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mod touch_state;
use crate::data::input::*;
use crate::{emath::*, util::History};
use std::collections::{BTreeMap, HashSet};
pub use crate::data::input::Key;
pub use touch_state::MultiTouchInfo;
use touch_state::TouchState;
/// If the pointer moves more than this, it is no longer a click (but maybe a drag)
const MAX_CLICK_DIST: f32 = 6.0; // TODO: move to settings
/// The new pointer press must come within this many seconds from previous pointer release
const MAX_CLICK_DELAY: f64 = 0.3; // TODO: 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>,
/// How many pixels the user scrolled.
pub scroll_delta: Vec2,
/// 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,
/// 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)
/// so it can be smart to use e.g. `unstable_dt.min(1.0 / 30.0)`.
pub unstable_dt: f32,
/// Used for animations to get instant feedback (avoid frame delay).
/// Should be set to the expected time between frames when painting at vsync speeds.
pub predicted_dt: f32,
/// 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(),
scroll_delta: Default::default(),
screen_rect: Rect::from_min_size(Default::default(), vec2(10_000.0, 10_000.0)),
pixels_per_point: 1.0,
time: 0.0,
unstable_dt: 1.0 / 6.0,
predicted_dt: 1.0 / 6.0,
modifiers: Default::default(),
keys_down: Default::default(),
events: Default::default(),
}
}
}
impl InputState {
#[must_use]
pub fn begin_frame(mut self, new: RawInput) -> InputState {
#![allow(deprecated)] // for screen_size
let time = new
.time
.unwrap_or_else(|| self.time + new.predicted_dt as f64);
let unstable_dt = (time - self.time) as f32;
let screen_rect = new.screen_rect.unwrap_or_else(|| {
if new.screen_size != Default::default() {
Rect::from_min_size(Default::default(), new.screen_size) // backwards compatibility
} else {
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;
for event in &new.events {
if let Event::Key { key, pressed, .. } = event {
if *pressed {
keys_down.insert(*key);
} else {
keys_down.remove(key);
}
}
}
InputState {
pointer,
touch_states: self.touch_states,
scroll_delta: new.scroll_delta,
screen_rect,
pixels_per_point: new.pixels_per_point.unwrap_or(self.pixels_per_point),
time,
unstable_dt,
predicted_dt: new.predicted_dt,
modifiers: new.modifiers,
keys_down,
events: new.events.clone(), // TODO: remove clone() and use raw.events
raw: new,
}
}
#[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
// `raw.zoom_delta` which is based on the `ctrl-scroll` event which, in turn, may be
// synthesized from an original touch gesture.
self.multi_touch()
.map(|touch| touch.zoom_delta)
.unwrap_or(self.raw.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
// `raw.zoom_delta` which is based on the `ctrl-scroll` event which, in turn, may be
// synthesized from an original touch gesture.
self.multi_touch()
.map(|touch| touch.zoom_delta_2d)
.unwrap_or_else(|| Vec2::splat(self.raw.zoom_delta))
}
pub fn wants_repaint(&self) -> bool {
self.pointer.wants_repaint() || self.scroll_delta != Vec2::ZERO || !self.events.is_empty()
}
/// Was the given key pressed this frame?
pub fn key_pressed(&self, desired_key: Key) -> bool {
self.num_presses(desired_key) > 0
}
/// How many times were the given key pressed this frame?
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: 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;
/// # let ui = &mut egui::Ui::__test();
/// let mut zoom = 1.0; // no zoom
/// let mut rotation = 0.0; // no rotation
/// if let Some(multi_touch) = ui.input().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. `egui_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
}
}
/// 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));
}
}
}
}
// ----------------------------------------------------------------------------
/// A pointer (mouse or touch) click.
#[derive(Clone, Debug, PartialEq)]
pub(crate) struct Click {
pub pos: Pos2,
pub button: PointerButton,
/// 1 or 2 (double-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
}
}
#[derive(Clone, Debug, PartialEq)]
pub(crate) enum PointerEvent {
Moved(Pos2),
Pressed(Pos2),
Released(Option<Click>),
}
impl PointerEvent {
pub fn is_press(&self) -> bool {
matches!(self, PointerEvent::Pressed(_))
}
pub fn is_release(&self) -> bool {
matches!(self, PointerEvent::Released(_))
}
pub fn is_click(&self) -> bool {
matches!(self, PointerEvent::Released(Some(_click)))
}
}
/// Mouse or touch state.
