veloren/voxygen/src/window.rs

1170 lines
44 KiB
Rust
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use crate::{
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controller::*,
render::{Renderer, WinColorFmt, WinDepthFmt},
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settings::{ControlSettings, Settings},
ui, Error,
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};
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use crossbeam::channel;
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use gilrs::{EventType, Gilrs};
use hashbrown::HashMap;
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use old_school_gfx_glutin_ext::{ContextBuilderExt, WindowInitExt, WindowUpdateExt};
use serde_derive::{Deserialize, Serialize};
use std::fmt;
use tracing::{error, info, warn};
use vek::*;
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/// Represents a key that the game recognises after input mapping.
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#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Deserialize, Serialize)]
pub enum GameInput {
Primary,
Secondary,
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Slot1,
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Slot2,
Slot3,
Slot4,
Slot5,
Slot6,
Slot7,
Slot8,
Slot9,
Slot10,
ToggleCursor,
MoveForward,
MoveBack,
MoveLeft,
MoveRight,
Jump,
Sit,
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Dance,
Glide,
Climb,
ClimbDown,
Swim,
//WallLeap,
ToggleLantern,
Mount,
Enter,
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Command,
Escape,
Map,
Bag,
Social,
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Crafting,
Spellbook,
Settings,
ToggleInterface,
Help,
ToggleDebug,
Fullscreen,
Screenshot,
ToggleIngameUi,
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Roll,
Respawn,
Interact,
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ToggleWield,
//Charge,
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SwapLoadout,
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FreeLook,
AutoWalk,
CycleCamera,
}
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impl GameInput {
pub fn get_localization_key(&self) -> &str {
match *self {
GameInput::Primary => "gameinput.primary",
GameInput::Secondary => "gameinput.secondary",
GameInput::ToggleCursor => "gameinput.togglecursor",
GameInput::MoveForward => "gameinput.moveforward",
GameInput::MoveLeft => "gameinput.moveleft",
GameInput::MoveRight => "gameinput.moveright",
GameInput::MoveBack => "gameinput.moveback",
GameInput::Jump => "gameinput.jump",
GameInput::Sit => "gameinput.sit",
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GameInput::Dance => "gameinput.dance",
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GameInput::Glide => "gameinput.glide",
GameInput::Climb => "gameinput.climb",
GameInput::ClimbDown => "gameinput.climbdown",
GameInput::Swim => "gameinput.swim",
//GameInput::WallLeap => "gameinput.wallleap",
GameInput::ToggleLantern => "gameinput.togglelantern",
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GameInput::Mount => "gameinput.mount",
GameInput::Enter => "gameinput.enter",
GameInput::Command => "gameinput.command",
GameInput::CycleCamera => "gameinput.cyclecamera",
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GameInput::Escape => "gameinput.escape",
GameInput::Map => "gameinput.map",
GameInput::Bag => "gameinput.bag",
GameInput::Social => "gameinput.social",
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GameInput::Crafting => "gameinput.crafting",
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GameInput::Spellbook => "gameinput.spellbook",
GameInput::Settings => "gameinput.settings",
GameInput::ToggleInterface => "gameinput.toggleinterface",
GameInput::Help => "gameinput.help",
GameInput::ToggleDebug => "gameinput.toggledebug",
GameInput::Fullscreen => "gameinput.fullscreen",
GameInput::Screenshot => "gameinput.screenshot",
GameInput::ToggleIngameUi => "gameinput.toggleingameui",
GameInput::Roll => "gameinput.roll",
GameInput::Respawn => "gameinput.respawn",
GameInput::Interact => "gameinput.interact",
GameInput::ToggleWield => "gameinput.togglewield",
//GameInput::Charge => "gameinput.charge",
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GameInput::FreeLook => "gameinput.freelook",
