: Button, _id: GamepadId) {}
/// A gamepad button was released; `id` identifies which gamepad.
/// Use [`input::gamepad()`](../input/fn.gamepad.html) to get more info about
/// the gamepad.
fn gamepad_button_up_event(&mut self, _ctx: &mut Context, _btn: Button, _id: GamepadId) {}
/// A gamepad axis moved; `id` identifies which gamepad.
/// Use [`input::gamepad()`](../input/fn.gamepad.html) to get more info about
/// the gamepad.
fn gamepad_axis_event(&mut self, _ctx: &mut Context, _axis: Axis, _value: f32, _id: GamepadId) {}
/// Called when the window is shown or hidden.
fn focus_event(&mut self, _ctx: &mut Context, _gained: bool) {}
/// Called upon a quit event. If it returns true,
/// the game does not exit (the quit event is cancelled).
fn quit_event(&mut self, _ctx: &mut Context) -> bool {
debug!("quit_event() callback called, quitting...");
false
}
/// Called when the user resizes the window, or when it is resized
/// via [`graphics::set_mode()`](../graphics/fn.set_mode.html).
fn resize_event(&mut self, _ctx: &mut Context, _width: f32, _height: f32) {}
}
/// Terminates the [`ggez::event::run()`](fn.run.html) loop by setting
/// [`Context.continuing`](struct.Context.html#structfield.continuing)
/// to `false`.
pub fn quit(ctx: &mut Context) {
ctx.continuing = false;
}
/*
/// Runs the game's main loop, calling event callbacks on the given state
/// object as events occur.
///
/// It does not try to do any type of framerate limiting. See the
/// documentation for the [`timer`](../timer/index.html) module for more info.
pub fn run<S>(ctx: &'static mut Context, events_loop: &mut EventLoop<()>, state: &'static mut S) -> GameResult
where
S: EventHandler,
{
use crate::ggez::input::{keyboard, mouse};
// If you are writing your own event loop, make sure
// you include `timer_context.tick()` and
// `ctx.process_event()` calls. These update ggez's
// internal state however necessary.
while ctx.continuing {
events_loop.run_return(|event, _target, _flow| {
ctx.timer_context.tick();
ctx.process_event(&event);
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(logical_size) => {
// let actual_size = logical_size;
state.resize_event(
ctx,
logical_size.width as f32,
logical_size.height as f32,
);
}
WindowEvent::CloseRequested => {
if !state.quit_event(ctx) {
quit(ctx);
}
}
WindowEvent::Focused(gained) => {
state.focus_event(ctx, gained);
}
WindowEvent::ReceivedCharacter(ch) => {
state.text_input_event(ctx, ch);
}
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(keycode),
modifiers,
..
},
..
} => {
let repeat = keyboard::is_key_repeated(ctx);
state.key_down_event(ctx, keycode, modifiers.into(), repeat);
}
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Released,
virtual_keycode: Some(keycode),
modifiers,
..
},
..
} => {
state.key_up_event(ctx, keycode, modifiers.into());
}
WindowEvent::MouseWheel { delta, .. } => {
let (x, y) = match delta {
MouseScrollDelta::LineDelta(x, y) => (x, y),
MouseScrollDelta::PixelDelta(dpi::LogicalPosition { x, y }) => {
(x as f32, y as f32)
}
};
state.mouse_wheel_event(ctx, x, y);
}
WindowEvent::MouseInput {
state: element_state,
button,
..
} => {
let position = mouse::position(ctx);
match element_state {
ElementState::Pressed => {
state.mouse_button_down_event(ctx, button, position.x, position.y)
}
ElementState::Released => {
state.mouse_button_up_event(ctx, button, position.x, position.y)
}
}
}
WindowEvent::CursorMoved { .. } => {
let position = mouse::position(ctx);
let delta = mouse::delta(ctx);
state.mouse_motion_event(ctx, position.x, position.y, delta.x, delta.y);
}
_x => {
// trace!("ignoring window event {:?}", x);
}
},
Event::DeviceEvent { event, .. } => match event {
_ => (),
},
Event::Resumed => (),
Event::Suspended => (),
Event::RedrawRequested(win) => {
if win == ctx.gfx_context.window.window().id() {
state.draw(ctx).unwrap();
}
}
Event::MainEventsCleared => {
// Handle gamepad events if necessary.
if ctx.conf.modules.gamepad {
while let Some(gilrs::Event { id, event, .. }) = ctx.gamepad_context.next_event() {
match event {
gilrs::EventType::ButtonPressed(button, _) => {
state.gamepad_button_down_event(ctx, button, GamepadId(id));
}
gilrs::EventType::ButtonReleased(button, _) => {
state.gamepad_button_up_event(ctx, button, GamepadId(id));
}
gilrs::EventType::AxisChanged(axis, value, _) => {
state.gamepad_axis_event(ctx, axis, value, GamepadId(id));
}
_ => {}
}
}
}
state.update(ctx).unwrap();
window(ctx).window().request_redraw();
}
_ => {}
}
});
}
Ok(())
}*/