input: Add support for Axis, Mouse Button, MouseWheel
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Build legacy Nix package on Ubuntu / build (push) Failing after 7m50s
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Build legacy Nix package on Ubuntu / build (push) Failing after 7m50s
This commit is contained in:
parent
8c42e7b139
commit
b0f82b0714
9 changed files with 308 additions and 160 deletions
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@ -195,7 +195,7 @@ impl ApplicationHandler for App {
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ui.label(format!("Resolution: {:?}", renderer.resolution()));
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ui.color_edit_button_rgb(&mut self.clear_color);
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ui.label(format!("{:#?}", self.input_manager.get_virtual_input()));
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ui.label(format!("{:#?}", self.input_manager));
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ui.label(format!("Delta time: {:?}", self.timer.delta_time()));
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});
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@ -1,10 +1,10 @@
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use egui_winit_vulkano::egui::ahash::HashMap;
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use winit::{
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event::{ElementState, KeyEvent},
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event::{ElementState, WindowEvent},
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keyboard::PhysicalKey,
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};
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use super::virtual_input::VirtualInput;
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use super::{process_new_element_state, virtual_input::VirtualInput};
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#[derive(Debug, Default)]
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pub struct KeyboardState {
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@ -12,35 +12,14 @@ pub struct KeyboardState {
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}
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impl KeyboardState {
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pub fn get_key_states(&self) -> &HashMap<PhysicalKey, ElementState> {
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&self.key_states
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}
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pub fn get_key_state(&self, key: PhysicalKey) -> &ElementState {
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self.key_states.get(&key).unwrap_or(&ElementState::Released)
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}
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pub fn process_window_event(&mut self, event: &KeyEvent, virtual_input: &mut VirtualInput) {
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let key_state = self.key_states.get(&event.physical_key);
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let new_key_state = match key_state {
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Some(key_state) => match event.state {
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ElementState::Pressed => match key_state {
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ElementState::Released => Some(ElementState::Pressed),
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ElementState::Pressed => None,
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},
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ElementState::Released => match key_state {
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ElementState::Released => None,
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ElementState::Pressed => Some(ElementState::Released),
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},
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},
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None => match event.state {
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ElementState::Pressed => Some(ElementState::Pressed),
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ElementState::Released => Some(ElementState::Released),
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},
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};
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if let Some(new_key_state) = new_key_state {
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self.key_states.insert(event.physical_key, new_key_state);
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virtual_input.update_key_binding(event.physical_key, new_key_state);
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pub fn process_window_event(&mut self, event: &WindowEvent, virtual_input: &mut VirtualInput) {
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if let WindowEvent::KeyboardInput { event, .. } = event {
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let key_state = self.key_states.get(&event.physical_key);
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let new_key_state = process_new_element_state(key_state, event.state);
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if let Some(new_key_state) = new_key_state {
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self.key_states.insert(event.physical_key, new_key_state);
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virtual_input.update_key_binding(event.physical_key, new_key_state);
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}
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}
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}
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}
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@ -2,15 +2,15 @@ use std::collections::HashMap;
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use keyboard_state::KeyboardState;
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use mouse_state::MouseState;
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use virtual_binding::VirtualBinding;
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use virtual_input::VirtualInput;
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use winit::event::WindowEvent;
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use winit::event::{ElementState, WindowEvent};
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pub mod keyboard_state;
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pub mod mouse_state;
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pub mod virtual_binding;
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pub mod virtual_input;
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pub mod virtual_state;
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mod keyboard_state;
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mod mouse_state;
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mod virtual_binding;
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mod virtual_input;
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mod virtual_state;
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pub use virtual_binding::{AxisDirection, VirtualBinding};
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#[derive(Default)]
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pub struct InputManager {
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@ -19,17 +19,34 @@ pub struct InputManager {
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virtual_input: VirtualInput,
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}
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impl std::fmt::Debug for InputManager {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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f.debug_struct("InputManager")
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.field("virtual_input", &self.virtual_input)
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.finish()
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}
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}
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impl InputManager {
