input: Refactor all previous states
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Build legacy Nix package on Ubuntu / build (push) Failing after 7m48s

This commit is contained in:
Florian RICHER 2025-05-27 19:44:21 +02:00
parent b0f82b0714
commit 5b0ab19207
Signed by: florian.richer
GPG key ID: C73D37CBED7BFC77
5 changed files with 135 additions and 118 deletions

View file

@ -1,12 +1,13 @@
use std::collections::HashMap;
use keyboard_state::KeyboardState;
use mouse_state::MouseState;
use cache::{CachedElementState, CachedMovement};
use virtual_input::VirtualInput;
use winit::event::{ElementState, WindowEvent};
use winit::{
event::{MouseButton, MouseScrollDelta, WindowEvent},
keyboard::PhysicalKey,
};
mod keyboard_state;
mod mouse_state;
mod cache;
mod virtual_binding;
mod virtual_input;
mod virtual_state;
@ -14,8 +15,10 @@ pub use virtual_binding::{AxisDirection, VirtualBinding};
#[derive(Default)]
pub struct InputManager {
keyboard_state: KeyboardState,
mouse_state: MouseState,
keys_state: CachedElementState<PhysicalKey>,
mouse_buttons_state: CachedElementState<MouseButton>,
mouse_position_delta: CachedMovement<glam::Vec2>,
mouse_wheel_delta: CachedMovement<glam::Vec2>,
virtual_input: VirtualInput,
}
@ -41,18 +44,45 @@ impl InputManager {
WindowEvent::AxisMotion { axis, value, .. } => {
self.virtual_input.update_axis_binding(*axis, *value as f32);
}
_ => {
self.keyboard_state
.process_window_event(event, &mut self.virtual_input);
self.mouse_state
.process_window_event(event, &mut self.virtual_input);
WindowEvent::KeyboardInput { event, .. } => {
let new_key_state = self
.keys_state
.set_key_state(event.physical_key, event.state);
if let Some(new_key_state) = new_key_state {
self.virtual_input
.update_key_binding(event.physical_key, new_key_state);
}
}
WindowEvent::CursorMoved { position, .. } => {
self.mouse_position_delta
.set_value(glam::Vec2::new(position.x as f32, position.y as f32));
}
WindowEvent::MouseInput { button, state, .. } => {
let new_mouse_button_state =
self.mouse_buttons_state.set_key_state(*button, *state);
if let Some(new_mouse_button_state) = new_mouse_button_state {
self.virtual_input
.update_mouse_button_binding(*button, new_mouse_button_state);
}
}
WindowEvent::MouseWheel { delta, .. } => {
self.mouse_wheel_delta += match delta {
MouseScrollDelta::PixelDelta(position) => {
glam::Vec2::new(position.x as f32, position.y as f32)
}
MouseScrollDelta::LineDelta(x, y) => glam::Vec2::new(*x as f32, *y as f32),
};
}
_ => {}
}
}
/// Updates deltas before running update
pub fn update(&mut self) {
self.mouse_state.update(&mut self.virtual_input);
self.virtual_input
.update_mouse_move_binding(&self.mouse_position_delta.reset());
self.virtual_input
.update_mouse_wheel_binding(&self.mouse_wheel_delta.reset());
}
pub fn get_virtual_input_state(&self, value_name: &str) -> f32 {
@ -63,33 +93,3 @@ impl InputManager {
self.virtual_input.add_bindings(value_name, bindings);
}
}
/// Maps the old element state to the new element state.
/// if is changed, returns Some(new_state), otherwise returns None
#[inline]
fn process_new_element_state(
old: Option<&ElementState>,
new: ElementState,
) -> Option<ElementState> {
match old {
Some(old) => match new {
ElementState::Pressed => match old {
ElementState::Released => Some(ElementState::Pressed),
ElementState::Pressed => None,
},
ElementState::Released => match old {
ElementState::Released => None,
ElementState::Pressed => Some(ElementState::Released),
},
},
None => match new {
ElementState::Pressed => Some(ElementState::Pressed),
ElementState::Released => Some(ElementState::Released),
},
}
}
#[inline]
fn process_axis_deadzone(value: f32, deadzone: f32) -> f32 {
if value.abs() < deadzone { 0.0 } else { value }
}