1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176
mod touch_state;
use crate::data::input::*;
use crate::{emath::*, util::History};
use std::collections::{BTreeMap, HashSet};
pub use crate::Key;
pub use touch_state::MultiTouchInfo;
use touch_state::TouchState;
/// If the pointer moves more than this, it won't become a click (but it is still a drag)
const MAX_CLICK_DIST: f32 = 6.0; // TODO(emilk): move to settings
/// If the pointer is down for longer than this, it won't become a click (but it is still a drag)
const MAX_CLICK_DURATION: f64 = 0.6; // TODO(emilk): move to settings
/// The new pointer press must come within this many seconds from previous pointer release
const MAX_DOUBLE_CLICK_DELAY: f64 = 0.3; // TODO(emilk): move to settings
/// Input state that egui updates each frame.
///
/// You can check if `egui` is using the inputs using
/// [`crate::Context::wants_pointer_input`] and [`crate::Context::wants_keyboard_input`].
#[derive(Clone, Debug)]
pub struct InputState {
/// The raw input we got this frame from the backend.
pub raw: RawInput,
/// State of the mouse or simple touch gestures which can be mapped to mouse operations.
pub pointer: PointerState,
/// State of touches, except those covered by PointerState (like clicks and drags).
/// (We keep a separate [`TouchState`] for each encountered touch device.)
touch_states: BTreeMap<TouchDeviceId, TouchState>,
/// Used for smoothing the scroll delta.
unprocessed_scroll_delta: Vec2,
/// The raw input of how many points the user scrolled.
///
/// The delta dictates how the _content_ should move.
///
/// A positive X-value indicates the content is being moved right,
/// as when swiping right on a touch-screen or track-pad with natural scrolling.
///
/// A positive Y-value indicates the content is being moved down,
/// as when swiping down on a touch-screen or track-pad with natural scrolling.
///
/// When using a notched scroll-wheel this will spike very large for one frame,
/// then drop to zero. For a smoother experience, use [`Self::smooth_scroll_delta`].
pub raw_scroll_delta: Vec2,
/// How many points the user scrolled, smoothed over a few frames.
///
/// The delta dictates how the _content_ should move.
///
/// A positive X-value indicates the content is being moved right,
/// as when swiping right on a touch-screen or track-pad with natural scrolling.
///
/// A positive Y-value indicates the content is being moved down,
/// as when swiping down on a touch-screen or track-pad with natural scrolling.
///
/// [`crate::ScrollArea`] will both read and write to this field, so that
/// at the end of the frame this will be zero if a scroll-area consumed the delta.
pub smooth_scroll_delta: Vec2,
/// Zoom scale factor this frame (e.g. from ctrl-scroll or pinch gesture).
///
/// * `zoom = 1`: no change.
/// * `zoom < 1`: pinch together
/// * `zoom > 1`: pinch spread
zoom_factor_delta: f32,
/// Position and size of the egui area.
pub screen_rect: Rect,
/// Also known as device pixel ratio, > 1 for high resolution screens.
pub pixels_per_point: f32,
/// Maximum size of one side of a texture.
///
/// This depends on the backend.
pub max_texture_side: usize,
/// Time in seconds. Relative to whatever. Used for animation.
pub time: f64,
/// Time since last frame, in seconds.
///
/// This can be very unstable in reactive mode (when we don't paint each frame).
/// For animations it is therefore better to use [`Self::stable_dt`].
pub unstable_dt: f32,
/// Estimated time until next frame (provided we repaint right away).
///
/// Used for animations to get instant feedback (avoid frame delay).
/// Should be set to the expected time between frames when painting at vsync speeds.
///
/// On most integrations this has a fixed value of `1.0 / 60.0`, so it is not a very accurate estimate.
pub predicted_dt: f32,
/// Time since last frame (in seconds), but gracefully handles the first frame after sleeping in reactive mode.
///
/// In reactive mode (available in e.g. `eframe`), `egui` only updates when there is new input
/// or something is animating.
/// This can lead to large gaps of time (sleep), leading to large [`Self::unstable_dt`].
///
/// If `egui` requested a repaint the previous frame, then `egui` will use
/// `stable_dt = unstable_dt;`, but if `egui` did not not request a repaint last frame,
/// then `egui` will assume `unstable_dt` is too large, and will use
/// `stable_dt = predicted_dt;`.
///
/// This means that for the first frame after a sleep,
/// `stable_dt` will be a prediction of the delta-time until the next frame,
/// and in all other situations this will be an accurate measurement of time passed
/// since the previous frame.
