Begin implement input management
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Build legacy Nix package on Ubuntu / build (push) Failing after 8m4s

This commit is contained in:
Florian RICHER 2025-05-25 23:48:02 +02:00
parent 2c3392c3ea
commit c4c691c4dd
Signed by: florian.richer
GPG key ID: C73D37CBED7BFC77
3 changed files with 99 additions and 1 deletions

View file

@ -16,6 +16,7 @@ use winit::event::WindowEvent;
use winit::event_loop::ActiveEventLoop; use winit::event_loop::ActiveEventLoop;
use winit::window::WindowId; use winit::window::WindowId;
use super::input::InputState;
use super::vulkan_context::VulkanContext; use super::vulkan_context::VulkanContext;
pub struct App { pub struct App {
@ -24,6 +25,7 @@ pub struct App {
gui: HashMap<WindowId, Gui>, gui: HashMap<WindowId, Gui>,
scene: Option<Scene>, scene: Option<Scene>,
clear_color: [f32; 3], clear_color: [f32; 3],
input_state: InputState,
} }
impl From<VulkanoContext> for App { impl From<VulkanoContext> for App {
@ -34,6 +36,7 @@ impl From<VulkanoContext> for App {
gui: HashMap::new(), gui: HashMap::new(),
scene: None, scene: None,
clear_color: [0.0, 0.0, 0.0], clear_color: [0.0, 0.0, 0.0],
input_state: InputState::default(),
} }
} }
} }
@ -80,7 +83,10 @@ impl ApplicationHandler for App {
fn window_event(&mut self, event_loop: &ActiveEventLoop, id: WindowId, event: WindowEvent) { fn window_event(&mut self, event_loop: &ActiveEventLoop, id: WindowId, event: WindowEvent) {
let renderer = self.vulkano_windows.get_renderer_mut(id).unwrap(); let renderer = self.vulkano_windows.get_renderer_mut(id).unwrap();
let gui = self.gui.get_mut(&id).unwrap(); let gui = self.gui.get_mut(&id).unwrap();
gui.update(&event);
if !gui.update(&event) {
self.input_state.process_event(&event);
}
match event { match event {
WindowEvent::CloseRequested => { WindowEvent::CloseRequested => {
@ -94,6 +100,8 @@ impl ApplicationHandler for App {
renderer.resize(); renderer.resize();
} }
WindowEvent::RedrawRequested => { WindowEvent::RedrawRequested => {
self.input_state.update();
let acquire_future = renderer.acquire(None, |_| {}).unwrap(); let acquire_future = renderer.acquire(None, |_| {}).unwrap();
let mut builder = AutoCommandBufferBuilder::primary( let mut builder = AutoCommandBufferBuilder::primary(

89
src/render/input.rs Normal file
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@ -0,0 +1,89 @@
use std::collections::HashMap;
use winit::{
dpi::PhysicalPosition,
event::{ElementState, KeyEvent, WindowEvent},
keyboard::PhysicalKey,
};
#[derive(Debug, Default)]
pub enum KeyState {
#[default]
Pressed,
Released,
Held,
}
#[derive(Debug, Default)]
pub struct MouseState {
old_position: glam::Vec2,
pub position: glam::Vec2,
pub delta: glam::Vec2,
}
#[derive(Debug, Default)]
pub struct InputState {
pub key_states: HashMap<PhysicalKey, KeyState>,
pub mouse_state: MouseState,
}
impl InputState {
pub fn process_event(&mut self, event: &WindowEvent) {
match event {
WindowEvent::KeyboardInput { event, .. } => {
self.update_key_state(event.physical_key, event);
}
WindowEvent::CursorMoved { position, .. } => {
self.update_mouse_position(position);
}
_ => {}
}
}
/// Updates deltas before running update
pub fn update(&mut self) {
self.mouse_state.delta = self.mouse_state.position - self.mouse_state.old_position;
self.mouse_state.old_position = self.mouse_state.position;
}
pub fn get_key_state(&self, key: PhysicalKey) -> &KeyState {
self.key_states.get(&key).unwrap_or(&KeyState::Released)
}
pub fn get_mouse_state(&self) -> &MouseState {
&self.mouse_state
}
fn update_key_state(&mut self, key: PhysicalKey, event: &KeyEvent) {
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 {
KeyState::Released => Some(KeyState::Pressed),
KeyState::Pressed => Some(KeyState::Held),
KeyState::Held => None,
},
ElementState::Released => match key_state {
KeyState::Released => None,
_ => Some(KeyState::Released),
},
},
None => match event.state {
ElementState::Pressed => Some(KeyState::Pressed),
ElementState::Released => Some(KeyState::Released),
},
};
if let Some(new_key_state) = new_key_state {
log::trace!(
"New key state {:?} for key {:?}",
new_key_state,
event.physical_key
);
self.key_states.insert(key, new_key_state);
}
}
fn update_mouse_position(&mut self, position: &PhysicalPosition<f64>) {
self.mouse_state.position = glam::Vec2::new(position.x as f32, position.y as f32);
}
}

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@ -1,4 +1,5 @@
pub mod app; pub mod app;
pub mod input;
pub mod pipelines; pub mod pipelines;
pub mod scene; pub mod scene;
pub mod vertex; pub mod vertex;