Rename MouseInput to CursorState
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2 changed files with 8 additions and 8 deletions
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@ -16,7 +16,7 @@ pub struct InputState {
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/// The raw input we got this frame
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/// The raw input we got this frame
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pub raw: RawInput,
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pub raw: RawInput,
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pub mouse: MouseInput,
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pub mouse: CursorState,
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/// How many pixels the user scrolled
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/// How many pixels the user scrolled
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pub scroll_delta: Vec2,
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pub scroll_delta: Vec2,
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@ -68,7 +68,7 @@ impl Default for InputState {
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/// Mouse (or touch) state.
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/// Mouse (or touch) state.
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#[derive(Clone, Debug)]
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#[derive(Clone, Debug)]
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pub struct MouseInput {
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pub struct CursorState {
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/// Is the button currently down?
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/// Is the button currently down?
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/// true the frame when it is pressed,
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/// true the frame when it is pressed,
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/// false the frame it is released.
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/// false the frame it is released.
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@ -113,7 +113,7 @@ pub struct MouseInput {
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pos_history: History<Pos2>,
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pos_history: History<Pos2>,
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}
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}
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impl Default for MouseInput {
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impl Default for CursorState {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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down: false,
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down: false,
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@ -236,9 +236,9 @@ impl InputState {
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}
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}
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}
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}
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impl MouseInput {
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impl CursorState {
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#[must_use]
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#[must_use]
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pub fn begin_frame(mut self, time: f64, new: &RawInput) -> MouseInput {
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pub fn begin_frame(mut self, time: f64, new: &RawInput) -> CursorState {
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let delta = new
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let delta = new
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.mouse_pos
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.mouse_pos
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.and_then(|new| self.pos.map(|last| new - last))
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.and_then(|new| self.pos.map(|last| new - last))
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@ -289,7 +289,7 @@ impl MouseInput {
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Vec2::default()
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Vec2::default()
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};
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};
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MouseInput {
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CursorState {
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down: new.mouse_down && new.mouse_pos.is_some(),
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down: new.mouse_down && new.mouse_pos.is_some(),
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pressed,
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pressed,
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released,
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released,
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@ -354,7 +354,7 @@ impl InputState {
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}
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}
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}
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}
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impl MouseInput {
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impl CursorState {
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pub fn ui(&self, ui: &mut crate::Ui) {
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pub fn ui(&self, ui: &mut crate::Ui) {
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let Self {
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let Self {
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down,
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down,
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@ -117,7 +117,7 @@ pub use {
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data::{input::*, output::*},
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data::{input::*, output::*},
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grid::Grid,
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grid::Grid,
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id::Id,
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id::Id,
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input_state::*,
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input_state::InputState,
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layers::{LayerId, Order},
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layers::{LayerId, Order},
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layout::*,
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layout::*,
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memory::Memory,
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memory::Memory,
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