input: Add support for Axis, Mouse Button, MouseWheel
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This commit is contained in:
Florian RICHER 2025-05-27 19:11:28 +02:00
parent 8c42e7b139
commit b0f82b0714
Signed by: florian.richer
GPG key ID: C73D37CBED7BFC77
9 changed files with 308 additions and 160 deletions

View file

@ -195,7 +195,7 @@ impl ApplicationHandler for App {
ui.label(format!("Resolution: {:?}", renderer.resolution())); ui.label(format!("Resolution: {:?}", renderer.resolution()));
ui.color_edit_button_rgb(&mut self.clear_color); ui.color_edit_button_rgb(&mut self.clear_color);
ui.label(format!("{:#?}", self.input_manager.get_virtual_input())); ui.label(format!("{:#?}", self.input_manager));
ui.label(format!("Delta time: {:?}", self.timer.delta_time())); ui.label(format!("Delta time: {:?}", self.timer.delta_time()));
}); });

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@ -1,10 +1,10 @@
use egui_winit_vulkano::egui::ahash::HashMap; use egui_winit_vulkano::egui::ahash::HashMap;
use winit::{ use winit::{
event::{ElementState, KeyEvent}, event::{ElementState, WindowEvent},
keyboard::PhysicalKey, keyboard::PhysicalKey,
}; };
use super::virtual_input::VirtualInput; use super::{process_new_element_state, virtual_input::VirtualInput};
#[derive(Debug, Default)] #[derive(Debug, Default)]
pub struct KeyboardState { pub struct KeyboardState {
@ -12,35 +12,14 @@ pub struct KeyboardState {
} }
impl KeyboardState { impl KeyboardState {
pub fn get_key_states(&self) -> &HashMap<PhysicalKey, ElementState> { pub fn process_window_event(&mut self, event: &WindowEvent, virtual_input: &mut VirtualInput) {
&self.key_states if let WindowEvent::KeyboardInput { event, .. } = event {
} let key_state = self.key_states.get(&event.physical_key);
let new_key_state = process_new_element_state(key_state, event.state);
pub fn get_key_state(&self, key: PhysicalKey) -> &ElementState { if let Some(new_key_state) = new_key_state {
self.key_states.get(&key).unwrap_or(&ElementState::Released) self.key_states.insert(event.physical_key, new_key_state);
} virtual_input.update_key_binding(event.physical_key, new_key_state);
}
pub fn process_window_event(&mut self, event: &KeyEvent, virtual_input: &mut VirtualInput) {
let key_state = self.key_states.get(&event.physical_key);
let new_key_state = match key_state {
Some(key_state) => match event.state {
ElementState::Pressed => match key_state {
ElementState::Released => Some(ElementState::Pressed),
ElementState::Pressed => None,
},
ElementState::Released => match key_state {
ElementState::Released => None,
ElementState::Pressed => Some(ElementState::Released),
},
},
None => match event.state {
ElementState::Pressed => Some(ElementState::Pressed),
ElementState::Released => Some(ElementState::Released),
},
};
if let Some(new_key_state) = new_key_state {
self.key_states.insert(event.physical_key, new_key_state);
virtual_input.update_key_binding(event.physical_key, new_key_state);
} }
} }
} }

