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//! Advanced input handler
use ggez::{
event::EventHandler,
input::mouse::{self, MouseButton},
Context, GameResult,
};
use mint::Point2;
pub struct InputHandle {
/// The mouse position on the viewport
pub mouse_pos: Point2<f32>,
/// Whether the left mouse button is pressed this frame
pub left_pressed: bool,
/// Whether the right mouse button is pressed this frame
pub right_pressed: bool,
/// Set when pressing left mouse and unset when releasing it
pub drag_point: Option<Point2<f32>>,
}
impl InputHandle {
pub fn new() -> Self {
Self {
mouse_pos: [0.0, 0.0].into(),
left_pressed: false,
right_pressed: false,
drag_point: None,
}
}
/// Get the unprojected mouse coordinates
pub fn unproject(&self) -> Point2<f32> {
self.mouse_pos.clone();
todo!()
}
}
impl EventHandler for InputHandle {
fn update(&mut self, ctx: &mut Context) -> GameResult<()> {
self.mouse_pos = mouse::position(&ctx);
self.left_pressed = mouse::button_pressed(ctx, MouseButton::Left);
self.right_pressed = mouse::button_pressed(ctx, MouseButton::Right);
// Only set the drag_point once and unset when we release Left button
if self.left_pressed && self.drag_point.is_none() {
self.drag_point = Some(self.mouse_pos.clone());
} else if !self.left_pressed {
self.drag_point = None;
}
Ok(())
}
fn draw(&mut self, _: &mut Context) -> GameResult<()> {
panic!("Don't draw the input handle!");
}
}
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