egui_glium: add bool to simulate touch screens to test egui
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2 changed files with 60 additions and 7 deletions
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@ -172,6 +172,8 @@ pub enum Event {
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/// IME composition ended with this final result.
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/// IME composition ended with this final result.
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CompositionEnd(String),
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CompositionEnd(String),
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/// On touch screens, report this *in addition to*
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/// [`Self::PointerMoved`], [`Self::PointerButton`], [`Self::PointerGone`]
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Touch {
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Touch {
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/// Hashed device identifier (if available; may be zero).
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/// Hashed device identifier (if available; may be zero).
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/// Can be used to separate touches from different devices.
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/// Can be used to separate touches from different devices.
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@ -46,6 +46,7 @@ pub use copypasta::ClipboardContext; // TODO: remove
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pub struct GliumInputState {
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pub struct GliumInputState {
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pub pointer_pos_in_points: Option<Pos2>,
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pub pointer_pos_in_points: Option<Pos2>,
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pub any_pointer_button_down: bool,
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pub raw: egui::RawInput,
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pub raw: egui::RawInput,
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}
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}
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@ -53,6 +54,7 @@ impl GliumInputState {
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pub fn from_pixels_per_point(pixels_per_point: f32) -> Self {
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pub fn from_pixels_per_point(pixels_per_point: f32) -> Self {
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Self {
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Self {
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pointer_pos_in_points: Default::default(),
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pointer_pos_in_points: Default::default(),
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any_pointer_button_down: false,
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raw: egui::RawInput {
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raw: egui::RawInput {
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pixels_per_point: Some(pixels_per_point),
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pixels_per_point: Some(pixels_per_point),
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..Default::default()
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..Default::default()
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@ -96,20 +98,51 @@ pub fn input_to_egui(
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clipboard: Option<&mut ClipboardContext>,
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clipboard: Option<&mut ClipboardContext>,
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input_state: &mut GliumInputState,
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input_state: &mut GliumInputState,
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) {
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) {
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// Useful for debugging egui touch support on non-touch devices.
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let simulate_touches = false;
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use glutin::event::WindowEvent;
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use glutin::event::WindowEvent;
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match event {
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match event {
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WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
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WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
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input_state.raw.pixels_per_point = Some(*scale_factor as f32);
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input_state.raw.pixels_per_point = Some(*scale_factor as f32);
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}
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}
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WindowEvent::MouseInput { state, button, .. } => {
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WindowEvent::MouseInput { state, button, .. } => {
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if let Some(pos_in_points) = input_state.pointer_pos_in_points {
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if let Some(pos) = input_state.pointer_pos_in_points {
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if let Some(button) = translate_mouse_button(*button) {
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if let Some(button) = translate_mouse_button(*button) {
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let pressed = *state == glutin::event::ElementState::Pressed;
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input_state.raw.events.push(egui::Event::PointerButton {
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input_state.raw.events.push(egui::Event::PointerButton {
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pos: pos_in_points,
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pos,
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button,
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button,
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pressed: *state == glutin::event::ElementState::Pressed,
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pressed,
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modifiers: input_state.raw.modifiers,
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modifiers: input_state.raw.modifiers,
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});
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});
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if simulate_touches {
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if pressed {
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input_state.any_pointer_button_down = true;
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input_state.raw.events.push(egui::Event::Touch {
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device_id: egui::TouchDeviceId(0),
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id: egui::TouchId(0),
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phase: egui::TouchPhase::Start,
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pos,
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force: 0.0
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});
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} else {
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input_state.any_pointer_button_down = false;
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input_state.raw.events.push(egui::Event::PointerGone);
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input_state.raw.events.push(egui::Event::Touch {
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device_id: egui::TouchDeviceId(0),
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id: egui::TouchId(0),
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phase: egui::TouchPhase::End,
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pos,
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force: 0.0
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});
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};
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}
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}
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}
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}
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}
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}
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}
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@ -122,10 +155,28 @@ pub fn input_to_egui(
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pos_in_pixels.y as f32 / pixels_per_point,
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pos_in_pixels.y as f32 / pixels_per_point,
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);
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);
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input_state.pointer_pos_in_points = Some(pos_in_points);
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input_state.pointer_pos_in_points = Some(pos_in_points);
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input_state
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.raw
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if simulate_touches {
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.events
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if input_state.any_pointer_button_down {
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.push(egui::Event::PointerMoved(pos_in_points));
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input_state
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.raw
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.events
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.push(egui::Event::PointerMoved(pos_in_points));
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input_state.raw.events.push(egui::Event::Touch {
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device_id: egui::TouchDeviceId(0),
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id: egui::TouchId(0),
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phase: egui::TouchPhase::Move,
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pos: pos_in_points,
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force: 0.0
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});
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}
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} else {
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input_state
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.raw
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.events
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.push(egui::Event::PointerMoved(pos_in_points));
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}
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}
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}
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WindowEvent::CursorLeft { .. } => {
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WindowEvent::CursorLeft { .. } => {
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input_state.pointer_pos_in_points = None;
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input_state.pointer_pos_in_points = None;
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