///
/// Note that a frame can still stall for various reasons, so `stable_dt` can
/// still be unusually large in some situations.
///
/// When animating something, it is recommended that you use something like
/// `stable_dt.min(0.1)` - this will give you smooth animations when the framerate is good
/// (even in reactive mode), but will avoid large jumps when framerate is bad,
/// and will effectively slow down the animation when FPS drops below 10.
pub stable_dt: f32,
/// The native window has the keyboard focus (i.e. is receiving key presses).
///
/// False when the user alt-tab away from the application, for instance.
pub focused: bool,
/// Which modifier keys are down at the start of the frame?
pub modifiers: Modifiers,
// The keys that are currently being held down.
pub keys_down: HashSet<Key>,
/// In-order events received this frame
pub events: Vec<Event>,
}
impl Default for InputState {
fn default() -> Self {
Self {
raw: Default::default(),
pointer: Default::default(),
touch_states: Default::default(),
unprocessed_scroll_delta: Vec2::ZERO,
raw_scroll_delta: Vec2::ZERO,
smooth_scroll_delta: Vec2::ZERO,
zoom_factor_delta: 1.0,
screen_rect: Rect::from_min_size(Default::default(), vec2(10_000.0, 10_000.0)),
pixels_per_point: 1.0,
max_texture_side: 2048,
time: 0.0,
unstable_dt: 1.0 / 60.0,
predicted_dt: 1.0 / 60.0,
stable_dt: 1.0 / 60.0,
focused: false,
modifiers: Default::default(),
keys_down: Default::default(),
events: Default::default(),
}
}
}
impl InputState {
#[must_use]
pub fn begin_frame(
mut self,
mut new: RawInput,
requested_immediate_repaint_prev_frame: bool,
pixels_per_point: f32,
) -> Self {
crate::profile_function!();
let time = new.time.unwrap_or(self.time + new.predicted_dt as f64);
let unstable_dt = (time - self.time) as f32;
let stable_dt = if requested_immediate_repaint_prev_frame {
// we should have had a repaint straight away,
// so this should be trustable.
unstable_dt
} else {
new.predicted_dt
};
let screen_rect = new.screen_rect.unwrap_or(self.screen_rect);
self.create_touch_states_for_new_devices(&new.events);
for touch_state in self.touch_states.values_mut() {
touch_state.begin_frame(time, &new, self.pointer.interact_pos);
}
let pointer = self.pointer.begin_frame(time, &new);
let mut keys_down = self.keys_down;
let mut raw_scroll_delta = Vec2::ZERO;
let mut zoom_factor_delta = 1.0;
for event in &mut new.events {
match event {
Event::Key {
key,
pressed,
repeat,
..
} => {
if *pressed {
let first_press = keys_down.insert(*key);
*repeat = !first_press;
} else {
keys_down.remove(key);
}
}
Event::Scroll(delta) => {
raw_scroll_delta += *delta;
}
Event::Zoom(factor) => {
zoom_factor_delta *= *factor;
}
_ => {}
}
}
let mut unprocessed_scroll_delta = self.unprocessed_scroll_delta;
let smooth_scroll_delta;
{
// Mouse wheels often go very large steps.
// A single notch on a logitech mouse wheel connected to a Macbook returns 14.0 raw_scroll_delta.
// So we smooth it out over several frames for a nicer user experience when scrolling in egui.
unprocessed_scroll_delta += raw_scroll_delta;
let dt = stable_dt.at_most(0.1);
let t = crate::emath::exponential_smooth_factor(0.90, 0.1, dt); // reach _% in _ seconds. TODO: parameterize
smooth_scroll_delta = t * unprocessed_scroll_delta;
unprocessed_scroll_delta -= smooth_scroll_delta;
}
let mut modifiers = new.modifiers;
let focused_changed = self.focused != new.focused
|| new
.events
.iter()
.any(|e| matches!(e, Event::WindowFocused(_)));
if focused_changed {
// It is very common for keys to become stuck when we alt-tab, or a save-dialog opens by Ctrl+S.
