Starting to work on keyboard input

Update examples to use keyboard input
This commit is contained in:
Will Usher 2015-10-03 22:27:38 -06:00
parent 2c704c2ba7
commit 8520d0e245
5 changed files with 84 additions and 21 deletions

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@ -16,7 +16,8 @@ fn main() {
let mut support = Support::init();
loop {
let active = support.render(CLEAR_COLOR, hello_world);
support.render(CLEAR_COLOR, hello_world);
let active = support.update_events();
if !active { break }
}
}

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@ -1,8 +1,8 @@
use glium::{DisplayBuild, Surface};
use glium::backend::glutin_backend::GlutinFacade;
use glium::glutin;
use glium::glutin::{ElementState, Event, MouseButton, VirtualKeyCode};
use imgui::{ImGui, Ui};
use glium::glutin::{ElementState, Event, MouseButton, MouseScrollDelta, VirtualKeyCode};
use imgui::{ImGui, Ui, ImGuiKey};
use imgui::glium_renderer::Renderer;
use time::SteadyTime;
@ -12,7 +12,8 @@ pub struct Support {
renderer: Renderer,
last_frame: SteadyTime,
mouse_pos: (i32, i32),
mouse_pressed: (bool, bool, bool)
mouse_pressed: (bool, bool, bool),
mouse_wheel: f32,
}
impl Support {
@ -24,29 +25,53 @@ impl Support {
let mut imgui = ImGui::init();
let renderer = Renderer::init(&mut imgui, &display).unwrap();
// TODO: How can we get the virtual key -> scancode mapping from glium?
imgui.set_imgui_key(ImGuiKey::Tab, 15);
imgui.set_imgui_key(ImGuiKey::LeftArrow, 75);
imgui.set_imgui_key(ImGuiKey::RightArrow, 77);
imgui.set_imgui_key(ImGuiKey::UpArrow, 72);
imgui.set_imgui_key(ImGuiKey::DownArrow, 80);
imgui.set_imgui_key(ImGuiKey::PageUp, 73);
imgui.set_imgui_key(ImGuiKey::PageDown, 81);
imgui.set_imgui_key(ImGuiKey::Home, 71);
imgui.set_imgui_key(ImGuiKey::End, 79);
imgui.set_imgui_key(ImGuiKey::Delete, 83);
imgui.set_imgui_key(ImGuiKey::Backspace, 14);
imgui.set_imgui_key(ImGuiKey::Enter, 28);
imgui.set_imgui_key(ImGuiKey::Escape, 1);
imgui.set_imgui_key(ImGuiKey::A, 30);
imgui.set_imgui_key(ImGuiKey::C, 46);
imgui.set_imgui_key(ImGuiKey::V, 47);
imgui.set_imgui_key(ImGuiKey::X, 45);
imgui.set_imgui_key(ImGuiKey::Y, 21);
imgui.set_imgui_key(ImGuiKey::Z, 44);
Support {
display: display,
imgui: imgui,
renderer: renderer,
last_frame: SteadyTime::now(),
mouse_pos: (0, 0),
mouse_pressed: (false, false, false)
mouse_pressed: (false, false, false),
mouse_wheel: 0.0
}
}
pub fn update_mouse(&mut self) {
self.imgui.set_mouse_pos(self.mouse_pos.0 as f32, self.mouse_pos.1 as f32);
self.imgui.set_mouse_down(&[self.mouse_pressed.0, self.mouse_pressed.1, self.mouse_pressed.2, false, false]);
self.imgui.set_mouse_wheel(self.mouse_wheel);
}
pub fn render<'ui, 'a: 'ui , F: FnMut(&Ui<'ui>)>(
&'a mut self, clear_color: (f32, f32, f32, f32), mut f: F) -> bool {
&'a mut self, clear_color: (f32, f32, f32, f32), mut f: F) {
let now = SteadyTime::now();
let delta = now - self.last_frame;
let delta_f = delta.num_nanoseconds().unwrap() as f32 / 1_000_000_000.0;
self.last_frame = now;
self.update_mouse();
self.mouse_wheel = 0.0;
let mut target = self.display.draw();
target.clear_color(clear_color.0, clear_color.1,
@ -58,20 +83,39 @@ impl Support {
self.renderer.render(&mut target, ui).unwrap();
target.finish().unwrap();
}
pub fn update_events(&mut self) -> bool {
for event in self.display.poll_events() {
match event {
Event::Closed |
Event::KeyboardInput(ElementState::Pressed, _, Some(VirtualKeyCode::Escape))
=> return false,
Event::MouseMoved(pos) => self.mouse_pos = pos,
Event::MouseInput(state, MouseButton::Left) =>
self.mouse_pressed.0 = state == ElementState::Pressed,
Event::MouseInput(state, MouseButton::Right) =>
self.mouse_pressed.1 = state == ElementState::Pressed,
Event::MouseInput(state, MouseButton::Middle) =>
self.mouse_pressed.2 = state == ElementState::Pressed,
_ => ()
Event::Closed => return false,
// TODO: Why does glutin not give us scancodes for left/right control?
Event::KeyboardInput(state, _, Some(code))
if code == VirtualKeyCode::RControl || code == VirtualKeyCode::LControl
=> self.imgui.set_key_ctrl(state == ElementState::Pressed),
Event::KeyboardInput(state, scancode, code) => {
println!("KeyCode {:?} scancode {} pressed? {}", code, scancode,
state == ElementState::Pressed);
self.imgui.set_key(scancode, state == ElementState::Pressed);
// TODO: This hack to do Ctrl should not be needed!
if scancode == 29 {
println!("Bad! Hacking in ctrl key press");
self.imgui.set_key_ctrl(state == ElementState::Pressed);
}
},
Event::MouseMoved(pos) => self.mouse_pos = pos,
Event::MouseInput(state, MouseButton::Left) =>
self.mouse_pressed.0 = state == ElementState::Pressed,
Event::MouseInput(state, MouseButton::Right) =>
self.mouse_pressed.1 = state == ElementState::Pressed,
Event::MouseInput(state, MouseButton::Middle) =>
self.mouse_pressed.2 = state == ElementState::Pressed,
Event::MouseWheel(MouseScrollDelta::LineDelta(_, y)) => self.mouse_wheel = y,
Event::ReceivedCharacter(c) => {
println!("Got character {}", c);
self.imgui.add_input_character(c);
},
_ => ()
}
}
true