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@ -2,15 +2,15 @@ use std::collections::HashMap;
use keyboard_state::KeyboardState; use keyboard_state::KeyboardState;
use mouse_state::MouseState; use mouse_state::MouseState;
use virtual_binding::VirtualBinding;
use virtual_input::VirtualInput; use virtual_input::VirtualInput;
use winit::event::WindowEvent; use winit::event::{ElementState, WindowEvent};
pub mod keyboard_state; mod keyboard_state;
pub mod mouse_state; mod mouse_state;
pub mod virtual_binding; mod virtual_binding;
pub mod virtual_input; mod virtual_input;
pub mod virtual_state; mod virtual_state;
pub use virtual_binding::{AxisDirection, VirtualBinding};
#[derive(Default)] #[derive(Default)]
pub struct InputManager { pub struct InputManager {
@ -19,17 +19,34 @@ pub struct InputManager {
virtual_input: VirtualInput, virtual_input: VirtualInput,
} }
impl std::fmt::Debug for InputManager {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("InputManager")
.field("virtual_input", &self.virtual_input)
.finish()
}
}
impl InputManager { impl InputManager {
pub fn new(input_mapping: HashMap<String, Vec<VirtualBinding>>) -> Self {
let mut input_manager = InputManager::default();
for (value_name, bindings) in input_mapping {
input_manager.add_virtual_bindings(value_name, bindings);
}
input_manager
}
pub fn process_window_event(&mut self, event: &WindowEvent) { pub fn process_window_event(&mut self, event: &WindowEvent) {
match event { match event {
WindowEvent::KeyboardInput { event, .. } => { WindowEvent::AxisMotion { axis, value, .. } => {
self.virtual_input.update_axis_binding(*axis, *value as f32);
}
_ => {
self.keyboard_state self.keyboard_state
.process_window_event(event, &mut self.virtual_input); .process_window_event(event, &mut self.virtual_input);
self.mouse_state
.process_window_event(event, &mut self.virtual_input);
} }
WindowEvent::CursorMoved { position, .. } => {
self.mouse_state.process_window_event(position);
}
_ => {}
} }
} }
@ -38,27 +55,41 @@ impl InputManager {
self.mouse_state.update(&mut self.virtual_input); self.mouse_state.update(&mut self.virtual_input);
} }
pub fn get_mouse_state(&self) -> &MouseState {
&self.mouse_state
}
pub fn get_keyboard_state(&self) -> &KeyboardState {
&self.keyboard_state
}
pub fn get_virtual_input(&self) -> &VirtualInput {
&self.virtual_input
}
pub fn add_virtual_binding(&mut self, value_name: String, binding: VirtualBinding) {
self.virtual_input.add_binding(value_name, binding);
}
pub fn add_virtual_bindings(&mut self, value_name: String, bindings: Vec<VirtualBinding>) {
self.virtual_input.add_bindings(value_name, bindings);
}
pub fn get_virtual_input_state(&self, value_name: &str) -> f32 { pub fn get_virtual_input_state(&self, value_name: &str) -> f32 {
self.virtual_input.get_state(value_name) self.virtual_input.get_state(value_name)
} }
fn add_virtual_bindings(&mut self, value_name: String, bindings: Vec<VirtualBinding>) {
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 }
} }

View file

@ -1,22 +1,49 @@
use winit::dpi::PhysicalPosition; use std::collections::HashMap;
use super::virtual_input::VirtualInput; use winit::event::{ElementState, MouseButton, MouseScrollDelta, WindowEvent};
use super::{process_new_element_state, virtual_input::VirtualInput};
#[derive(Debug, Default)] #[derive(Debug, Default)]
pub struct MouseState { pub struct MouseState {
old_position: glam::Vec2, old_position: glam::Vec2,
pub position: glam::Vec2, position: glam::Vec2,
pub delta: glam::Vec2, delta: glam::Vec2,
wheel_delta: glam::Vec2,
mouse_button_state: HashMap<MouseButton, ElementState>,
} }
impl MouseState { impl MouseState {
pub fn process_window_event(&mut self, position: &PhysicalPosition<f64>) { pub fn process_window_event(&mut self, event: &WindowEvent, virtual_input: &mut VirtualInput) {
self.position = glam::Vec2::new(position.x as f32, position.y as f32); match event {
WindowEvent::CursorMoved { position, .. } => {
self.position = glam::Vec2::new(position.x as f32, position.y as f32);
}
WindowEvent::MouseWheel { delta, .. } => {
self.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),
};
}
WindowEvent::MouseInput { button, state, .. } => {
let key_state = self.mouse_button_state.get(button);
let new_key_state = process_new_element_state(key_state, *state);
if let Some(new_key_state) = new_key_state {
self.mouse_button_state.insert(*button, new_key_state);
virtual_input.update_mouse_button_binding(*button, new_key_state);
}
}
_ => {}
}
} }
pub fn update(&mut self, virtual_input: &mut VirtualInput) { pub fn update(&mut self, virtual_input: &mut VirtualInput) {
self.delta = self.position - self.old_position; self.delta = self.position - self.old_position;
self.old_position = self.position; self.old_position = self.position;
virtual_input.update_mouse_binding(&self.delta); virtual_input.update_mouse_move_binding(&self.delta);
virtual_input.update_mouse_wheel_binding(&self.wheel_delta);
self.wheel_delta = glam::Vec2::ZERO;
} }
} }

