egui/input_state/mod.rs
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mod touch_state;
use crate::data::input::{
Event, EventFilter, KeyboardShortcut, Modifiers, MouseWheelUnit, PointerButton, RawInput,
TouchDeviceId, ViewportInfo, NUM_POINTER_BUTTONS,
};
use crate::{
emath::{vec2, NumExt, Pos2, Rect, Vec2},
util::History,
};
use std::{
collections::{BTreeMap, HashSet},
time::Duration,
};
pub use crate::Key;
pub use touch_state::MultiTouchInfo;
use touch_state::TouchState;
/// Options for input state handling.
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct InputOptions {
/// After a pointer-down event, if the pointer moves more than this, it won't become a click.
pub max_click_dist: f32,
/// If the pointer is down for longer than this it will no longer register as a click.
///
/// If a touch is held for this many seconds while still, then it will register as a
/// "long-touch" which is equivalent to a secondary click.
///
/// This is to support "press and hold for context menu" on touch screens.
pub max_click_duration: f64,
/// The new pointer press must come within this many seconds from previous pointer release
/// for double click (or when this value is doubled, triple click) to count.
pub max_double_click_delay: f64,
}
impl Default for InputOptions {
fn default() -> Self {
Self {
max_click_dist: 6.0,
max_click_duration: 0.8,
max_double_click_delay: 0.3,
}
}
}
impl InputOptions {
/// Show the options in the ui.
pub fn ui(&mut self, ui: &mut crate::Ui) {
let Self {
max_click_dist,
max_click_duration,
max_double_click_delay,
} = self;
crate::containers::CollapsingHeader::new("InputOptions")
.default_open(false)
.show(ui, |ui| {
ui.horizontal(|ui| {
ui.label("Max click distance");
ui.add(
crate::DragValue::new(max_click_dist)
.range(0.0..=f32::INFINITY)
)
.on_hover_text("If the pointer moves more than this, it won't become a click");
});
ui.horizontal(|ui| {
ui.label("Max click duration");
ui.add(
crate::DragValue::new(max_click_duration)
.range(0.1..=f64::INFINITY)
.speed(0.1),
)
.on_hover_text("If the pointer is down for longer than this it will no longer register as a click");
});
ui.horizontal(|ui| {
ui.label("Max double click delay");
ui.add(
crate::DragValue::new(max_double_click_delay)
.range(0.01..=f64::INFINITY)
.speed(0.1),
)
.on_hover_text("Max time interval for double click to count");
});
});
}
}
/// Input state that egui updates each frame.
///
/// You can access this with [`crate::Context::input`].
///
/// You can check if `egui` is using the inputs using
/// [`crate::Context::wants_pointer_input`] and [`crate::Context::wants_keyboard_input`].
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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>,
// ----------------------------------------------
// Scrolling:
//
/// Time of the last scroll event.
last_scroll_time: f64,
/// Used for smoothing the scroll delta.
unprocessed_scroll_delta: Vec2,
/// Used for smoothing the scroll delta when zooming.
unprocessed_scroll_delta_for_zoom: f32,
/// You probably want to use [`Self::smooth_scroll_delta`] instead.
///
/// 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>,
/// Input state management configuration.
///
/// This gets copied from `egui::Options` at the start of each frame for convenience.
input_options: InputOptions,
}
impl Default for InputState {
fn default() -> Self {
Self {
raw: Default::default(),
pointer: Default::default(),
touch_states: Default::default(),
last_scroll_time: f64::NEG_INFINITY,
unprocessed_scroll_delta: Vec2::ZERO,
unprocessed_scroll_delta_for_zoom: 0.0,
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(),
input_options: Default::default(),
}
}
}
impl InputState {
#[must_use]
pub fn begin_pass(
mut self,
mut new: RawInput,
requested_immediate_repaint_prev_frame: bool,
pixels_per_point: f32,
options: &crate::Options,
) -> 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_pass(time, &new, self.pointer.interact_pos);
}
let pointer = self.pointer.begin_pass(time, &new, options);
let mut keys_down = self.keys_down;
let mut zoom_factor_delta = 1.0; // TODO(emilk): smoothing for zoom factor
let mut raw_scroll_delta = Vec2::ZERO;
let mut unprocessed_scroll_delta = self.unprocessed_scroll_delta;
let mut unprocessed_scroll_delta_for_zoom = self.unprocessed_scroll_delta_for_zoom;
let mut smooth_scroll_delta = Vec2::ZERO;
let mut smooth_scroll_delta_for_zoom = 0.0;
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::MouseWheel {
unit,
delta,
modifiers,
} => {
let mut delta = match unit {
MouseWheelUnit::Point => *delta,
MouseWheelUnit::Line => options.line_scroll_speed * *delta,
MouseWheelUnit::Page => screen_rect.height() * *delta,
};
if modifiers.shift {
// Treat as horizontal scrolling.
