use crate::*; use bedrock_core::*; use phosphor::*; use std::collections::VecDeque; macro_rules! fn_on_scroll { ($fn_name:ident($value:ident, $delta:ident)) => { pub fn $fn_name(&mut self, delta: f32) { self.$delta += delta; while self.$delta >= 1.0 { self.$value = self.$value.saturating_add(1); self.$delta -= 1.0; self.wake = true; } while self.$delta <= -1.0 { self.$value = self.$value.saturating_sub(1); self.$delta += 1.0; self.wake = true; } } }; } pub struct InputDevice { pub wake: bool, pub accessed: bool, pub pointer_active: bool, pub pointer_buttons: u8, pub position: ScreenPosition, pub x_read: u16, pub y_read: u16, pub h_scroll: i8, pub v_scroll: i8, pub h_scroll_delta: f32, pub v_scroll_delta: f32, pub keyboard_active: bool, pub characters: VecDeque, pub navigation: u8, pub modifiers: u8, pub gamepad_1: u8, pub gamepad_2: u8, pub gamepad_3: u8, pub gamepad_4: u8, } impl InputDevice { pub fn new() -> Self { Self { wake: false, accessed: false, pointer_active: false, pointer_buttons: 0, position: ScreenPosition::ZERO, x_read: 0, y_read: 0, h_scroll: 0, v_scroll: 0, h_scroll_delta: 0.0, v_scroll_delta: 0.0, keyboard_active: true, characters: VecDeque::new(), modifiers: 0, navigation: 0, gamepad_1: 0, gamepad_2: 0, gamepad_3: 0, gamepad_4: 0, } } pub fn on_cursor_enter(&mut self) { self.pointer_active = true; self.wake = true; } pub fn on_cursor_exit(&mut self) { self.pointer_active = false; self.wake = true; } pub fn on_cursor_move(&mut self, position: Position) { let screen_position = ScreenPosition { x: position.x as i16 as u16, y: position.y as i16 as u16, }; if self.position != screen_position { self.position = screen_position; self.wake = true; } } pub fn on_mouse_button(&mut self, button: MouseButton, action: Action) { let mask = match button { MouseButton::Left => 0x80, MouseButton::Middle => 0x40, MouseButton::Right => 0x20, _ => return, }; let pointer_buttons = match action { Action::Pressed => self.pointer_buttons | mask, Action::Released => self.pointer_buttons & !mask, }; if self.pointer_buttons != pointer_buttons { self.pointer_buttons = pointer_buttons; self.wake = true; } } fn_on_scroll!(on_horizontal_scroll(h_scroll, h_scroll_delta)); fn_on_scroll!(on_vertical_scroll(v_scroll, v_scroll_delta)); pub fn read_horizontal_scroll(&mut self) -> u8 { std::mem::take(&mut self.h_scroll) as u8 } pub fn read_vertical_scroll(&mut self) -> u8 { std::mem::take(&mut self.v_scroll) as u8 } pub fn on_character(&mut self, character: char) { let character = match character { '\r' => '\n', _ => character, }; let mut bytes = [0; 4]; let string = character.encode_utf8(&mut bytes); for byte in string.bytes() { self.characters.push_back(byte); } self.wake = true; } pub fn on_keypress(&mut self, key: KeyCode, action: Action) { let shift = self.modifiers & 0x40 != 0; let mask = match key { KeyCode::ArrowUp => 0x80, // up KeyCode::ArrowDown => 0x40, // down KeyCode::ArrowLeft => 0x20, // left KeyCode::ArrowRight => 0x10, // right KeyCode::Enter => 0x08, // confirm KeyCode::Escape => 0x04, // cancel KeyCode::Tab => match shift { // shift false => 0x02, // next true => 0x01 // previous }, _ => return, }; let navigation = match action { Action::Pressed => self.navigation | mask, Action::Released => self.navigation & !mask, }; if self.navigation != navigation { self.navigation = navigation; self.wake = true; } } pub fn on_modifier(&mut self, state: ModifiersState) { let mut modifiers = 0; if state.control_key() { modifiers |= 0x80 } if state.shift_key() { modifiers |= 0x40 } if state.alt_key() { modifiers |= 0x20 } if state.super_key() { modifiers |= 0x10 } if self.modifiers != modifiers { self.modifiers = modifiers; self.wake = true; } } } impl Device for InputDevice { fn read(&mut self, port: u8) -> u8 { self.accessed = true; match port { 0x0 => read_b!(self.pointer_active), 0x1 => self.pointer_buttons, 0x2 => self.read_horizontal_scroll(), 0x3 => self.read_vertical_scroll(), 0x4 => { self.x_read = self.position.x as u16; read_h!(self.x_read) }, 0x5 => read_l!(self.position.x), 0x6 => { self.y_read = self.position.y as u16; read_h!(self.y_read) }, 0x7 => read_l!(self.position.y), 0x8 => read_b!(self.keyboard_active), 0x9 => self.characters.pop_front().unwrap_or(0), 0xa => self.navigation, 0xb => self.modifiers, 0xc => self.gamepad_1, 0xd => self.gamepad_2, 0xe => self.gamepad_3, 0xf => self.gamepad_4, _ => unreachable!(), } } fn write(&mut self, port: u8, _value: u8) -> Option { self.accessed = true; match port { 0x0 => (), 0x1 => (), 0x2 => (), 0x3 => (), 0x4 => (), 0x5 => (), 0x6 => (), 0x7 => (), 0x8 => (), 0x9 => self.characters.clear(), 0xa => (), 0xb => (), 0xc => (), 0xd => (), 0xe => (), 0xf => (), _ => unreachable!(), }; return None; } fn wake(&mut self) -> bool { self.accessed = true; std::mem::take(&mut self.wake) } }