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pub fn new(input_mapping: HashMap<String, Vec<VirtualBinding>>) -> Self {
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let mut input_manager = InputManager::default();
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for (value_name, bindings) in input_mapping {
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input_manager.add_virtual_bindings(value_name, bindings);
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}
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input_manager
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}
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pub fn process_window_event(&mut self, event: &WindowEvent) {
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match event {
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WindowEvent::KeyboardInput { event, .. } => {
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WindowEvent::AxisMotion { axis, value, .. } => {
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self.virtual_input.update_axis_binding(*axis, *value as f32);
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}
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_ => {
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self.keyboard_state
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.process_window_event(event, &mut self.virtual_input);
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self.mouse_state
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.process_window_event(event, &mut self.virtual_input);
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}
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WindowEvent::CursorMoved { position, .. } => {
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self.mouse_state.process_window_event(position);
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}
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_ => {}
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}
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}
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@ -38,27 +55,41 @@ impl InputManager {
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self.mouse_state.update(&mut self.virtual_input);
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}
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pub fn get_mouse_state(&self) -> &MouseState {
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&self.mouse_state
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}
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pub fn get_keyboard_state(&self) -> &KeyboardState {
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&self.keyboard_state
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}
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pub fn get_virtual_input(&self) -> &VirtualInput {
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&self.virtual_input
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}
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pub fn add_virtual_binding(&mut self, value_name: String, binding: VirtualBinding) {
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self.virtual_input.add_binding(value_name, binding);
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}
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pub fn add_virtual_bindings(&mut self, value_name: String, bindings: Vec<VirtualBinding>) {
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self.virtual_input.add_bindings(value_name, bindings);
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}
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pub fn get_virtual_input_state(&self, value_name: &str) -> f32 {
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self.virtual_input.get_state(value_name)
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}
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fn add_virtual_bindings(&mut self, value_name: String, bindings: Vec<VirtualBinding>) {
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self.virtual_input.add_bindings(value_name, bindings);
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}
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}
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/// Maps the old element state to the new element state.
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/// if is changed, returns Some(new_state), otherwise returns None
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#[inline]
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fn process_new_element_state(
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old: Option<&ElementState>,
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new: ElementState,
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) -> Option<ElementState> {
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match old {
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Some(old) => match new {
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ElementState::Pressed => match old {
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ElementState::Released => Some(ElementState::Pressed),
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ElementState::Pressed => None,
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},
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ElementState::Released => match old {
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ElementState::Released => None,
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ElementState::Pressed => Some(ElementState::Released),
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},
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},
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None => match new {
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ElementState::Pressed => Some(ElementState::Pressed),
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ElementState::Released => Some(ElementState::Released),
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},
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}
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}
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#[inline]
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fn process_axis_deadzone(value: f32, deadzone: f32) -> f32 {
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if value.abs() < deadzone { 0.0 } else { value }
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}
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@ -1,22 +1,49 @@
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use winit::dpi::PhysicalPosition;
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use std::collections::HashMap;
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use super::virtual_input::VirtualInput;
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use winit::event::{ElementState, MouseButton, MouseScrollDelta, WindowEvent};
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use super::{process_new_element_state, virtual_input::VirtualInput};
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#[derive(Debug, Default)]
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pub struct MouseState {
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old_position: glam::Vec2,
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pub position: glam::Vec2,
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pub delta: glam::Vec2,
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position: glam::Vec2,
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delta: glam::Vec2,
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wheel_delta: glam::Vec2,
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mouse_button_state: HashMap<MouseButton, ElementState>,
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}
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impl MouseState {
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pub fn process_window_event(&mut self, position: &PhysicalPosition<f64>) {
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self.position = glam::Vec2::new(position.x as f32, position.y as f32);