// Note: one Mac we already get horizontal scroll events when shift is down.
delta = vec2(delta.x + delta.y, 0.0);
}
raw_scroll_delta += 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.
// BUT: if the user is using a nice smooth mac trackpad, we don't add smoothing,
// because it adds latency.
let is_smooth = match unit {
MouseWheelUnit::Point => delta.length() < 8.0, // a bit arbitrary here
MouseWheelUnit::Line | MouseWheelUnit::Page => false,
};
let is_zoom = modifiers.ctrl || modifiers.mac_cmd || modifiers.command;
#[allow(clippy::collapsible_else_if)]
if is_zoom {
if is_smooth {
smooth_scroll_delta_for_zoom += delta.y;
} else {
unprocessed_scroll_delta_for_zoom += delta.y;
}
} else {
if is_smooth {
smooth_scroll_delta += delta;
} else {
unprocessed_scroll_delta += delta;
}
}
}
Event::Zoom(factor) => {
zoom_factor_delta *= *factor;
}
_ => {}
}
}
{
let dt = stable_dt.at_most(0.1);
let t = crate::emath::exponential_smooth_factor(0.90, 0.1, dt); // reach _% in _ seconds. TODO(emilk): parameterize
if unprocessed_scroll_delta != Vec2::ZERO {
for d in 0..2 {
if unprocessed_scroll_delta[d].abs() < 1.0 {
smooth_scroll_delta[d] += unprocessed_scroll_delta[d];
unprocessed_scroll_delta[d] = 0.0;
} else {
let applied = t * unprocessed_scroll_delta[d];
smooth_scroll_delta[d] += applied;
unprocessed_scroll_delta[d] -= applied;
}
}
}
{
// Smooth scroll-to-zoom:
if unprocessed_scroll_delta_for_zoom.abs() < 1.0 {
smooth_scroll_delta_for_zoom += unprocessed_scroll_delta_for_zoom;
unprocessed_scroll_delta_for_zoom = 0.0;
} else {
let applied = t * unprocessed_scroll_delta_for_zoom;
smooth_scroll_delta_for_zoom += applied;
unprocessed_scroll_delta_for_zoom -= applied;
}
zoom_factor_delta *=
(options.scroll_zoom_speed * smooth_scroll_delta_for_zoom).exp();
}
}
let is_scrolling = raw_scroll_delta != Vec2::ZERO || smooth_scroll_delta != Vec2::ZERO;
let last_scroll_time = if is_scrolling {
time
} else {
self.last_scroll_time
};
Self {
pointer,
touch_states: self.touch_states,
last_scroll_time,
unprocessed_scroll_delta,
unprocessed_scroll_delta_for_zoom,
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: new.modifiers,
keys_down,
events: new.events.clone(), // TODO(emilk): remove clone() and use raw.events
raw: new,
input_options: options.input_options.clone(),
}
}
/// 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,
)
}
/// How long has it been (in seconds) since the use last scrolled?
#[inline(always)]
pub fn time_since_last_scroll(&self) -> f32 {
(self.time - self.last_scroll_time) as f32
}
/// The [`crate::Context`] will call this at the end of each frame to see if we need a repaint.
///
/// Returns how long to wait for a repaint.
pub fn wants_repaint_after(&self) -> Option<Duration> {
if self.pointer.wants_repaint()
|| self.unprocessed_scroll_delta.abs().max_elem() > 0.2
|| self.unprocessed_scroll_delta_for_zoom.abs() > 0.2
|| !self.events.is_empty()
{
// Immediate repaint
return Some(Duration::ZERO);
}
if self.any_touches() && !self.pointer.is_decidedly_dragging() {
// We need to wake up and check for press-and-hold for the context menu.
if let Some(press_start_time) = self.pointer.press_start_time {
let press_duration = self.time - press_start_time;
if self.input_options.max_click_duration.is_finite()
&& press_duration < self.input_options.max_click_duration
{
let secs_until_menu = self.input_options.max_click_duration - press_duration;
return Some(Duration::from_secs_f64(secs_until_menu));
}
}
}
None
}
/// 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
self.touch_states.values().find_map(|t| t.info())
}
/// True if there currently are any fingers touching egui.
pub fn any_touches(&self) -> bool {
self.touch_states.values().any(|t| t.any_touches())
}
/// True if we have ever received a touch event.
pub fn has_touch_screen(&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 long press is something we detect on touch screens
/// to trigger a secondary click (context menu).
///
/// Returns `true` only on one frame.
pub(crate) fn is_long_touch(&self) -> bool {
self.any_touches() && self.pointer.is_long_press()
}
}
// ----------------------------------------------------------------------------
/// A pointer (mouse or touch) click.
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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,
/// How much the mouse moved since the last frame, in unspecified units.