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@ -8,16 +8,17 @@ use self::support::Support;
mod support;
const CLEAR_COLOR: (f32, f32, f32, f32) = (1.0, 1.0, 1.0, 1.0);
const CLEAR_COLOR: (f32, f32, f32, f32) = (0.2, 0.2, 0.2, 1.0);
fn main() {
let mut support = Support::init();
loop {
let mut open = true;
let active = support.render(CLEAR_COLOR, |ui| {
support.render(CLEAR_COLOR, |ui| {
ui.show_test_window(&mut open)
});
let active = support.update_events();
if !active || !open { break }
}
}

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@ -92,9 +92,10 @@ fn main() {
let mut opened = true;
loop {
let active = support.render(state.clear_color, |ui| {
support.render(state.clear_color, |ui| {
show_test_window(ui, &mut state, &mut opened);
});
let active = support.update_events();
if !active || !opened { break }
}
}

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@ -26,7 +26,8 @@ pub use imgui_sys::{
ImGuiWindowFlags_NoScrollbar, ImGuiWindowFlags_NoScrollWithMouse, ImGuiWindowFlags_NoCollapse,
ImGuiWindowFlags_AlwaysAutoResize, ImGuiWindowFlags_ShowBorders,
ImGuiWindowFlags_NoSavedSettings, ImGuiWindowFlags_NoInputs, ImGuiWindowFlags_MenuBar,
ImVec2, ImVec4
ImVec2, ImVec4,
ImGuiKey
};
pub use menus::{Menu, MenuItem};
pub use sliders::{SliderFloat, SliderInt};
@ -221,6 +222,21 @@ impl ImGui {
let io = self.io_mut();
io.key_alt = value;
}
pub fn set_key(&mut self, key: u8, pressed: bool) {
let io = self.io_mut();
io.keys_down[key as usize] = pressed;
}
pub fn set_imgui_key(&mut self, key: ImGuiKey, mapping: u8) {
let io = self.io_mut();
io.key_map[key as usize] = mapping as i32;
}
pub fn add_input_character(&mut self, character: char) {
unsafe {
// TODO: This is not good. We should use char::encode_ut8 when it stabilizes
// (or whatever stabilizes to fill its place) and call ImGuiIO_AddInputCharactersUTF8
imgui_sys::ImGuiIO_AddInputCharacter(character as u16);
}
}
pub fn get_time(&self) -> f32 { unsafe { imgui_sys::igGetTime() } }
pub fn get_frame_count(&self) -> i32 { unsafe { imgui_sys::igGetFrameCount() } }
pub fn get_frame_rate(&self) -> f32 { self.io().framerate }