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pub fn process_window_event(&mut self, event: &WindowEvent, virtual_input: &mut VirtualInput) {
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match event {
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WindowEvent::CursorMoved { position, .. } => {
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self.position = glam::Vec2::new(position.x as f32, position.y as f32);
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}
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WindowEvent::MouseWheel { delta, .. } => {
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self.wheel_delta += match delta {
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MouseScrollDelta::PixelDelta(position) => {
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glam::Vec2::new(position.x as f32, position.y as f32)
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}
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MouseScrollDelta::LineDelta(x, y) => glam::Vec2::new(*x as f32, *y as f32),
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};
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}
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WindowEvent::MouseInput { button, state, .. } => {
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let key_state = self.mouse_button_state.get(button);
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let new_key_state = process_new_element_state(key_state, *state);
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if let Some(new_key_state) = new_key_state {
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self.mouse_button_state.insert(*button, new_key_state);
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virtual_input.update_mouse_button_binding(*button, new_key_state);
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}
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}
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_ => {}
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}
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}
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pub fn update(&mut self, virtual_input: &mut VirtualInput) {
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self.delta = self.position - self.old_position;
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self.old_position = self.position;
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virtual_input.update_mouse_binding(&self.delta);
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virtual_input.update_mouse_move_binding(&self.delta);
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virtual_input.update_mouse_wheel_binding(&self.wheel_delta);
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self.wheel_delta = glam::Vec2::ZERO;
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}
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}
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@ -1,16 +1,19 @@
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use winit::{event::AxisId, keyboard::PhysicalKey};
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use winit::{
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event::{AxisId, MouseButton},
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keyboard::PhysicalKey,
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};
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#[derive(Clone)]
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pub enum AxisDirection {
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Positive,
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Negative,
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Normal,
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Invert,
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}
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impl From<&AxisDirection> for f32 {
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fn from(direction: &AxisDirection) -> Self {
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match direction {
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AxisDirection::Positive => 1.0,
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AxisDirection::Negative => -1.0,
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AxisDirection::Normal => 1.0,
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AxisDirection::Invert => -1.0,
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}
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}
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}
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@ -21,4 +24,7 @@ pub enum VirtualBinding {
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Axis(AxisId, AxisDirection, f32), // f32 deadzone
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MouseX(AxisDirection),
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MouseY(AxisDirection),
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MouseWheelX(AxisDirection),
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MouseWheelY(AxisDirection),
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MouseButton(MouseButton, AxisDirection),
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}
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@ -1,7 +1,10 @@
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use std::{collections::HashMap, sync::Arc};
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use egui_winit_vulkano::egui::mutex::Mutex;
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use winit::{event::ElementState, keyboard::PhysicalKey};
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use winit::{
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event::{AxisId, ElementState, MouseButton},
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keyboard::PhysicalKey,
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};
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use super::{
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virtual_binding::VirtualBinding,
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@ -10,9 +13,15 @@ use super::{
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#[derive(Default)]
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pub struct VirtualInput {
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// Global states
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states: HashMap<String, Arc<Mutex<VirtualInputState>>>,
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// Per kind of input states to keep complexity low during state updates
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states_by_key: HashMap<PhysicalKey, Vec<Arc<Mutex<VirtualInputState>>>>,
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mouse_states: Vec<Arc<Mutex<VirtualInputState>>>,
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mouse_move_states: Vec<Arc<Mutex<VirtualInputState>>>,
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mouse_wheel_states: Vec<Arc<Mutex<VirtualInputState>>>,
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mouse_button_states: HashMap<MouseButton, Vec<Arc<Mutex<VirtualInputState>>>>,
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axis_states: HashMap<AxisId, Vec<Arc<Mutex<VirtualInputState>>>>,
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}
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impl std::fmt::Debug for VirtualInput {
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@ -36,17 +45,50 @@ impl VirtualInput {
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}
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pub fn add_bindings(&mut self, value_name: String, new_bindings: Vec<VirtualBinding>) {
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add_bindings(
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&mut self.states,
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&mut self.states_by_key,
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&mut self.mouse_states,
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value_name,
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new_bindings,