/// Represents the actual movement of the mouse, without acceleration or clamped by screen edges.
/// May be unavailable on some integrations.
motion: Option<Vec2>,
/// Current velocity of pointer.
velocity: Vec2,
/// Current direction of pointer.
direction: 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?
///
/// This could also be the trigger point for a long-touch.
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>,
/// Input state management configuration.
///
/// This gets copied from `egui::Options` at the start of each frame for convenience.
input_options: InputOptions,
}
impl Default for PointerState {
fn default() -> Self {
Self {
time: -f64::INFINITY,
latest_pos: None,
interact_pos: None,
delta: Vec2::ZERO,
motion: None,
velocity: Vec2::ZERO,
direction: Vec2::ZERO,
pos_history: History::new(2..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![],
input_options: Default::default(),
}
}
}
impl PointerState {
#[must_use]
pub(crate) fn begin_pass(
mut self,
time: f64,
new: &RawInput,
options: &crate::Options,
) -> Self {
let was_decidedly_dragging = self.is_decidedly_dragging();
self.time = time;
self.input_options = options.input_options.clone();
self.pointer_events.clear();
let old_pos = self.latest_pos;
self.interact_pos = self.latest_pos;
if self.motion.is_some() {
self.motion = Some(Vec2::ZERO);
}
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) > self.input_options.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 {
// Released
let clicked = self.could_any_button_be_click();
let click = if clicked {
let double_click = (time - self.last_click_time)
< self.input_options.max_double_click_delay;
let triple_click = (time - self.last_last_click_time)
< (self.input_options.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;
// When dragging a slider and the mouse leaves the viewport, we still want the drag to work,
// so we don't treat this as a `PointerEvent::Released`.
// NOTE: we do NOT clear `self.interact_pos` here. It will be cleared next frame.
self.pos_history.clear();
}
Event::MouseMoved(delta) => *self.motion.get_or_insert(Vec2::ZERO) += *delta,
_ => {}
}
}
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.direction = self.pos_history.velocity().unwrap_or_default().normalized();
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
}
/// How much the mouse moved since the last frame, in unspecified units.
/// Represents the actual movement of the mouse, without acceleration or clamped by screen edges.
/// May be unavailable on some integrations.
#[inline(always)]
pub fn motion(&self) -> Option<Vec2> {
self.motion
}
/// Current velocity of pointer.
///
/// This is smoothed over a few frames,
/// but can be ZERO when frame-rate is bad.
#[inline(always)]
pub fn velocity(&self) -> Vec2 {
self.velocity
}
/// Current direction of the pointer.
///
/// This is less sensitive to bad framerate than [`Self::velocity`].
#[inline(always)]
pub fn direction(&self) -> Vec2 {
self.direction
}
/// 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
}
/// How long has it been (in seconds) since the pointer was clicked?
#[inline(always)]
pub fn time_since_last_click(&self) -> f32 {
(self.time - self.last_click_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 given pointer button given clicked this frame?
///
/// Returns true on double- and triple- clicks too.
pub fn button_clicked(&self, button: PointerButton) -> bool {
self.pointer_events
.iter()
.any(|event| matches!(event, &PointerEvent::Released { button: b, click: Some(_) } 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() || self.any_released() {
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 > self.input_options.max_click_duration {
return false;
}
}
true
} else {
false
}
}
/// 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()
}
/// A long press is something we detect on touch screens
/// to trigger a secondary click (context menu).
///
/// Returns `true` only on one frame.
pub(crate) fn is_long_press(&self) -> bool {
self.started_decidedly_dragging
&& !self.has_moved_too_much_for_a_click
&& self.button_down(PointerButton::Primary)
&& self.press_start_time.map_or(false, |press_start_time| {
self.time - press_start_time > self.input_options.max_click_duration
})
}
/// 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,
last_scroll_time,
unprocessed_scroll_delta,
unprocessed_scroll_delta_for_zoom,
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,
input_options: _,
} = 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(false)
.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);
});
}
ui.label(format!(
"Time since last scroll: {:.1} s",
time - last_scroll_time
));
if cfg!(debug_assertions) {
ui.label(format!(
"unprocessed_scroll_delta: {unprocessed_scroll_delta:?} points"
));
ui.label(format!(
"unprocessed_scroll_delta_for_zoom: {unprocessed_scroll_delta_for_zoom:?} 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,
motion,
velocity,
direction,
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,
input_options: _,
} = self;
ui.label(format!("latest_pos: {latest_pos:?}"));
ui.label(format!("interact_pos: {interact_pos:?}"));
ui.label(format!("delta: {delta:?}"));
ui.label(format!("motion: {motion:?}"));
ui.label(format!(
"velocity: [{:3.0} {:3.0}] points/sec",
velocity.x, velocity.y
));
ui.label(format!("direction: {direction:?}"));
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:?}"));
}
}