GameInput::AutoWalk => "gameinput.autowalk",
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GameInput::Slot1 => "gameinput.slot1",
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GameInput::Slot2 => "gameinput.slot2",
GameInput::Slot3 => "gameinput.slot3",
GameInput::Slot4 => "gameinput.slot4",
GameInput::Slot5 => "gameinput.slot5",
GameInput::Slot6 => "gameinput.slot6",
GameInput::Slot7 => "gameinput.slot7",
GameInput::Slot8 => "gameinput.slot8",
GameInput::Slot9 => "gameinput.slot9",
GameInput::Slot10 => "gameinput.slot10",
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GameInput::SwapLoadout => "gameinput.swaploadout",
}
}
pub fn iterator() -> impl Iterator<Item = GameInput> {
[
GameInput::Primary,
GameInput::Secondary,
GameInput::ToggleCursor,
GameInput::MoveForward,
GameInput::MoveLeft,
GameInput::MoveRight,
GameInput::MoveBack,
GameInput::Jump,
GameInput::Sit,
GameInput::Dance,
GameInput::Glide,
GameInput::Climb,
GameInput::ClimbDown,
GameInput::Swim,
GameInput::ToggleLantern,
GameInput::Mount,
GameInput::Enter,
GameInput::Command,
GameInput::Escape,
GameInput::Map,
GameInput::Bag,
GameInput::Social,
GameInput::Spellbook,
GameInput::Settings,
GameInput::ToggleInterface,
GameInput::Help,
GameInput::ToggleDebug,
GameInput::Fullscreen,
GameInput::Screenshot,
GameInput::ToggleIngameUi,
GameInput::Roll,
GameInput::Respawn,
GameInput::Interact,
GameInput::ToggleWield,
GameInput::FreeLook,
GameInput::AutoWalk,
GameInput::Slot1,
GameInput::Slot2,
GameInput::Slot3,
GameInput::Slot4,
GameInput::Slot5,
GameInput::Slot6,
GameInput::Slot7,
GameInput::Slot8,
GameInput::Slot9,
GameInput::Slot10,
GameInput::SwapLoadout,
]
.iter()
.copied()
}
/// Return true if `a` and `b` are able to be bound to the same key at the
/// same time without conflict. For example, the player can't jump and climb
/// at the same time, so these can be bound to the same key.
pub fn can_share_bindings(a: GameInput, b: GameInput) -> bool {
a.get_representative_binding() == b.get_representative_binding()
}
/// If two GameInputs are able to be bound at the same time, then they will
/// return the same value from this function (the representative value for
/// that set). This models the Find operation of a disjoint-set data
/// structure.
fn get_representative_binding(&self) -> GameInput {
match self {
GameInput::Jump => GameInput::Jump,
GameInput::Climb => GameInput::Jump,
GameInput::Swim => GameInput::Jump,
GameInput::Respawn => GameInput::Jump,
GameInput::FreeLook => GameInput::FreeLook,
GameInput::AutoWalk => GameInput::FreeLook,
_ => *self,
}
}
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}
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/// Represents a key that the game menus recognise after input mapping
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
pub enum MenuInput {
Up,
Down,
Left,
Right,
ScrollUp,
ScrollDown,
ScrollLeft,
ScrollRight,
Home,
End,
Apply,
Back,
Exit,
}
#[derive(Clone, Debug, PartialEq, Deserialize, Serialize)]
pub enum AnalogMenuInput {
MoveX(f32),
MoveY(f32),
ScrollX(f32),
ScrollY(f32),
}
#[derive(Clone, Debug, PartialEq, Deserialize, Serialize)]
pub enum AnalogGameInput {
MovementX(f32),
MovementY(f32),
CameraX(f32),
CameraY(f32),
}
/// Represents an incoming event from the window.
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#[derive(Clone, Debug)]
pub enum Event {
/// The window has been requested to close.
Close,
/// The window has been resized.
Resize(Vec2<u32>),
/// The window has been moved.
Moved(Vec2<u32>),
/// A key has been typed that corresponds to a specific character.
Char(char),
/// The cursor has been panned across the screen while grabbed.
CursorPan(Vec2<f32>),
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/// The cursor has been moved across the screen while ungrabbed.
CursorMove(Vec2<f32>),
/// A mouse button has been pressed or released
MouseButton(MouseButton, PressState),
/// The camera has been requested to zoom.
Zoom(f32),
/// A key that the game recognises has been pressed or released.
InputUpdate(GameInput, bool),
/// Event that the ui uses.
Ui(ui::Event),
/// The view distance has changed.
ViewDistanceChanged(u32),
/// Game settings have changed.