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);
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}
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let state =
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self.states
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.entry(value_name)
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.or_insert(Arc::new(Mutex::new(VirtualInputState {
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value: 0.0,
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bindings: Vec::new(),
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})));
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pub fn add_binding(&mut self, value_name: String, binding: VirtualBinding) {
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self.add_bindings(value_name, vec![binding]);
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for binding in &new_bindings {
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match binding {
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VirtualBinding::Keyboard(key, _) => {
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self.states_by_key
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.entry(*key)
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.or_insert(Vec::new())
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.push(state.clone());
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}
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VirtualBinding::MouseX(_) | VirtualBinding::MouseY(_) => {
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self.mouse_move_states.push(state.clone());
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}
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VirtualBinding::MouseButton(button, _) => {
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self.mouse_button_states
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.entry(*button)
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.or_insert(Vec::new())
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.push(state.clone());
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}
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VirtualBinding::MouseWheelX(_) | VirtualBinding::MouseWheelY(_) => {
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self.mouse_wheel_states.push(state.clone());
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}
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VirtualBinding::Axis(axis, _, _) => {
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self.axis_states
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.entry(*axis)
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.or_insert(Vec::new())
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.push(state.clone());
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}
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}
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}
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state
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.lock()
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.bindings
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.extend(new_bindings.iter().map(|b| VirtualBindingState {
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value: 0.0,
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binding: b.clone(),
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}));
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}
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pub(super) fn update_key_binding(&mut self, key: PhysicalKey, key_state: ElementState) {
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@ -57,54 +99,46 @@ impl VirtualInput {
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let mut state = state.lock();
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state.update_from_key(key, key_state);
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}
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} else {
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log::trace!("{}", self.states_by_key.keys().len());
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log::warn!("No states found for key: {key:?}");
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}
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}
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pub(super) fn update_mouse_binding(&mut self, delta: &glam::Vec2) {
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for state in &mut self.mouse_states {
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pub(super) fn update_mouse_move_binding(&mut self, delta: &glam::Vec2) {
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for state in &mut self.mouse_move_states {
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let mut state = state.lock();
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state.update_from_mouse(delta);
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}
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}
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}
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fn add_bindings(
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states: &mut HashMap<String, Arc<Mutex<VirtualInputState>>>,
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states_by_key: &mut HashMap<PhysicalKey, Vec<Arc<Mutex<VirtualInputState>>>>,
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mouse_states: &mut Vec<Arc<Mutex<VirtualInputState>>>,
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value_name: String,
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new_bindings: Vec<VirtualBinding>,
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) {
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let state = states
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.entry(value_name)
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.or_insert(Arc::new(Mutex::new(VirtualInputState {
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value: 0.0,
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bindings: Vec::new(),
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})));
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for binding in &new_bindings {
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match binding {
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VirtualBinding::Keyboard(key, _) => {
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states_by_key
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.entry(*key)
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.or_insert(Vec::new())
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.push(state.clone());
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}
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VirtualBinding::MouseX(_) | VirtualBinding::MouseY(_) => {
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mouse_states.push(state.clone());
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}
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_ => {}
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pub(super) fn update_mouse_wheel_binding(&mut self, delta: &glam::Vec2) {
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for state in &mut self.mouse_wheel_states {
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let mut state = state.lock();
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state.update_from_mouse_wheel(delta);
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}
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}
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let mut state = state.lock();
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state
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.bindings
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.extend(new_bindings.iter().map(|b| VirtualBindingState {
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value: 0.0,
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binding: b.clone(),
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}));
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pub(super) fn update_mouse_button_binding(
