game-wip-dontplay/src/input.rs
2023-04-08 16:14:59 +02:00

67 lines
2 KiB
Rust

use fnv::FnvHashSet;
use sfml::window::{mouse, Event, Key};
use crate::graphics::ScreenVec;
#[derive(Default, Debug)]
pub struct Input {
down: FnvHashSet<Key>,
pressed: FnvHashSet<Key>,
pub lmb_down: bool,
pub rmb_down: bool,
pub mouse_down_loc: ScreenVec,
pub mid_pressed: bool,
}
impl Input {
pub fn update_from_event(&mut self, ev: &Event) {
match ev {
&Event::KeyPressed { code, .. } => {
self.pressed.insert(code);
self.down.insert(code);
}
Event::KeyReleased { code, .. } => {
self.down.remove(code);
}
&Event::MouseButtonPressed { button, x, y } => {
self.mouse_down_loc = ScreenVec {
x: x as i16,
y: y as i16,
};
if button == mouse::Button::Left {
self.lmb_down = true;
}
if button == mouse::Button::Right {
self.rmb_down = true;
}
if button == mouse::Button::Middle {
self.mid_pressed = true;
}
}
&Event::MouseButtonReleased { button, .. } => {
if button == mouse::Button::Left {
self.lmb_down = false;
}
if button == mouse::Button::Right {
self.rmb_down = false;
}
}
&Event::MouseMoved { x, y } => {
self.mouse_down_loc.x = x as i16;
self.mouse_down_loc.y = y as i16;
}
_ => {}
}
}
/// Pressed event should be cleared every frame
pub fn clear_pressed(&mut self) {
self.mid_pressed = false;
self.pressed.clear();
}
pub fn down(&self, key: Key) -> bool {
self.down.contains(&key)
}
pub fn pressed(&self, key: Key) -> bool {
self.pressed.contains(&key)
}
}