SettingsChanged,
/// The window is (un)focused
Focused(bool),
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/// A key that the game recognises for menu navigation has been pressed or
/// released
MenuInput(MenuInput, bool),
/// Update of the analog inputs recognized by the menus
AnalogMenuInput(AnalogMenuInput),
/// Update of the analog inputs recognized by the game
AnalogGameInput(AnalogGameInput),
/// We tried to save a screenshot
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ScreenshotMessage(String),
}
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pub type MouseButton = winit::event::MouseButton;
pub type PressState = winit::event::ElementState;
pub type EventLoop = winit::event_loop::EventLoop<()>;
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
pub enum KeyMouse {
Key(winit::event::VirtualKeyCode),
Mouse(winit::event::MouseButton),
}
impl fmt::Display for KeyMouse {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
use self::KeyMouse::*;
use winit::event::{MouseButton, VirtualKeyCode::*};
write!(f, "{}", match self {
Key(Key1) => "1",
Key(Key2) => "2",
Key(Key3) => "3",
Key(Key4) => "4",
Key(Key5) => "5",
Key(Key6) => "6",
Key(Key7) => "7",
Key(Key8) => "8",
Key(Key9) => "9",
Key(Key0) => "0",
Key(A) => "A",
Key(B) => "B",
Key(C) => "C",
Key(D) => "D",
Key(E) => "E",
Key(F) => "F",
Key(G) => "G",
Key(H) => "H",
Key(I) => "I",
Key(J) => "J",
Key(K) => "K",
Key(L) => "L",
Key(M) => "M",
Key(N) => "N",
Key(O) => "O",
Key(P) => "P",
Key(Q) => "Q",
Key(R) => "R",
Key(S) => "S",
Key(T) => "T",
Key(U) => "U",
Key(V) => "V",
Key(W) => "W",
Key(X) => "X",
Key(Y) => "Y",
Key(Z) => "Z",
Key(Escape) => "ESC",
Key(F1) => "F1",
Key(F2) => "F2",
Key(F3) => "F3",
Key(F4) => "F4",
Key(F5) => "F5",
Key(F6) => "F6",
Key(F7) => "F7",
Key(F8) => "F8",
Key(F9) => "F9",
Key(F10) => "F10",
Key(F11) => "F11",
Key(F12) => "F12",
Key(F13) => "F13",
Key(F14) => "F14",
Key(F15) => "F15",
Key(F16) => "F16",
Key(F17) => "F17",
Key(F18) => "F18",
Key(F19) => "F19",
Key(F20) => "F20",
Key(F21) => "F21",
Key(F22) => "F22",
Key(F23) => "F23",
Key(F24) => "F24",
Key(Snapshot) => "Print Screen",
Key(Scroll) => "Scroll Lock",
Key(Pause) => "Pause/Break",
Key(Insert) => "Insert",
Key(Home) => "Home",
Key(Delete) => "Delete",
Key(End) => "End",
Key(PageDown) => "PageDown",
Key(PageUp) => "PageUp",
Key(Left) => "Left Arrow",
Key(Up) => "Up Arrow",
Key(Right) => "Right Arrow",
Key(Down) => "Down Arrow",
Key(Back) => "Backspace",
Key(Return) => "Enter",
Key(Space) => "Space",
Key(Compose) => "Compose",
Key(Caret) => "^",
Key(Numlock) => "Numlock",
Key(Numpad0) => "Numpad 0",
Key(Numpad1) => "Numpad 1",
Key(Numpad2) => "Numpad 2",
Key(Numpad3) => "Numpad 3",
Key(Numpad4) => "Numpad 4",
Key(Numpad5) => "Numpad 5",
Key(Numpad6) => "Numpad 6",
Key(Numpad7) => "Numpad 7",
Key(Numpad8) => "Numpad 8",
Key(Numpad9) => "Numpad 9",
Key(AbntC1) => "Abnt C1",
Key(AbntC2) => "Abnt C2",
Key(Add) => "Numpad +",
Key(Apostrophe) => "'",
Key(Apps) => "Context Menu",
Key(At) => "@",
Key(Ax) => "Ax",
Key(Backslash) => "\\",
Key(Calculator) => "Calculator",
Key(Capital) => "Caps Lock",
Key(Colon) => ":",
Key(Comma) => ",",
Key(Convert) => "Convert",
Key(Decimal) => "Numpad .",
Key(Divide) => "Numpad /",
Key(Equals) => "=",
Key(Grave) => "`",
Key(Kana) => "Kana",
Key(Kanji) => "Kanji",
Key(LAlt) => "LAlt",
Key(LBracket) => "[",
Key(LControl) => "LControl",
Key(LShift) => "LShift",
Key(LWin) => "LWin",
Key(Mail) => "Mail",
Key(MediaSelect) => "MediaSelect",
Key(MediaStop) => "MediaStop",
Key(Minus) => "-",
Key(Multiply) => "Numpad *",
Key(Mute) => "Mute",
Key(MyComputer) => "My Computer",
Key(NavigateForward) => "Navigate Forward",
Key(NavigateBackward) => "Navigate Backward",
Key(NextTrack) => "Next Track",
Key(NoConvert) => "Non Convert",