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&mut self,
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button: MouseButton,
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button_state: ElementState,
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) {
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let states = self.mouse_button_states.get_mut(&button);
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if let Some(states) = states {
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for state in states {
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let mut state = state.lock();
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state.update_from_mouse_button(button, button_state);
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}
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}
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}
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pub(super) fn update_axis_binding(&mut self, axis: AxisId, axis_state: f32) {
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let states = self.axis_states.get_mut(&axis);
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if let Some(states) = states {
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for state in states {
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let mut state = state.lock();
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state.update_from_axis(axis, axis_state);
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}
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}
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}
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}
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@ -1,6 +1,9 @@
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use winit::{event::ElementState, keyboard::PhysicalKey};
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use winit::{
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event::{AxisId, ElementState, MouseButton},
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keyboard::PhysicalKey,
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};
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use super::virtual_binding::VirtualBinding;
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use super::{process_axis_deadzone, virtual_binding::VirtualBinding};
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pub struct VirtualBindingState {
|
||||
pub value: f32,
|
||||
|
@ -46,4 +49,55 @@ impl VirtualInputState {
|
|||
}
|
||||
self.value = new_value;
|
||||
}
|
||||
|
||||
pub fn update_from_mouse_wheel(&mut self, delta: &glam::Vec2) {
|
||||
let mut new_value = 0.0;
|
||||
for binding in &mut self.bindings {
|
||||
match &binding.binding {
|
||||
VirtualBinding::MouseWheelX(direction) => {
|
||||
binding.value = f32::from(direction) * delta.x;
|
||||
}
|
||||
VirtualBinding::MouseWheelY(direction) => {
|
||||
binding.value = f32::from(direction) * delta.y;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
new_value += binding.value;
|
||||
}
|
||||
self.value = new_value;
|
||||
}
|
||||
|
||||
pub fn update_from_mouse_button(&mut self, button: MouseButton, button_state: ElementState) {
|
||||
let mut new_value = 0.0;
|
||||
for binding in &mut self.bindings {
|
||||
match &binding.binding {
|
||||
VirtualBinding::MouseButton(binding_button, direction) => {
|
||||
if binding_button == &button {
|
||||
if button_state == ElementState::Pressed {
|
||||
binding.value = f32::from(direction);
|
||||
} else {
|
||||
binding.value = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
new_value += binding.value;
|
||||
}
|
||||
self.value = new_value;
|
||||
}
|
||||
|
||||
pub fn update_from_axis(&mut self, axis: AxisId, axis_state: f32) {
|
||||
let mut new_value = 0.0;
|
||||
for binding in &mut self.bindings {
|
||||
if let VirtualBinding::Axis(binding_axis, direction, deadzone) = &binding.binding {
|
||||
if binding_axis == &axis {
|
||||
binding.value =
|
||||
f32::from(direction) * process_axis_deadzone(axis_state, *deadzone);
|
||||
}
|
||||
}
|
||||
new_value += binding.value;
|
||||
}
|
||||
self.value = new_value;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
use crate::core::input::InputManager;
|
||||
use crate::core::render::pipelines::triangle_pipeline::create_triangle_pipeline;
|
||||
use crate::core::render::primitives::camera::Camera;
|
||||
use crate::core::render::primitives::vertex::Vertex2D;
|
||||
use crate::core::render::render_context::RenderContext;
|
||||
|
@ -10,10 +11,6 @@ use vulkano::buffer::Subbuffer;
|
|||
use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer};
|
||||
use vulkano::descriptor_set::{DescriptorSet, WriteDescriptorSet};
|
||||
use vulkano::pipeline::{GraphicsPipeline, Pipeline, PipelineBindPoint};
|
||||
use winit::event::ElementState;
|
||||
use winit::keyboard::{KeyCode, PhysicalKey};
|
||||
|
||||
use crate::core::render::pipelines::triangle_pipeline::create_triangle_pipeline;
|
||||
|
||||
const VERTICES: [Vertex2D; 12] = [
|
||||
// Triangle en haut à gauche
|
||||
|
|
74
src/main.rs
74
src/main.rs
|
@ -1,11 +1,10 @@
|
|||
use core::input::{
|
||||
InputManager,
|
||||
virtual_binding::{AxisDirection, VirtualBinding},
|
||||
};
|
||||
use core::input::{AxisDirection, InputManager, VirtualBinding};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use vulkano::device::{DeviceExtensions, DeviceFeatures};
|
||||
use vulkano_util::context::{VulkanoConfig, VulkanoContext};
|
||||
use winit::{
|
||||
event::MouseButton,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
keyboard::{KeyCode, PhysicalKey},
|
||||
};
|
||||
|
@ -16,29 +15,50 @@ mod game;
|
|||
fn main() {
|
||||
env_logger::init();
|
||||
|
||||
let mut input_manager = InputManager::default();
|
||||
input_manager.add_virtual_bindings(
|
||||
"move_forward".to_string(),
|
||||
vec![
|
||||
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyW), AxisDirection::Positive),
|
||||
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyS), AxisDirection::Negative),
|
||||
],
|
||||
);
|
||||
input_manager.add_virtual_bindings(
|
||||
"move_right".to_string(),
|
||||
vec![
|
||||
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyD), AxisDirection::Positive),
|
||||
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyA), AxisDirection::Negative),
|
||||
],
|
||||
);
|
||||
input_manager.add_virtual_bindings(
|
||||
"mouse_x".to_string(),
|
||||
vec![VirtualBinding::MouseX(AxisDirection::Positive)],
|
||||
);
|
||||
input_manager.add_virtual_bindings(
|
||||
"mouse_y".to_string(),
|
||||
vec![VirtualBinding::MouseY(AxisDirection::Positive)],
|
||||
);
|
||||
let input_manager = InputManager::new(HashMap::from([
|
||||
(
|
||||
"move_forward".to_string(),
|
||||
vec![
|
||||
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyW), AxisDirection::Normal),
|
||||
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyS), AxisDirection::Invert),
|
||||
VirtualBinding::Axis(0, AxisDirection::Normal, 1.0),
|
||||
],
|
||||
),
|
||||
(
|
||||
"move_right".to_string(),
|
||||
vec![
|
||||
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyD), AxisDirection::Normal),
|
||||
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyA), AxisDirection::Invert),
|
||||
VirtualBinding::Axis(1, AxisDirection::Normal, 1.0),
|
||||
],
|
||||
),
|
||||
(
|
||||
"mouse_x".to_string(),
|
||||
vec![VirtualBinding::MouseX(AxisDirection::Normal)],
|
||||
),
|
||||
(
|
||||
"mouse_y".to_string(),
|
||||
vec![VirtualBinding::MouseY(AxisDirection::Normal)],
|
||||
),
|
||||
(
|
||||
"mouse_wheel".to_string(),
|
||||
vec![VirtualBinding::MouseWheelY(AxisDirection::Normal)],
|
||||
),
|
||||
(
|
||||
"mouse_left".to_string(),
|
||||
vec![VirtualBinding::MouseButton(
|
||||
MouseButton::Left,
|
||||
AxisDirection::Normal,
|
||||
)],
|
||||
),
|
||||
(
|
||||
"mouse_right".to_string(),
|
||||
vec![VirtualBinding::MouseButton(
|
||||
MouseButton::Right,
|
||||
AxisDirection::Normal,
|
||||
)],
|
||||
),
|
||||
]));
|
||||
|
||||
let device_extensions = DeviceExtensions {
|
||||
khr_swapchain: true,
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue