actually sane sensor handling
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@@ -1,61 +1,44 @@
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use gui::{Sense, SenseCtx, SenseTrigger, Vec2};
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use gui::{CursorState, Vec2};
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use winit::event::WindowEvent;
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use crate::testing::Client;
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#[derive(Default)]
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pub struct Input {
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size: Vec2,
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mouse_pos: Vec2,
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mouse_pressed: bool,
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mouse_just_pressed: bool,
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mouse_just_released: bool,
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mouse_in: bool,
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mouse_exists: bool,
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}
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impl Input {
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pub fn event(&mut self, event: &WindowEvent) {
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self.mouse_just_pressed = false;
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self.mouse_just_released = false;
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match event {
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WindowEvent::Resized(size) => {
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self.size = Vec2::new(size.width as f32, size.height as f32);
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}
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WindowEvent::CursorMoved { position, .. } => {
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self.mouse_pos = Vec2::new(position.x as f32, position.y as f32);
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self.mouse_in = true;
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self.mouse_exists = true;
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}
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WindowEvent::MouseInput { state, button, .. } => match button {
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winit::event::MouseButton::Left => {
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if state.is_pressed() {
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self.mouse_just_pressed = !self.mouse_pressed;
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self.mouse_pressed = true;
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} else {
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self.mouse_just_released = self.mouse_pressed;
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self.mouse_pressed = false;
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}
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self.mouse_pressed = state.is_pressed();
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}
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_ => (),
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},
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_ => (),
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}
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}
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fn active(&mut self, trigger: &SenseTrigger) -> bool {
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let region = trigger.shape.to_screen(self.size);
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if !self.mouse_in || !region.contains(self.mouse_pos) {
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return trigger.sense == Sense::NoHover;
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}
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match trigger.sense {
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Sense::Press => self.mouse_just_pressed,
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Sense::Held => self.mouse_pressed,
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Sense::Hover => true,
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Sense::NoHover => false,
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}
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}
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}
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impl SenseCtx for Client {
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fn active(&mut self, trigger: &SenseTrigger) -> bool {
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self.input.active(trigger)
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impl Client {
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pub fn window_size(&self) -> Vec2 {
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let size = self.renderer.window().inner_size();
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(size.width, size.height).into()
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}
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pub fn cursor_state(&self) -> CursorState {
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CursorState {
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pos: self.input.mouse_pos,
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exists: self.input.mouse_exists,
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pressed: self.input.mouse_pressed,
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}
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}
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}
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