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Key(NumpadComma) => "Num ,",
Key(NumpadEnter) => "Num Enter",
Key(NumpadEquals) => "Num =",
Key(OEM102) => "<",
Key(Period) => ".",
Key(PlayPause) => "Play / Pause",
Key(Power) => "Power",
Key(PrevTrack) => "Prev Track",
Key(RAlt) => "RAlt",
Key(RBracket) => "]",
Key(RControl) => "RControl",
Key(RShift) => "RShift",
Key(RWin) => "RWin",
Key(Semicolon) => ";",
Key(Slash) => "/",
Key(Sleep) => "Sleep",
Key(Stop) => "Media Stop",
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Key(Subtract) => "Num -",
Key(Sysrq) => "Sysrq",
Key(Tab) => "Tab",
Key(Underline) => "_",
Key(Unlabeled) => "No Name",
Key(VolumeDown) => "Volume Down",
Key(VolumeUp) => "Volume Up",
Key(Wake) => "Wake",
Key(WebBack) => "Browser Back",
Key(WebFavorites) => "Browser Favorites",
Key(WebForward) => "Browser Forward",
Key(WebHome) => "Browser Home",
Key(WebRefresh) => "Browser Refresh",
Key(WebSearch) => "Browser Search",
Key(WebStop) => "Browser Stop",
Key(Yen) => "Yen",
Key(Copy) => "Copy",
Key(Paste) => "Paste",
Key(Cut) => "Cut",
Mouse(MouseButton::Left) => "M1",
Mouse(MouseButton::Right) => "M2",
Mouse(MouseButton::Middle) => "M3",
Mouse(MouseButton::Other(button)) =>
// Additional mouse buttons after middle click start at 1
return write!(f, "M{}", button + 3),
})
}
}
pub struct Window {
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renderer: Renderer,
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window: glutin::ContextWrapper<glutin::PossiblyCurrent, winit::window::Window>,
cursor_grabbed: bool,
pub pan_sensitivity: u32,
pub zoom_sensitivity: u32,
pub zoom_inversion: bool,
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pub mouse_y_inversion: bool,
fullscreen: bool,
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modifiers: winit::event::ModifiersState,
needs_refresh_resize: bool,
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keypress_map: HashMap<GameInput, winit::event::ElementState>,
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pub remapping_keybindings: Option<GameInput>,
supplement_events: Vec<Event>,
events: Vec<Event>,
focused: bool,
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gilrs: Option<Gilrs>,
controller_settings: ControllerSettings,
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cursor_position: winit::dpi::PhysicalPosition<f64>,
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mouse_emulation_vec: Vec2<f32>,
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// Currently used to send and receive screenshot result messages
message_sender: channel::Sender<String>,
message_receiver: channel::Receiver<String>,
}
impl Window {
pub fn new(settings: &Settings) -> Result<(Window, EventLoop), Error> {
let event_loop = EventLoop::new();
let size = settings.graphics.window_size;
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let win_builder = winit::window::WindowBuilder::new()
.with_title("Veloren")
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.with_inner_size(winit::dpi::LogicalSize::new(size[0] as f64, size[1] as f64))
.with_maximized(true);
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// Avoid cpal / winit OleInitialize conflict
// See: https://github.com/rust-windowing/winit/pull/1524
#[cfg(target_os = "windows")]
let win_builder = winit::platform::windows::WindowBuilderExtWindows::with_drag_and_drop(
win_builder,
false,
);
let (window, device, factory, win_color_view, win_depth_view) =
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glutin::ContextBuilder::new()
.with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (3, 2)))
.with_vsync(false)
.with_gfx_color_depth::<WinColorFmt, WinDepthFmt>()
.build_windowed(win_builder, &event_loop)
.map_err(|err| Error::BackendError(Box::new(err)))?