// Therefore we clear all the modifiers and down keys here to avoid that.
modifiers = Default::default();
keys_down = Default::default();
}
Self {
pointer,
touch_states: self.touch_states,
unprocessed_scroll_delta,
raw_scroll_delta,
smooth_scroll_delta,
zoom_factor_delta,
screen_rect,
pixels_per_point,
max_texture_side: new.max_texture_side.unwrap_or(self.max_texture_side),
time,
unstable_dt,
predicted_dt: new.predicted_dt,
stable_dt,
focused: new.focused,
modifiers,
keys_down,
events: new.events.clone(), // TODO(emilk): remove clone() and use raw.events
raw: new,
}
}
/// Info about the active viewport
#[inline]
pub fn viewport(&self) -> &ViewportInfo {
self.raw.viewport()
}
#[inline(always)]
pub fn screen_rect(&self) -> Rect {
self.screen_rect
}
/// Zoom scale factor this frame (e.g. from ctrl-scroll or pinch gesture).
/// * `zoom = 1`: no change
/// * `zoom < 1`: pinch together
/// * `zoom > 1`: pinch spread
#[inline(always)]
pub fn zoom_delta(&self) -> f32 {
// If a multi touch gesture is detected, it measures the exact and linear proportions of
// the distances of the finger tips. It is therefore potentially more accurate than
// `zoom_factor_delta` which is based on the `ctrl-scroll` event which, in turn, may be
// synthesized from an original touch gesture.
self.multi_touch()
.map_or(self.zoom_factor_delta, |touch| touch.zoom_delta)
}
/// 2D non-proportional zoom scale factor this frame (e.g. from ctrl-scroll or pinch gesture).
///
/// For multitouch devices the user can do a horizontal or vertical pinch gesture.
/// In these cases a non-proportional zoom factor is a available.
/// In other cases, this reverts to `Vec2::splat(self.zoom_delta())`.
///
/// For horizontal pinches, this will return `[z, 1]`,
/// for vertical pinches this will return `[1, z]`,
/// and otherwise this will return `[z, z]`,
/// where `z` is the zoom factor:
/// * `zoom = 1`: no change
/// * `zoom < 1`: pinch together
/// * `zoom > 1`: pinch spread
#[inline(always)]
pub fn zoom_delta_2d(&self) -> Vec2 {
// If a multi touch gesture is detected, it measures the exact and linear proportions of
// the distances of the finger tips. It is therefore potentially more accurate than
// `zoom_factor_delta` which is based on the `ctrl-scroll` event which, in turn, may be
// synthesized from an original touch gesture.
self.multi_touch().map_or_else(
|| Vec2::splat(self.zoom_factor_delta),
|touch| touch.zoom_delta_2d,
)
}
/// The [`crate::Context`] will call this at the end of each frame to see if we need a repaint.
pub fn wants_repaint(&self) -> bool {
self.pointer.wants_repaint()
|| self.unprocessed_scroll_delta.abs().max_elem() > 0.2
|| !self.events.is_empty()
}
/// Count presses of a key. If non-zero, the presses are consumed, so that this will only return non-zero once.
///
/// Includes key-repeat events.
///
/// This uses [`Modifiers::matches_logically`] to match modifiers,
/// meaning extra Shift and Alt modifiers are ignored.
/// Therefore, you should match most specific shortcuts first,
/// i.e. check for `Cmd-Shift-S` ("Save as…") before `Cmd-S` ("Save"),
/// so that a user pressing `Cmd-Shift-S` won't trigger the wrong command!
pub fn count_and_consume_key(&mut self, modifiers: Modifiers, logical_key: Key) -> usize {
let mut count = 0usize;
self.events.retain(|event| {
let is_match = matches!(
event,
Event::Key {
key: ev_key,
modifiers: ev_mods,
pressed: true,
..
} if *ev_key == logical_key && ev_mods.matches_logically(modifiers)
);
count += is_match as usize;
!is_match
});
count
}
/// Check for a key press. If found, `true` is returned and the key pressed is consumed, so that this will only return `true` once.
///
/// Includes key-repeat events.
///
/// This uses [`Modifiers::matches_logically`] to match modifiers,
/// meaning extra Shift and Alt modifiers are ignored.
/// Therefore, you should match most specific shortcuts first,
/// i.e. check for `Cmd-Shift-S` ("Save as…") before `Cmd-S` ("Save"),
/// so that a user pressing `Cmd-Shift-S` won't trigger the wrong command!
pub fn consume_key(&mut self, modifiers: Modifiers, logical_key: Key) -> bool {
self.count_and_consume_key(modifiers, logical_key) > 0
}
/// Check if the given shortcut has been pressed.
///
/// If so, `true` is returned and the key pressed is consumed, so that this will only return `true` once.
///
/// This uses [`Modifiers::matches_logically`] to match modifiers,
/// meaning extra Shift and Alt modifiers are ignored.