View file

@ -1,16 +1,19 @@
use winit::{event::AxisId, keyboard::PhysicalKey}; use winit::{
event::{AxisId, MouseButton},
keyboard::PhysicalKey,
};
#[derive(Clone)] #[derive(Clone)]
pub enum AxisDirection { pub enum AxisDirection {
Positive, Normal,
Negative, Invert,
} }
impl From<&AxisDirection> for f32 { impl From<&AxisDirection> for f32 {
fn from(direction: &AxisDirection) -> Self { fn from(direction: &AxisDirection) -> Self {
match direction { match direction {
AxisDirection::Positive => 1.0, AxisDirection::Normal => 1.0,
AxisDirection::Negative => -1.0, AxisDirection::Invert => -1.0,
} }
} }
} }
@ -21,4 +24,7 @@ pub enum VirtualBinding {
Axis(AxisId, AxisDirection, f32), // f32 deadzone Axis(AxisId, AxisDirection, f32), // f32 deadzone
MouseX(AxisDirection), MouseX(AxisDirection),
MouseY(AxisDirection), MouseY(AxisDirection),
MouseWheelX(AxisDirection),
MouseWheelY(AxisDirection),
MouseButton(MouseButton, AxisDirection),
} }

View file

@ -1,7 +1,10 @@
use std::{collections::HashMap, sync::Arc}; use std::{collections::HashMap, sync::Arc};
use egui_winit_vulkano::egui::mutex::Mutex; use egui_winit_vulkano::egui::mutex::Mutex;
use winit::{event::ElementState, keyboard::PhysicalKey}; use winit::{
event::{AxisId, ElementState, MouseButton},
keyboard::PhysicalKey,
};
use super::{ use super::{
virtual_binding::VirtualBinding, virtual_binding::VirtualBinding,
@ -10,9 +13,15 @@ use super::{
#[derive(Default)] #[derive(Default)]
pub struct VirtualInput { pub struct VirtualInput {
// Global states
states: HashMap<String, Arc<Mutex<VirtualInputState>>>, states: HashMap<String, Arc<Mutex<VirtualInputState>>>,
// Per kind of input states to keep complexity low during state updates
states_by_key: HashMap<PhysicalKey, Vec<Arc<Mutex<VirtualInputState>>>>, states_by_key: HashMap<PhysicalKey, Vec<Arc<Mutex<VirtualInputState>>>>,
mouse_states: Vec<Arc<Mutex<VirtualInputState>>>, mouse_move_states: Vec<Arc<Mutex<VirtualInputState>>>,
mouse_wheel_states: Vec<Arc<Mutex<VirtualInputState>>>,
mouse_button_states: HashMap<MouseButton, Vec<Arc<Mutex<VirtualInputState>>>>,
axis_states: HashMap<AxisId, Vec<Arc<Mutex<VirtualInputState>>>>,
} }
impl std::fmt::Debug for VirtualInput { impl std::fmt::Debug for VirtualInput {
@ -36,17 +45,50 @@ impl VirtualInput {
} }
pub fn add_bindings(&mut self, value_name: String, new_bindings: Vec<VirtualBinding>) { pub fn add_bindings(&mut self, value_name: String, new_bindings: Vec<VirtualBinding>) {
add_bindings( let state =
&mut self.states, self.states
&mut self.states_by_key, .entry(value_name)
&mut self.mouse_states, .or_insert(Arc::new(Mutex::new(VirtualInputState {
value_name, value: 0.0,
new_bindings, bindings: Vec::new(),
); })));
}
pub fn add_binding(&mut self, value_name: String, binding: VirtualBinding) { for binding in &new_bindings {
self.add_bindings(value_name, vec![binding]); match binding {
VirtualBinding::Keyboard(key, _) => {
self.states_by_key
.entry(*key)
.or_insert(Vec::new())
.push(state.clone());
}