.init_gfx::<WinColorFmt, WinDepthFmt>();
let vendor = device.get_info().platform_name.vendor;
let renderer = device.get_info().platform_name.renderer;
let opengl_version = device.get_info().version;
let glsl_version = device.get_info().shading_language;
info!(
?vendor,
?renderer,
?opengl_version,
?glsl_version,
"selected graphics device"
);
let keypress_map = HashMap::new();
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let gilrs = match Gilrs::new() {
Ok(gilrs) => Some(gilrs),
Err(gilrs::Error::NotImplemented(_dummy)) => {
warn!("Controller input is unsupported on this platform.");
None
},
Err(gilrs::Error::InvalidAxisToBtn) => {
error!(
"Invalid AxisToBtn controller mapping. Falling back to no controller support."
);
None
},
Err(gilrs::Error::Other(e)) => {
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error!(
?e,
"Platform-specific error when creating a Gilrs instance. Falling back to no \
controller support."
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);
None
},
};
let controller_settings = ControllerSettings::from(&settings.controller);
let (message_sender, message_receiver): (
channel::Sender<String>,
channel::Receiver<String>,
) = channel::unbounded::<String>();
let mut this = Self {
renderer: Renderer::new(
device,
factory,
win_color_view,
win_depth_view,
settings.graphics.aa_mode,
settings.graphics.cloud_mode,
settings.graphics.fluid_mode,
)?,
window,
cursor_grabbed: false,
pan_sensitivity: settings.gameplay.pan_sensitivity,
zoom_sensitivity: settings.gameplay.zoom_sensitivity,
zoom_inversion: settings.gameplay.zoom_inversion,
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mouse_y_inversion: settings.gameplay.mouse_y_inversion,
fullscreen: false,
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modifiers: Default::default(),
needs_refresh_resize: false,
keypress_map,
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remapping_keybindings: None,
supplement_events: Vec::new(),
events: Vec::new(),
focused: true,
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gilrs,
controller_settings,
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cursor_position: winit::dpi::PhysicalPosition::new(0.0, 0.0),
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mouse_emulation_vec: Vec2::zero(),
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// Currently used to send and receive screenshot result messages
message_sender,
message_receiver,
};
this.fullscreen(settings.graphics.fullscreen);
Ok((this, event_loop))
}
pub fn window(
&self,
) -> &glutin::ContextWrapper<glutin::PossiblyCurrent, winit::window::Window> {
&self.window
}
pub fn renderer(&self) -> &Renderer { &self.renderer }
pub fn renderer_mut(&mut self) -> &mut Renderer { &mut self.renderer }
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#[allow(clippy::match_bool)] // TODO: Pending review in #587
pub fn fetch_events(&mut self) -> Vec<Event> {
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self.events.append(&mut self.supplement_events);
// Refresh ui size (used when changing playstates)
if self.needs_refresh_resize {
self.events
.push(Event::Ui(ui::Event::new_resize(self.logical_size())));
self.needs_refresh_resize = false;
}
// Receive any messages sent through the message channel
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for message in self.message_receiver.try_iter() {
self.events.push(Event::ScreenshotMessage(message))
}
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if let Some(gilrs) = &mut self.gilrs {
while let Some(event) = gilrs.next_event() {
fn handle_buttons(
settings: &ControllerSettings,
events: &mut Vec<Event>,
button: &Button,
is_pressed: bool,
) {
if let Some(evs) = settings.game_button_map.get(button) {
for ev in evs {
events.push(Event::InputUpdate(*ev, is_pressed));
}
}
if let Some(evs) = settings.menu_button_map.get(button) {
for ev in evs {
events.push(Event::MenuInput(*ev, is_pressed));
}
}
}
match event.event {
EventType::ButtonPressed(button, code)
| EventType::ButtonRepeated(button, code) => {
handle_buttons(
&self.controller_settings,
&mut self.events,
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&Button::from((button, code)),
true,
);
},
EventType::ButtonReleased(button, code) => {
handle_buttons(
&self.controller_settings,
&mut self.events,
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&Button::from((button, code)),
false,
);
},
EventType::ButtonChanged(button, _value, code) => {
if let Some(actions) = self
.controller_settings
.game_analog_button_map
.get(&AnalogButton::from((button, code)))
{
for action in actions {
match *action {}
}
}
if let Some(actions) = self
.controller_settings
.menu_analog_button_map
.get(&AnalogButton::from((button, code)))
{
for action in actions {
match *action {}
}
}
},
EventType::AxisChanged(axis, value, code) => {
let value = match self
.controller_settings
.inverted_axes
.contains(&Axis::from((axis, code)))
{
true => value * -1.0,
false => value,
};
let value = self
