Process winit mouse input and cursor movement

This commit is contained in:
Héctor Ramón Jiménez 2019-10-10 05:52:35 +02:00
parent ab34ef45e0
commit ae585eb9cb
2 changed files with 38 additions and 18 deletions

View file

@ -10,3 +10,4 @@ repository = "https://github.com/hecrj/iced"
[dependencies] [dependencies]
iced_native = { version = "0.1.0-alpha", path = "../native" } iced_native = { version = "0.1.0-alpha", path = "../native" }
winit = "0.20.0-alpha3" winit = "0.20.0-alpha3"
log = "0.4"

View file

@ -1,8 +1,10 @@
use crate::renderer::Windowed; use crate::{
use crate::{Cache, Column, Element, Length, UserInterface}; column, conversion, input::mouse, renderer::Windowed, Cache, Column,
Element, Event, Length, UserInterface,
};
pub trait Application { pub trait Application {
type Renderer: Windowed + iced_native::column::Renderer; type Renderer: Windowed + column::Renderer;
type Message; type Message;
@ -15,7 +17,7 @@ pub trait Application {
Self: 'static + Sized, Self: 'static + Sized,
{ {
use winit::{ use winit::{
event::{Event, WindowEvent}, event::{self, WindowEvent},
event_loop::{ControlFlow, EventLoop}, event_loop::{ControlFlow, EventLoop},
window::WindowBuilder, window::WindowBuilder,
}; };
@ -46,7 +48,7 @@ pub trait Application {
window.request_redraw(); window.request_redraw();
event_loop.run(move |event, _, control_flow| match event { event_loop.run(move |event, _, control_flow| match event {
Event::EventsCleared => { event::Event::EventsCleared => {
// TODO: We should be able to keep a user interface alive // TODO: We should be able to keep a user interface alive
// between events once we remove state references. // between events once we remove state references.
// //
@ -70,6 +72,8 @@ pub trait Application {
let temp_cache = user_interface.into_cache(); let temp_cache = user_interface.into_cache();
for message in messages { for message in messages {
log::debug!("Updating");
self.update(message); self.update(message);
} }
@ -86,21 +90,36 @@ pub trait Application {
window.request_redraw(); window.request_redraw();
} }
Event::WindowEvent { event::Event::WindowEvent {
event: WindowEvent::RedrawRequested, event: window_event,
.. ..
} => { } => match window_event {
WindowEvent::RedrawRequested => {
renderer.draw(&mut target, &primitive); renderer.draw(&mut target, &primitive);
// TODO: Handle animations! // TODO: Handle animations!
// Maybe we can use `ControlFlow::WaitUntil` for this. // Maybe we can use `ControlFlow::WaitUntil` for this.
} }
Event::WindowEvent { WindowEvent::CursorMoved { position, .. } => {
event: WindowEvent::CloseRequested, let physical_position =
.. position.to_physical(window.hidpi_factor());
} => {
events.push(Event::Mouse(mouse::Event::CursorMoved {
x: physical_position.x as f32,
y: physical_position.y as f32,
}));
}
WindowEvent::MouseInput { button, state, .. } => {
events.push(Event::Mouse(mouse::Event::Input {
button: conversion::mouse_button(button),
state: conversion::button_state(state),
}));
}
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit; *control_flow = ControlFlow::Exit;
} }
_ => {}
},
_ => { _ => {
*control_flow = ControlFlow::Wait; *control_flow = ControlFlow::Wait;
} }