/// Therefore, you should match most specific shortcuts first,
/// i.e. check for `Cmd-Shift-S` ("Save as…") before `Cmd-S` ("Save"),
/// so that a user pressing `Cmd-Shift-S` won't trigger the wrong command!
pub fn consume_shortcut(&mut self, shortcut: &KeyboardShortcut) -> bool {
let KeyboardShortcut {
modifiers,
logical_key,
} = *shortcut;
self.consume_key(modifiers, logical_key)
}
/// Was the given key pressed this frame?
///
/// Includes key-repeat events.
pub fn key_pressed(&self, desired_key: Key) -> bool {
self.num_presses(desired_key) > 0
}
/// How many times was the given key pressed this frame?
///
/// Includes key-repeat events.
pub fn num_presses(&self, desired_key: Key) -> usize {
self.events
.iter()
.filter(|event| {
matches!(
event,
Event::Key { key, pressed: true, .. }
if *key == desired_key
)
})
.count()
}
/// Is the given key currently held down?
pub fn key_down(&self, desired_key: Key) -> bool {
self.keys_down.contains(&desired_key)
}
/// Was the given key released this frame?
pub fn key_released(&self, desired_key: Key) -> bool {
self.events.iter().any(|event| {
matches!(
event,
Event::Key {
key,
pressed: false,
..
} if *key == desired_key
)
})
}
/// Also known as device pixel ratio, > 1 for high resolution screens.
#[inline(always)]
pub fn pixels_per_point(&self) -> f32 {
self.pixels_per_point
}
/// Size of a physical pixel in logical gui coordinates (points).
#[inline(always)]
pub fn physical_pixel_size(&self) -> f32 {
1.0 / self.pixels_per_point()
}
/// How imprecise do we expect the mouse/touch input to be?
/// Returns imprecision in points.
#[inline(always)]
pub fn aim_radius(&self) -> f32 {
// TODO(emilk): multiply by ~3 for touch inputs because fingers are fat
self.physical_pixel_size()
}
/// Returns details about the currently ongoing multi-touch gesture, if any. Note that this
/// method returns `None` for single-touch gestures (click, drag, …).
///
/// ```
/// # use egui::emath::Rot2;
/// # egui::__run_test_ui(|ui| {
/// let mut zoom = 1.0; // no zoom
/// let mut rotation = 0.0; // no rotation
/// let multi_touch = ui.input(|i| i.multi_touch());
/// if let Some(multi_touch) = multi_touch {
/// zoom *= multi_touch.zoom_delta;
/// rotation += multi_touch.rotation_delta;
/// }
/// let transform = zoom * Rot2::from_angle(rotation);
/// # });
/// ```
///
/// By far not all touch devices are supported, and the details depend on the `egui`
/// integration backend you are using. `eframe` web supports multi touch for most mobile
/// devices, but not for a `Trackpad` on `MacOS`, for example. The backend has to be able to
/// capture native touch events, but many browsers seem to pass such events only for touch
/// _screens_, but not touch _pads._
///
/// Refer to [`MultiTouchInfo`] for details about the touch information available.
///
/// Consider using `zoom_delta()` instead of `MultiTouchInfo::zoom_delta` as the former
/// delivers a synthetic zoom factor based on ctrl-scroll events, as a fallback.
pub fn multi_touch(&self) -> Option<MultiTouchInfo> {
// In case of multiple touch devices simply pick the touch_state of the first active device
if let Some(touch_state) = self.touch_states.values().find(|t| t.is_active()) {
touch_state.info()
} else {
None
}
}
/// True if there currently are any fingers touching egui.
pub fn any_touches(&self) -> bool {
!self.touch_states.is_empty()
}
/// Scans `events` for device IDs of touch devices we have not seen before,
/// and creates a new [`TouchState`] for each such device.
fn create_touch_states_for_new_devices(&mut self, events: &[Event]) {
for event in events {
if let Event::Touch { device_id, .. } = event {
self.touch_states
.entry(*device_id)
.or_insert_with(|| TouchState::new(*device_id));
}
}
}
#[cfg(feature = "accesskit")]
pub fn accesskit_action_requests(
&self,
id: crate::Id,
action: accesskit::Action,
) -> impl Iterator<Item = &accesskit::ActionRequest> {
let accesskit_id = id.accesskit_id();
self.events.iter().filter_map(move |event| {
if let Event::AccessKitActionRequest(request) = event {
if request.target == accesskit_id && request.action == action {
return Some(request);
}
}
None
})
}
#[cfg(feature = "accesskit")]
pub fn has_accesskit_action_request(&self, id: crate::Id, action: accesskit::Action) -> bool {
self.accesskit_action_requests(id, action).next().is_some()
}
#[cfg(feature = "accesskit")]
pub fn num_accesskit_action_requests(&self, id: crate::Id, action: accesskit::Action) -> usize {
self.accesskit_action_requests(id, action).count()
}
/// Get all events that matches the given filter.