.controller_settings
.apply_axis_deadzone(&Axis::from((axis, code)), value);
if self.cursor_grabbed {
if let Some(actions) = self
.controller_settings
.game_axis_map
.get(&Axis::from((axis, code)))
{
for action in actions {
match *action {
AxisGameAction::MovementX => {
self.events.push(Event::AnalogGameInput(
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AnalogGameInput::MovementX(value),
));
},
AxisGameAction::MovementY => {
self.events.push(Event::AnalogGameInput(
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AnalogGameInput::MovementY(value),
));
},
AxisGameAction::CameraX => {
self.events.push(Event::AnalogGameInput(
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AnalogGameInput::CameraX(
value
* self.controller_settings.pan_sensitivity
as f32
/ 100.0,
),
));
},
AxisGameAction::CameraY => {
self.events.push(Event::AnalogGameInput(
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AnalogGameInput::CameraY(
value
* self.controller_settings.pan_sensitivity
as f32
/ 100.0,
),
));
},
}
}
}
} else if let Some(actions) = self
.controller_settings
.menu_axis_map
.get(&Axis::from((axis, code)))
{
// TODO: possibly add sensitivity settings when this is used
for action in actions {
match *action {
AxisMenuAction::MoveX => {
self.events.push(Event::AnalogMenuInput(
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AnalogMenuInput::MoveX(value),
));
},
AxisMenuAction::MoveY => {
self.events.push(Event::AnalogMenuInput(
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AnalogMenuInput::MoveY(value),
));
},
AxisMenuAction::ScrollX => {
self.events.push(Event::AnalogMenuInput(
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AnalogMenuInput::ScrollX(value),
));
},
AxisMenuAction::ScrollY => {
self.events.push(Event::AnalogMenuInput(
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AnalogMenuInput::ScrollY(value),
));
},
}
}
}
},
EventType::Connected => {},
EventType::Disconnected => {},
EventType::Dropped => {},
}
}
}
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let mut events = std::mem::take(&mut self.events);
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// Mouse emulation for the menus, to be removed when a proper menu navigation
// system is available
if !self.cursor_grabbed {
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events = events
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.into_iter()
.filter_map(|event| match event {
Event::AnalogMenuInput(input) => match input {
AnalogMenuInput::MoveX(d) => {
self.mouse_emulation_vec.x = d;
None
},
AnalogMenuInput::MoveY(d) => {
// This just has to be inverted for some reason
self.mouse_emulation_vec.y = d * -1.0;
None
},
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input => Some(Event::AnalogMenuInput(input)),
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},
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Event::MenuInput(MenuInput::Apply, state) => Some(match state {
true => Event::Ui(ui::Event(conrod_core::event::Input::Press(
conrod_core::input::Button::Mouse(
conrod_core::input::state::mouse::Button::Left,
),
))),
false => Event::Ui(ui::Event(conrod_core::event::Input::Release(
conrod_core::input::Button::Mouse(
conrod_core::input::state::mouse::Button::Left,
),
))),
}),
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_ => Some(event),
})
.collect();
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let sensitivity = self.controller_settings.mouse_emulation_sensitivity;
// TODO: make this independent of framerate
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// TODO: consider multiplying by scale factor
self.offset_cursor(self.mouse_emulation_vec * sensitivity as f32);
}
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events
}
pub fn handle_device_event(&mut self, event: winit::event::DeviceEvent) {
use winit::event::DeviceEvent;
let mouse_y_inversion = match self.mouse_y_inversion {
true => -1.0,
false => 1.0,
};
match event {
DeviceEvent::MouseMotion {
delta: (dx, dy), ..
} if self.focused => {
let delta = Vec2::new(
dx as f32 * (self.pan_sensitivity as f32 / 100.0),
dy as f32 * (self.pan_sensitivity as f32 * mouse_y_inversion / 100.0),
);
if self.cursor_grabbed {
self.events.push(Event::CursorPan(delta));
} else {
self.events.push(Event::CursorMove(delta));
}
},
DeviceEvent::MouseWheel { delta, .. } if self.cursor_grabbed && self.focused => {
self.events.push(Event::Zoom({
// Since scrolling apparently acts different depending on platform
#[cfg(target_os = "windows")]
const PLATFORM_FACTOR: f32 = -4.0;
#[cfg(not(target_os = "windows"))]
const PLATFORM_FACTOR: f32 = 1.0;
let y = match delta {
winit::event::MouseScrollDelta::LineDelta(_x, y) => y,
// TODO: Check to see if there is a better way to find the "line
// height" than just hardcoding 16.0 pixels. Alternately we could
// get rid of this and have the user set zoom sensitivity, since
// it's unlikely people would expect a configuration file to work
// across operating systems.
