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input_test.rs
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//! Example that just prints out all the input events.
use ggez::event::{self, Axis, Button, GamepadId, KeyCode, KeyMods, MouseButton};
use ggez::graphics::{self, Color, DrawMode};
use ggez::{conf, input};
use ggez::{Context, GameResult};
use glam::*;
struct MainState {
pos_x: f32,
pos_y: f32,
mouse_down: bool,
}
impl MainState {
fn new() -> MainState {
MainState {
pos_x: 100.0,
pos_y: 100.0,
mouse_down: false,
}
}
}
impl event::EventHandler<ggez::GameError> for MainState {
fn update(&mut self, ctx: &mut Context) -> GameResult {
if input::keyboard::is_key_pressed(ctx, KeyCode::A) {
println!("The A key is pressed");
if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
println!("The shift key is held too.");
}
println!(
"Full list of pressed keys: {:?}",
input::keyboard::pressed_keys(ctx)
);
}
Ok(())
}
fn draw(&mut self, ctx: &mut Context) -> GameResult {
graphics::clear(ctx, [0.1, 0.2, 0.3, 1.0].into());
let rectangle = graphics::Mesh::new_rectangle(
ctx,
DrawMode::fill(),
graphics::Rect {
x: self.pos_x,
y: self.pos_y,
w: 400.0,
h: 300.0,
},
Color::WHITE,
)?;
graphics::draw(ctx, &rectangle, (glam::Vec2::new(0.0, 0.0),))?;
graphics::present(ctx)?;
Ok(())
}
fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
self.mouse_down = true;
println!("Mouse button pressed: {:?}, x: {}, y: {}", button, x, y);
}
fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
self.mouse_down = false;
println!("Mouse button released: {:?}, x: {}, y: {}", button, x, y);
}
fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, xrel: f32, yrel: f32) {
if self.mouse_down {
// Mouse coordinates are PHYSICAL coordinates, but here we want logical coordinates.
// If you simply use the initial coordinate system, then physical and logical
// coordinates are identical.
self.pos_x = x;
self.pos_y = y;
// If you change your screen coordinate system you need to calculate the
// logical coordinates like this:
/*
let screen_rect = graphics::screen_coordinates(_ctx);
let size = graphics::window(_ctx).inner_size();
self.pos_x = (x / (size.width as f32)) * screen_rect.w + screen_rect.x;
self.pos_y = (y / (size.height as f32)) * screen_rect.h + screen_rect.y;
*/
}
println!(
"Mouse motion, x: {}, y: {}, relative x: {}, relative y: {}",
x, y, xrel, yrel
);
}
fn mouse_wheel_event(&mut self, _ctx: &mut Context, x: f32, y: f32) {
println!("Mousewheel event, x: {}, y: {}", x, y);
}
fn key_down_event(
&mut self,
_ctx: &mut Context,
keycode: KeyCode,
keymod: KeyMods,
repeat: bool,
) {
println!(
"Key pressed: {:?}, modifier {:?}, repeat: {}",
keycode, keymod, repeat
);
}
fn key_up_event(&mut self, _ctx: &mut Context, keycode: KeyCode, keymod: KeyMods) {
println!("Key released: {:?}, modifier {:?}", keycode, keymod);
}
fn text_input_event(&mut self, _ctx: &mut Context, ch: char) {
println!("Text input: {}", ch);
}
fn gamepad_button_down_event(&mut self, _ctx: &mut Context, btn: Button, id: GamepadId) {
println!("Gamepad button pressed: {:?} Gamepad_Id: {:?}", btn, id);
}
fn gamepad_button_up_event(&mut self, _ctx: &mut Context, btn: Button, id: GamepadId) {
println!("Gamepad button released: {:?} Gamepad_Id: {:?}", btn, id);
}
fn gamepad_axis_event(&mut self, _ctx: &mut Context, axis: Axis, value: f32, id: GamepadId) {
println!(
"Axis Event: {:?} Value: {} Gamepad_Id: {:?}",
axis, value, id
);
}
fn focus_event(&mut self, _ctx: &mut Context, gained: bool) {
if gained {
println!("Focus gained");
} else {
println!("Focus lost");
}
}
}
pub fn main() -> GameResult {
let cb = ggez::ContextBuilder::new("input_test", "ggez").window_mode(
conf::WindowMode::default()
.fullscreen_type(conf::FullscreenType::Windowed)
.resizable(true),
);
let (ctx, event_loop) = cb.build()?;
// remove the comment to see how physical mouse coordinates can differ
// from logical game coordinates when the screen coordinate system changes
// graphics::set_screen_coordinates(&mut ctx, Rect::new(20., 50., 2000., 1000.));
// alternatively, resizing the window also leads to screen coordinates
// and physical window size being out of sync
let state = MainState::new();
event::run(ctx, event_loop, state)
}