pub fn filtered_events(&self, filter: &EventFilter) -> Vec<Event> {
self.events
.iter()
.filter(|event| filter.matches(event))
.cloned()
.collect()
}
}
// ----------------------------------------------------------------------------
/// A pointer (mouse or touch) click.
#[derive(Clone, Debug, PartialEq)]
pub(crate) struct Click {
pub pos: Pos2,
/// 1 or 2 (double-click) or 3 (triple-click)
pub count: u32,
/// Allows you to check for e.g. shift-click
pub modifiers: Modifiers,
}
impl Click {
pub fn is_double(&self) -> bool {
self.count == 2
}
pub fn is_triple(&self) -> bool {
self.count == 3
}
}
#[derive(Clone, Debug, PartialEq)]
pub(crate) enum PointerEvent {
Moved(Pos2),
Pressed {
position: Pos2,
button: PointerButton,
},
Released {
click: Option<Click>,
button: PointerButton,
},
}
impl PointerEvent {
pub fn is_press(&self) -> bool {
matches!(self, Self::Pressed { .. })
}
pub fn is_release(&self) -> bool {
matches!(self, Self::Released { .. })
}
pub fn is_click(&self) -> bool {
matches!(self, Self::Released { click: Some(_), .. })
}
}
/// Mouse or touch state.
#[derive(Clone, Debug)]
pub struct PointerState {
/// Latest known time
time: f64,
// Consider a finger tapping a touch screen.
// What position should we report?
// The location of the touch, or `None`, because the finger is gone?
//
// For some cases we want the first: e.g. to check for interaction.
// For showing tooltips, we want the latter (no tooltips, since there are no fingers).
/// Latest reported pointer position.
/// When tapping a touch screen, this will be `None`.
latest_pos: Option<Pos2>,
/// Latest position of the mouse, but ignoring any [`Event::PointerGone`]
/// if there were interactions this frame.
/// When tapping a touch screen, this will be the location of the touch.
interact_pos: Option<Pos2>,
/// How much the pointer moved compared to last frame, in points.
delta: Vec2,
/// Current velocity of pointer.
velocity: Vec2,
/// Recent movement of the pointer.
/// Used for calculating velocity of pointer.
pos_history: History<Pos2>,
down: [bool; NUM_POINTER_BUTTONS],
/// Where did the current click/drag originate?
/// `None` if no mouse button is down.
press_origin: Option<Pos2>,
/// When did the current click/drag originate?
/// `None` if no mouse button is down.
press_start_time: Option<f64>,
/// Set to `true` if the pointer has moved too much (since being pressed)
/// for it to be registered as a click.
pub(crate) has_moved_too_much_for_a_click: bool,
/// Did [`Self::is_decidedly_dragging`] go from `false` to `true` this frame?
pub(crate) started_decidedly_dragging: bool,
/// When did the pointer get click last?
/// Used to check for double-clicks.
last_click_time: f64,
/// When did the pointer get click two clicks ago?
/// Used to check for triple-clicks.
last_last_click_time: f64,
/// When was the pointer last moved?
/// Used for things like showing hover ui/tooltip with a delay.