winit::event::MouseScrollDelta::PixelDelta(pos) => (pos.y / 16.0) as f32,
};
y * (self.zoom_sensitivity as f32 / 100.0)
* if self.zoom_inversion { -1.0 } else { 1.0 }
* PLATFORM_FACTOR
}))
},
_ => {},
}
}
pub fn handle_window_event(
&mut self,
event: winit::event::WindowEvent,
settings: &mut Settings,
) {
use winit::event::WindowEvent;
let controls = &mut settings.controls;
// TODO: these used to be used to deduplicate events which they no longer do
// this needs to be handled elsewhere
let mut toggle_fullscreen = false;
let mut take_screenshot = false;
match event {
WindowEvent::CloseRequested => self.events.push(Event::Close),
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WindowEvent::Resized(winit::dpi::PhysicalSize { width, height }) => {
let (mut color_view, mut depth_view) = self.renderer.win_views_mut();
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self.window.update_gfx(&mut color_view, &mut depth_view);
self.renderer.on_resize().unwrap();
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// TODO: update users of this event with the fact that it is now the physical
// size
self.events
.push(Event::Resize(Vec2::new(width as u32, height as u32)));
},
WindowEvent::ReceivedCharacter(c) => self.events.push(Event::Char(c)),
WindowEvent::MouseInput { button, state, .. } => {
if let (true, Some(game_inputs)) =
// Mouse input not mapped to input if it is not grabbed
(
self.cursor_grabbed,
Window::map_input(
KeyMouse::Mouse(button),
controls,
&mut self.remapping_keybindings,
),
) {
for game_input in game_inputs {
self.events.push(Event::InputUpdate(
*game_input,
state == winit::event::ElementState::Pressed,
));
}
}
self.events.push(Event::MouseButton(button, state));
},
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WindowEvent::ModifiersChanged(modifiers) => self.modifiers = modifiers,
WindowEvent::KeyboardInput {
input,
is_synthetic,
..
} => {
// Ignore synthetic tab presses so that we don't get tabs when alt-tabbing back
// into the window
if matches!(
input.virtual_keycode,
Some(winit::event::VirtualKeyCode::Tab)
) && is_synthetic
{
return;
}
// Ignore Alt-F4 so we don't try to do anything heavy like take a screenshot
// when the window is about to close
if matches!(input, winit::event::KeyboardInput {
state: winit::event::ElementState::Pressed,
virtual_keycode: Some(winit::event::VirtualKeyCode::F4),
..
}) && self.modifiers.alt()
{
return;
}
if let Some(key) = input.virtual_keycode {
if let Some(game_inputs) = Window::map_input(
KeyMouse::Key(key),
controls,
&mut self.remapping_keybindings,
) {
for game_input in game_inputs {
match game_input {
GameInput::Fullscreen => {
if input.state == winit::event::ElementState::Pressed
&& !Self::is_pressed(
&mut self.keypress_map,
GameInput::Fullscreen,
)
{
toggle_fullscreen = !toggle_fullscreen;
}
Self::set_pressed(
&mut self.keypress_map,
GameInput::Fullscreen,
input.state,
);
},
GameInput::Screenshot => {
take_screenshot = input.state
== winit::event::ElementState::Pressed
&& !Self::is_pressed(
&mut self.keypress_map,
GameInput::Screenshot,
);
Self::set_pressed(
&mut self.keypress_map,
GameInput::Screenshot,
input.state,
);
},
_ => self.events.push(Event::InputUpdate(
*game_input,
input.state == winit::event::ElementState::Pressed,
)),
}
}
}
}
},
WindowEvent::Focused(state) => {
self.focused = state;
self.events.push(Event::Focused(state));
},
WindowEvent::CursorMoved { position, .. } => {
self.cursor_position = position;
},
_ => {},
}
if take_screenshot {
self.take_screenshot(&settings);
}
if toggle_fullscreen {
self.toggle_fullscreen(settings);
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}
}
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/// Moves cursor by an offset
pub fn offset_cursor(&self, d: Vec2<f32>) {
if d != Vec2::zero() {
if let Err(err) =
self.window
.window()
.set_cursor_position(winit::dpi::LogicalPosition::new(
d.x as f64 + self.cursor_position.x,
d.y as f64 + self.cursor_position.y,
))
{
error!("Error setting cursor position: {:?}", err);
}
}
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}
pub fn swap_buffers(&self) -> Result<(), Error> {
self.window
.swap_buffers()