VirtualBinding::MouseX(_) | VirtualBinding::MouseY(_) => {
self.mouse_move_states.push(state.clone());
}
VirtualBinding::MouseButton(button, _) => {
self.mouse_button_states
.entry(*button)
.or_insert(Vec::new())
.push(state.clone());
}
VirtualBinding::MouseWheelX(_) | VirtualBinding::MouseWheelY(_) => {
self.mouse_wheel_states.push(state.clone());
}
VirtualBinding::Axis(axis, _, _) => {
self.axis_states
.entry(*axis)
.or_insert(Vec::new())
.push(state.clone());
}
}
}
state
.lock()
.bindings
.extend(new_bindings.iter().map(|b| VirtualBindingState {
value: 0.0,
binding: b.clone(),
}));
} }
pub(super) fn update_key_binding(&mut self, key: PhysicalKey, key_state: ElementState) { pub(super) fn update_key_binding(&mut self, key: PhysicalKey, key_state: ElementState) {
@ -57,54 +99,46 @@ impl VirtualInput {
let mut state = state.lock(); let mut state = state.lock();
state.update_from_key(key, key_state); state.update_from_key(key, key_state);
} }
} else {
log::trace!("{}", self.states_by_key.keys().len());
log::warn!("No states found for key: {key:?}");
} }
} }
pub(super) fn update_mouse_binding(&mut self, delta: &glam::Vec2) { pub(super) fn update_mouse_move_binding(&mut self, delta: &glam::Vec2) {
for state in &mut self.mouse_states { for state in &mut self.mouse_move_states {
let mut state = state.lock(); let mut state = state.lock();
state.update_from_mouse(delta); state.update_from_mouse(delta);
} }
} }
}
fn add_bindings( pub(super) fn update_mouse_wheel_binding(&mut self, delta: &glam::Vec2) {
states: &mut HashMap<String, Arc<Mutex<VirtualInputState>>>, for state in &mut self.mouse_wheel_states {
states_by_key: &mut HashMap<PhysicalKey, Vec<Arc<Mutex<VirtualInputState>>>>, let mut state = state.lock();
mouse_states: &mut Vec<Arc<Mutex<VirtualInputState>>>, state.update_from_mouse_wheel(delta);
value_name: String,
new_bindings: Vec<VirtualBinding>,
) {
let state = states
.entry(value_name)
.or_insert(Arc::new(Mutex::new(VirtualInputState {
value: 0.0,
bindings: Vec::new(),
})));
for binding in &new_bindings {
match binding {
VirtualBinding::Keyboard(key, _) => {
states_by_key
.entry(*key)
.or_insert(Vec::new())
.push(state.clone());
}
VirtualBinding::MouseX(_) | VirtualBinding::MouseY(_) => {
mouse_states.push(state.clone());
}
_ => {}
} }
} }
let mut state = state.lock(); pub(super) fn update_mouse_button_binding(
state &mut self,
.bindings button: MouseButton,
.extend(new_bindings.iter().map(|b| VirtualBindingState { button_state: ElementState,
value: 0.0, ) {
binding: b.clone(), let states = self.mouse_button_states.get_mut(&button);
}));
if let Some(states) = states {
for state in states {
let mut state = state.lock();
state.update_from_mouse_button(button, button_state);
}
}
}
pub(super) fn update_axis_binding(&mut self, axis: AxisId, axis_state: f32) {
let states = self.axis_states.get_mut(&axis);
if let Some(states) = states {
for state in states {
let mut state = state.lock();
state.update_from_axis(axis, axis_state);
}
}
}
} }