last_move_time: f64,
/// All button events that occurred this frame
pub(crate) pointer_events: Vec<PointerEvent>,
}
impl Default for PointerState {
fn default() -> Self {
Self {
time: -f64::INFINITY,
latest_pos: None,
interact_pos: None,
delta: Vec2::ZERO,
velocity: Vec2::ZERO,
pos_history: History::new(0..1000, 0.1),
down: Default::default(),
press_origin: None,
press_start_time: None,
has_moved_too_much_for_a_click: false,
started_decidedly_dragging: false,
last_click_time: std::f64::NEG_INFINITY,
last_last_click_time: std::f64::NEG_INFINITY,
last_move_time: std::f64::NEG_INFINITY,
pointer_events: vec![],
}
}
}
impl PointerState {
#[must_use]
pub(crate) fn begin_frame(mut self, time: f64, new: &RawInput) -> Self {
let was_decidedly_dragging = self.is_decidedly_dragging();
self.time = time;
self.pointer_events.clear();
let old_pos = self.latest_pos;
self.interact_pos = self.latest_pos;
for event in &new.events {
match event {
Event::PointerMoved(pos) => {
let pos = *pos;
self.latest_pos = Some(pos);
self.interact_pos = Some(pos);
if let Some(press_origin) = self.press_origin {
self.has_moved_too_much_for_a_click |=
press_origin.distance(pos) > MAX_CLICK_DIST;
}
self.pointer_events.push(PointerEvent::Moved(pos));
}
Event::PointerButton {
pos,
button,
pressed,
modifiers,
} => {
let pos = *pos;
let button = *button;
let pressed = *pressed;
let modifiers = *modifiers;
self.latest_pos = Some(pos);
self.interact_pos = Some(pos);
if pressed {
// Start of a drag: we want to track the velocity for during the drag
// and ignore any incoming movement
self.pos_history.clear();
}
if pressed {
self.press_origin = Some(pos);
self.press_start_time = Some(time);
self.has_moved_too_much_for_a_click = false;
self.pointer_events.push(PointerEvent::Pressed {
position: pos,
button,
});
} else {
let clicked = self.could_any_button_be_click();
let click = if clicked {
let double_click =
(time - self.last_click_time) < MAX_DOUBLE_CLICK_DELAY;
let triple_click =
(time - self.last_last_click_time) < (MAX_DOUBLE_CLICK_DELAY * 2.0);
let count = if triple_click {
3
} else if double_click {
2
} else {
1
};
self.last_last_click_time = self.last_click_time;
self.last_click_time = time;
Some(Click {
pos,
count,
modifiers,
})
} else {
None
};
self.pointer_events
.push(PointerEvent::Released { click, button });
self.press_origin = None;
self.press_start_time = None;
}
self.down[button as usize] = pressed; // must be done after the above call to `could_any_button_be_click`
}
Event::PointerGone => {
self.latest_pos = None;
// NOTE: we do NOT clear `self.interact_pos` here. It will be cleared next frame.
}
_ => {}
}
}
self.delta = if let (Some(old_pos), Some(new_pos)) = (old_pos, self.latest_pos) {
new_pos - old_pos
} else {
Vec2::ZERO
};
if let Some(pos) = self.latest_pos {
self.pos_history.add(time, pos);
} else {
// we do not clear the `pos_history` here, because it is exactly when a finger has
// released from the touch screen that we may want to assign a velocity to whatever
// the user tried to throw.
}
self.pos_history.flush(time);
self.velocity = if self.pos_history.len() >= 3 && self.pos_history.duration() > 0.01 {
self.pos_history.velocity().unwrap_or_default()
} else {
Vec2::default()
};
if self.velocity != Vec2::ZERO {
self.last_move_time = time;
}
self.started_decidedly_dragging = self.is_decidedly_dragging() && !was_decidedly_dragging;
self
}
fn wants_repaint(&self) -> bool {
!self.pointer_events.is_empty() || self.delta != Vec2::ZERO
}
/// How much the pointer moved compared to last frame, in points.
#[inline(always)]
pub fn delta(&self) -> Vec2 {
self.delta
}
/// Current velocity of pointer.
#[inline(always)]
pub fn velocity(&self) -> Vec2 {
self.velocity
}
/// Where did the current click/drag originate?
/// `None` if no mouse button is down.
#[inline(always)]
pub fn press_origin(&self) -> Option<Pos2> {
self.press_origin
}
/// When did the current click/drag originate?
/// `None` if no mouse button is down.
#[inline(always)]
pub fn press_start_time(&self) -> Option<f64> {
self.press_start_time
}
/// Latest reported pointer position.
/// When tapping a touch screen, this will be `None`.
#[inline(always)]
pub fn latest_pos(&self) -> Option<Pos2> {
self.latest_pos
}
/// If it is a good idea to show a tooltip, where is pointer?
#[inline(always)]
pub fn hover_pos(&self) -> Option<Pos2> {
self.latest_pos
}
/// If you detect a click or drag and wants to know where it happened, use this.
///
/// Latest position of the mouse, but ignoring any [`Event::PointerGone`]
/// if there were interactions this frame.
/// When tapping a touch screen, this will be the location of the touch.
#[inline(always)]
pub fn interact_pos(&self) -> Option<Pos2> {
self.interact_pos
}
/// Do we have a pointer?