#[derive(Clone, Debug)]
pub struct PointerState {
// 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>,
/// If the pointer button is down, will it register as a click when released?
/// Set to true on pointer button down, set to false when pointer button moves too much.
could_be_click: bool,
/// When did the pointer get click last?
/// Used to check for double-clicks.
last_click_time: f64,
/// All button events that occurred this frame
pub(crate) pointer_events: Vec<PointerEvent>,
}
impl Default for PointerState {
fn default() -> Self {
Self {
latest_pos: None,
interact_pos: None,
delta: Vec2::ZERO,
velocity: Vec2::ZERO,
pos_history: History::new(1000, 0.1),
down: Default::default(),
press_origin: None,
could_be_click: false,
last_click_time: std::f64::NEG_INFINITY,
pointer_events: vec![],
}
}
}
impl PointerState {
#[must_use]
pub(crate) fn begin_frame(mut self, time: f64, new: &RawInput) -> PointerState {
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) = &mut self.press_origin {
self.could_be_click &= press_origin.distance(pos) < MAX_CLICK_DIST;
} else {
self.could_be_click = false;
}
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.could_be_click = true;
self.pointer_events.push(PointerEvent::Pressed(pos));
} else {
let clicked = self.could_be_click;
let click = if clicked {
let double_click = (time - self.last_click_time) < MAX_CLICK_DELAY;
let count = if double_click { 2 } else { 1 };
self.last_click_time = time;
Some(Click {
pos,
button,
count,
modifiers,
})
} else {
None
};
self.pointer_events.push(PointerEvent::Released(click));
self.press_origin = None;
self.could_be_click = false;
}
self.down[button as usize] = pressed;
}
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()
};
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
}
/// Latest reported pointer position.
/// When tapping a touch screen, this will be `None`.
#[inline(always)]
pub(crate) 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`.
pub fn is_moving(&self) -> bool {
self.velocity != Vec2::ZERO
}
/// 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())
}
/// 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 this 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 button_pressed(&self, button: PointerButton) -> bool {
// self.pointer_events.iter().any(|event| event.is_press())
// }
// /// Was this button released (`down -> !down`) this frame?
// pub fn button_released(&self, button: PointerButton) -> bool {
// self.pointer_events.iter().any(|event| event.is_release())
// }
/// Is this button currently down?
#[inline(always)]
pub fn button_down(&self, button: PointerButton) -> bool {
self.down[button as usize]
}
#[inline(always)]
pub(crate) fn could_any_button_be_click(&self) -> bool {
self.could_be_click
}
}
impl InputState {
pub fn ui(&self, ui: &mut crate::Ui) {
let Self {
raw,
pointer,
touch_states,
scroll_delta,
screen_rect,
pixels_per_point,
time,
unstable_dt,
predicted_dt,
modifiers,
keys_down,
events,
} = self;
ui.style_mut().body_text_style = epaint::TextStyle::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)
});
}
ui.label(format!("scroll_delta: {:?} points", scroll_delta));
ui.label(format!("screen_rect: {:?} points", screen_rect));
ui.label(format!(
"{:?} physical pixels for each logical point",
pixels_per_point
));
ui.label(format!("time: {:.3} s", time));
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!("modifiers: {:#?}", modifiers));
ui.label(format!("keys_down: {:?}", keys_down));
ui.label(format!("events: {:?}", events))
.on_hover_text("key presses etc");
}
}
impl PointerState {
pub fn ui(&self, ui: &mut crate::Ui) {
let Self {
latest_pos,
interact_pos,
delta,
velocity,
pos_history: _,
down,
press_origin,
could_be_click,
last_click_time,
pointer_events,
} = 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!("could_be_click: {:#?}", could_be_click));
ui.label(format!("last_click_time: {:#?}", last_click_time));
ui.label(format!("pointer_events: {:?}", pointer_events));
}
}