.map_err(|err| Error::BackendError(Box::new(err)))
}
pub fn is_cursor_grabbed(&self) -> bool { self.cursor_grabbed }
pub fn grab_cursor(&mut self, grab: bool) {
self.cursor_grabbed = grab;
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self.window.window().set_cursor_visible(!grab);
let _ = self.window.window().set_cursor_grab(grab);
}
pub fn toggle_fullscreen(&mut self, settings: &mut Settings) {
self.fullscreen(!self.is_fullscreen());
settings.graphics.fullscreen = self.is_fullscreen();
settings.save_to_file_warn();
}
pub fn is_fullscreen(&self) -> bool { self.fullscreen }
pub fn fullscreen(&mut self, fullscreen: bool) {
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let window = self.window.window();
self.fullscreen = fullscreen;
if fullscreen {
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window.set_fullscreen(Some(winit::window::Fullscreen::Borderless(
window.current_monitor(),
)));
} else {
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window.set_fullscreen(None);
}
}
pub fn needs_refresh_resize(&mut self) { self.needs_refresh_resize = true; }
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn logical_size(&self) -> Vec2<f64> {
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let (w, h) = self
.window
.window()
.inner_size()
.to_logical::<f64>(self.window.window().scale_factor())
.into();
Vec2::new(w, h)
}
pub fn set_size(&mut self, new_size: Vec2<u16>) {
self.window
.window()
.set_inner_size(glutin::dpi::LogicalSize::new(
new_size.x as f64,
new_size.y as f64,
));
}
pub fn send_event(&mut self, event: Event) { self.events.push(event) }
pub fn send_supplement_event(&mut self, event: Event) { self.supplement_events.push(event) }
pub fn take_screenshot(&mut self, settings: &Settings) {
match self.renderer.create_screenshot() {
Ok(img) => {
let mut path = settings.screenshots_path.clone();
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let sender = self.message_sender.clone();
std::thread::spawn(move || {
use std::time::SystemTime;
// Check if folder exists and create it if it does not
if !path.exists() {
if let Err(e) = std::fs::create_dir_all(&path) {
warn!(?e, "Couldn't create folder for screenshot");
let _result =
sender.send(String::from("Couldn't create folder for screenshot"));
}
}
path.push(format!(
"screenshot_{}.png",
SystemTime::now()
.duration_since(SystemTime::UNIX_EPOCH)
.map(|d| d.as_millis())
.unwrap_or(0)
));
if let Err(e) = img.save(&path) {
warn!(?e, "Couldn't save screenshot");
let _result = sender.send(String::from("Couldn't save screenshot"));
} else {
let _result =
sender.send(format!("Screenshot saved to {}", path.to_string_lossy()));
}
});
},
Err(e) => error!(?e, "Couldn't create screenshot due to renderer error"),
}
}
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fn is_pressed(
map: &mut HashMap<GameInput, winit::event::ElementState>,
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input: GameInput,
) -> bool {
*(map
.entry(input)
.or_insert(winit::event::ElementState::Released))
== winit::event::ElementState::Pressed
}
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fn set_pressed(
map: &mut HashMap<GameInput, winit::event::ElementState>,
input: GameInput,
state: winit::event::ElementState,
) {
map.insert(input, state);
}
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// Function used to handle Mouse and Key events. It first checks if we're in
// remapping mode for a specific GameInput. If we are, we modify the binding
// of that GameInput with the KeyMouse passed. Else, we return an iterator of
// the GameInputs for that KeyMouse.
fn map_input<'a>(
key_mouse: KeyMouse,
controls: &'a mut ControlSettings,
remapping: &mut Option<GameInput>,
) -> Option<impl Iterator<Item = &'a GameInput>> {
match *remapping {
// TODO: save settings
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Some(game_input) => {
controls.modify_binding(game_input, key_mouse);
*remapping = None;
None
},
None => {
if let Some(game_inputs) = controls.get_associated_game_inputs(&key_mouse) {
Some(game_inputs.iter())
} else {
None
}
},
}
}
pub fn set_keybinding_mode(&mut self, game_input: GameInput) {
self.remapping_keybindings = Some(game_input);
}
}