///
/// `false` if the mouse is not over the egui area, or if no touches are down on touch screens.
#[inline(always)]
pub fn has_pointer(&self) -> bool {
self.latest_pos.is_some()
}
/// Is the pointer currently still?
/// This is smoothed so a few frames of stillness is required before this returns `true`.
#[inline(always)]
pub fn is_still(&self) -> bool {
self.velocity == Vec2::ZERO
}
/// Is the pointer currently moving?
/// This is smoothed so a few frames of stillness is required before this returns `false`.
#[inline]
pub fn is_moving(&self) -> bool {
self.velocity != Vec2::ZERO
}
/// How long has it been (in seconds) since the pointer was last moved?
#[inline(always)]
pub fn time_since_last_movement(&self) -> f32 {
(self.time - self.last_move_time) as f32
}
/// Was any pointer button pressed (`!down -> down`) this frame?
///
/// This can sometimes return `true` even if `any_down() == false`
/// because a press can be shorted than one frame.
pub fn any_pressed(&self) -> bool {
self.pointer_events.iter().any(|event| event.is_press())
}
/// Was any pointer button released (`down -> !down`) this frame?
pub fn any_released(&self) -> bool {
self.pointer_events.iter().any(|event| event.is_release())
}
/// Was the button given pressed this frame?
pub fn button_pressed(&self, button: PointerButton) -> bool {
self.pointer_events
.iter()
.any(|event| matches!(event, &PointerEvent::Pressed{button: b, ..} if button == b))
}
/// Was the button given released this frame?
pub fn button_released(&self, button: PointerButton) -> bool {
self.pointer_events
.iter()
.any(|event| matches!(event, &PointerEvent::Released{button: b, ..} if button == b))
}
/// Was the primary button pressed this frame?
pub fn primary_pressed(&self) -> bool {
self.button_pressed(PointerButton::Primary)
}
/// Was the secondary button pressed this frame?
pub fn secondary_pressed(&self) -> bool {
self.button_pressed(PointerButton::Secondary)
}
/// Was the primary button released this frame?
pub fn primary_released(&self) -> bool {
self.button_released(PointerButton::Primary)
}
/// Was the secondary button released this frame?
pub fn secondary_released(&self) -> bool {
self.button_released(PointerButton::Secondary)
}
/// Is any pointer button currently down?
pub fn any_down(&self) -> bool {
self.down.iter().any(|&down| down)
}
/// Were there any type of click this frame?
pub fn any_click(&self) -> bool {
self.pointer_events.iter().any(|event| event.is_click())
}
/// Was the button given clicked this frame?
pub fn button_clicked(&self, button: PointerButton) -> bool {
self.pointer_events
.iter()
.any(|event| matches!(event, &PointerEvent::Pressed { button: b, .. } if button == b))
}
/// Was the button given double clicked this frame?
pub fn button_double_clicked(&self, button: PointerButton) -> bool {
self.pointer_events.iter().any(|event| {
matches!(
&event,
PointerEvent::Released {
click: Some(click),
button: b,
} if *b == button && click.is_double()
)
})
}
/// Was the button given triple clicked this frame?
pub fn button_triple_clicked(&self, button: PointerButton) -> bool {
self.pointer_events.iter().any(|event| {
matches!(
&event,
PointerEvent::Released {
click: Some(click),
button: b,
} if *b == button && click.is_triple()
)
})
}
/// Was the primary button clicked this frame?
pub fn primary_clicked(&self) -> bool {
self.button_clicked(PointerButton::Primary)
}
/// Was the secondary button clicked this frame?
pub fn secondary_clicked(&self) -> bool {
self.button_clicked(PointerButton::Secondary)
}
/// Is this button currently down?
#[inline(always)]
pub fn button_down(&self, button: PointerButton) -> bool {
self.down[button as usize]
}
/// If the pointer button is down, will it register as a click when released?
///
/// See also [`Self::is_decidedly_dragging`].
pub fn could_any_button_be_click(&self) -> bool {
if !self.any_down() {
return false;
}
if self.has_moved_too_much_for_a_click {
return false;
}
if let Some(press_start_time) = self.press_start_time {
if self.time - press_start_time > MAX_CLICK_DURATION {
return false;
}
}
true
}
/// Just because the mouse is down doesn't mean we are dragging.
/// We could be at the start of a click.
/// But if the mouse is down long enough, or has moved far enough,
/// then we consider it a drag.