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@ -1,6 +1,9 @@
use winit::{event::ElementState, keyboard::PhysicalKey}; use winit::{
event::{AxisId, ElementState, MouseButton},
keyboard::PhysicalKey,
};
use super::virtual_binding::VirtualBinding; use super::{process_axis_deadzone, virtual_binding::VirtualBinding};
pub struct VirtualBindingState { pub struct VirtualBindingState {
pub value: f32, pub value: f32,
@ -46,4 +49,55 @@ impl VirtualInputState {
} }
self.value = new_value; 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;
}
} }

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@ -1,4 +1,5 @@
use crate::core::input::InputManager; 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::camera::Camera;
use crate::core::render::primitives::vertex::Vertex2D; use crate::core::render::primitives::vertex::Vertex2D;
use crate::core::render::render_context::RenderContext; use crate::core::render::render_context::RenderContext;
@ -10,10 +11,6 @@ use vulkano::buffer::Subbuffer;
use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer}; use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer};
use vulkano::descriptor_set::{DescriptorSet, WriteDescriptorSet}; use vulkano::descriptor_set::{DescriptorSet, WriteDescriptorSet};
use vulkano::pipeline::{GraphicsPipeline, Pipeline, PipelineBindPoint}; 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] = [ const VERTICES: [Vertex2D; 12] = [
// Triangle en haut à gauche // Triangle en haut à gauche

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@ -1,11 +1,10 @@
use core::input::{ use core::input::{AxisDirection, InputManager, VirtualBinding};
InputManager, use std::collections::HashMap;
virtual_binding::{AxisDirection, VirtualBinding},
};
use vulkano::device::{DeviceExtensions, DeviceFeatures}; use vulkano::device::{DeviceExtensions, DeviceFeatures};
use vulkano_util::context::{VulkanoConfig, VulkanoContext}; use vulkano_util::context::{VulkanoConfig, VulkanoContext};
use winit::{ use winit::{
event::MouseButton,
event_loop::{ControlFlow, EventLoop}, event_loop::{ControlFlow, EventLoop},
keyboard::{KeyCode, PhysicalKey}, keyboard::{KeyCode, PhysicalKey},
}; };
@ -16,29 +15,50 @@ mod game;
fn main() { fn main() {
env_logger::init(); env_logger::init();
let mut input_manager = InputManager::default(); let input_manager = InputManager::new(HashMap::from([
input_manager.add_virtual_bindings( (
"move_forward".to_string(), "move_forward".to_string(),
vec![ vec![
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyW), AxisDirection::Positive), VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyW), AxisDirection::Normal),
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyS), AxisDirection::Negative), VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyS), AxisDirection::Invert),
], VirtualBinding::Axis(0, AxisDirection::Normal, 1.0),
); ],
input_manager.add_virtual_bindings( ),
"move_right".to_string(), (
vec![ "move_right".to_string(),
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyD), AxisDirection::Positive), vec![
VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyA), AxisDirection::Negative), VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyD), AxisDirection::Normal),
], VirtualBinding::Keyboard(PhysicalKey::Code(KeyCode::KeyA), AxisDirection::Invert),
); VirtualBinding::Axis(1, AxisDirection::Normal, 1.0),
input_manager.add_virtual_bindings( ],
"mouse_x".to_string(), ),
vec![VirtualBinding::MouseX(AxisDirection::Positive)], (
); "mouse_x".to_string(),
input_manager.add_virtual_bindings( vec![VirtualBinding::MouseX(AxisDirection::Normal)],
"mouse_y".to_string(), ),
vec![VirtualBinding::MouseY(AxisDirection::Positive)], (
); "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 { let device_extensions = DeviceExtensions {
khr_swapchain: true, khr_swapchain: true,