///
/// This function can return true on the same frame the drag is released,
/// but NOT on the first frame it was started.
///
/// See also [`Self::could_any_button_be_click`].
pub fn is_decidedly_dragging(&self) -> bool {
(self.any_down() || self.any_released())
&& !self.any_pressed()
&& !self.could_any_button_be_click()
&& !self.any_click()
}
/// Is the primary button currently down?
#[inline(always)]
pub fn primary_down(&self) -> bool {
self.button_down(PointerButton::Primary)
}
/// Is the secondary button currently down?
#[inline(always)]
pub fn secondary_down(&self) -> bool {
self.button_down(PointerButton::Secondary)
}
/// Is the middle button currently down?
#[inline(always)]
pub fn middle_down(&self) -> bool {
self.button_down(PointerButton::Middle)
}
}
impl InputState {
pub fn ui(&self, ui: &mut crate::Ui) {
let Self {
raw,
pointer,
touch_states,
unprocessed_scroll_delta,
raw_scroll_delta,
smooth_scroll_delta,
zoom_factor_delta,
screen_rect,
pixels_per_point,
max_texture_side,
time,
unstable_dt,
predicted_dt,
stable_dt,
focused,
modifiers,
keys_down,
events,
} = self;
ui.style_mut()
.text_styles
.get_mut(&crate::TextStyle::Body)
.unwrap()
.family = crate::FontFamily::Monospace;
ui.collapsing("Raw Input", |ui| raw.ui(ui));
crate::containers::CollapsingHeader::new("🖱 Pointer")
.default_open(true)
.show(ui, |ui| {
pointer.ui(ui);
});
for (device_id, touch_state) in touch_states {
ui.collapsing(format!("Touch State [device {}]", device_id.0), |ui| {
touch_state.ui(ui);
});
}
if cfg!(debug_assertions) {
ui.label(format!(
"unprocessed_scroll_delta: {unprocessed_scroll_delta:?} points"
));
}
ui.label(format!("raw_scroll_delta: {raw_scroll_delta:?} points"));
ui.label(format!(
"smooth_scroll_delta: {smooth_scroll_delta:?} points"
));
ui.label(format!("zoom_factor_delta: {zoom_factor_delta:4.2}x"));
ui.label(format!("screen_rect: {screen_rect:?} points"));
ui.label(format!(
"{pixels_per_point} physical pixels for each logical point"
));
ui.label(format!(
"max texture size (on each side): {max_texture_side}"
));
ui.label(format!("time: {time:.3} s"));
ui.label(format!(
"time since previous frame: {:.1} ms",
1e3 * unstable_dt
));
ui.label(format!("predicted_dt: {:.1} ms", 1e3 * predicted_dt));
ui.label(format!("stable_dt: {:.1} ms", 1e3 * stable_dt));
ui.label(format!("focused: {focused}"));
ui.label(format!("modifiers: {modifiers:#?}"));
ui.label(format!("keys_down: {keys_down:?}"));
ui.scope(|ui| {
ui.set_min_height(150.0);
ui.label(format!("events: {events:#?}"))
.on_hover_text("key presses etc");
});
}
}
impl PointerState {
pub fn ui(&self, ui: &mut crate::Ui) {
let Self {
time: _,
latest_pos,
interact_pos,
delta,
velocity,
pos_history: _,
down,
press_origin,
press_start_time,
has_moved_too_much_for_a_click,
started_decidedly_dragging,
last_click_time,
last_last_click_time,
pointer_events,
last_move_time,
} = self;
ui.label(format!("latest_pos: {latest_pos:?}"));
ui.label(format!("interact_pos: {interact_pos:?}"));
ui.label(format!("delta: {delta:?}"));
ui.label(format!(
"velocity: [{:3.0} {:3.0}] points/sec",
velocity.x, velocity.y
));
ui.label(format!("down: {down:#?}"));
ui.label(format!("press_origin: {press_origin:?}"));
ui.label(format!("press_start_time: {press_start_time:?} s"));
ui.label(format!(
"has_moved_too_much_for_a_click: {has_moved_too_much_for_a_click}"
));
ui.label(format!(
"started_decidedly_dragging: {started_decidedly_dragging}"
));
ui.label(format!("last_click_time: {last_click_time:#?}"));
ui.label(format!("last_last_click_time: {last_last_click_time:#?}"));
ui.label(format!("last_move_time: {last_move_time:#?}"));
ui.label(format!("pointer_events: {pointer_events:?}"));
}
}