main.rs 25KB

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  1. use std::cmp;
  2. use std::collections::HashMap;
  3. use ggez::event::MouseButton;
  4. use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions};
  5. use ggez::input::keyboard::KeyCode;
  6. use ggez::timer::check_update_time;
  7. use ggez::{event, graphics, input, Context, GameResult};
  8. use crate::behavior::order::Order;
  9. use crate::behavior::ItemBehavior;
  10. use crate::config::{
  11. ANIMATE_EACH, DEBUG, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  12. DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I, META_EACH, PHYSICS_EACH,
  13. SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
  14. };
  15. use crate::physics::util::scene_point_from_window_point;
  16. use crate::physics::util::window_point_from_scene_point;
  17. use crate::physics::GridPosition;
  18. use crate::physics::{util, MetaEvent, PhysicEvent};
  19. use crate::scene::item::{ItemState, SceneItem, SceneItemType};
  20. use crate::ui::scene_item_menu::SceneItemMenuItem;
  21. use crate::ui::{SceneItemPrepareOrder, UiItem, UiSpriteInfo, UserEvent};
  22. use crate::{Offset, ScenePoint, WindowPoint};
  23. use std::f32::consts::FRAC_PI_2;
  24. pub struct MainState {
  25. // time
  26. frame_i: u32,
  27. // display
  28. display_offset: Offset,
  29. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  30. map_batch: graphics::spritebatch::SpriteBatch,
  31. ui_batch: graphics::spritebatch::SpriteBatch,
  32. // scene items
  33. scene_items: Vec<SceneItem>,
  34. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  35. // events
  36. physics_events: Vec<PhysicEvent>,
  37. // user interactions
  38. left_click_down: Option<WindowPoint>,
  39. right_click_down: Option<WindowPoint>,
  40. current_cursor_position: WindowPoint,
  41. user_events: Vec<UserEvent>,
  42. selected_scene_items: Vec<usize>, // scene_item usize
  43. scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at
  44. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  45. }
  46. impl MainState {
  47. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  48. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  49. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  50. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  51. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  52. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  53. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  54. let mut scene_items = vec![];
  55. for x in 0..1 {
  56. for y in 0..4 {
  57. // let current_behavior = if y % 2 == 0 {
  58. // ItemBehavior::WalkingTo(util::vec_from_angle(90.0))
  59. // } else {
  60. // ItemBehavior::CrawlingTo()
  61. // };
  62. scene_items.push(SceneItem::new(
  63. SceneItemType::Soldier,
  64. ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  65. ItemState::new(ItemBehavior::Standing(0)),
  66. ));
  67. }
  68. }
  69. let mut main_state = MainState {
  70. frame_i: 0,
  71. display_offset: Offset::new(0.0, 0.0),
  72. sprite_sheet_batch,
  73. map_batch,
  74. ui_batch,
  75. scene_items,
  76. scene_items_by_grid_position: HashMap::new(),
  77. physics_events: vec![],
  78. left_click_down: None,
  79. right_click_down: None,
  80. current_cursor_position: WindowPoint::new(0.0, 0.0),
  81. user_events: vec![],
  82. selected_scene_items: vec![],
  83. scene_item_menu: None,
  84. scene_item_prepare_order: None,
  85. };
  86. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  87. let grid_position = util::grid_position_from_scene_point(&scene_item.position);
  88. main_state
  89. .scene_items_by_grid_position
  90. .entry(grid_position)
  91. .or_default()
  92. .push(i);
  93. }
  94. Ok(main_state)
  95. }
  96. fn get_scene_item(&self, index: usize) -> &SceneItem {
  97. self.scene_items
  98. .get(index)
  99. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  100. }
  101. fn get_scene_item_mut(&mut self, index: usize) -> &mut SceneItem {
  102. self.scene_items
  103. .get_mut(index)
  104. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  105. }
  106. fn inputs(&mut self, ctx: &Context) {
  107. let display_offset_by =
  108. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  109. DISPLAY_OFFSET_BY_SPEED
  110. } else {
  111. DISPLAY_OFFSET_BY
  112. };
  113. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  114. self.display_offset.x += display_offset_by;
  115. }
  116. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  117. self.display_offset.x -= display_offset_by;
  118. }
  119. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  120. self.display_offset.y += display_offset_by;
  121. }
  122. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  123. self.display_offset.y -= display_offset_by;
  124. }
  125. while let Some(user_event) = self.user_events.pop() {
  126. match user_event {
  127. UserEvent::Click(window_click_point) => self.digest_click(window_click_point),
  128. UserEvent::AreaSelection(window_from, window_to) => {
  129. self.digest_area_selection(window_from, window_to)
  130. }
  131. UserEvent::RightClick(window_right_click_point) => {
  132. self.digest_right_click(window_right_click_point)
  133. }
  134. }
  135. }
  136. }
  137. fn digest_click(&mut self, window_click_point: WindowPoint) {
  138. let scene_position =
  139. scene_point_from_window_point(&window_click_point, &self.display_offset);
  140. self.selected_scene_items.drain(..);
  141. if let Some(scene_item_usize) = self.get_first_scene_item_for_scene_point(&scene_position) {
  142. self.selected_scene_items.push(scene_item_usize);
  143. }
  144. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  145. // TODO: Add order to scene_item
  146. match scene_item_prepare_order {
  147. SceneItemPrepareOrder::Move(scene_item_usize) => {
  148. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  149. scene_item.next_order = Some(Order::MoveTo(scene_position));
  150. }
  151. }
  152. self.scene_item_prepare_order = None;
  153. }
  154. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  155. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  156. let window_menu_point =
  157. window_point_from_scene_point(&scene_menu_point, &self.display_offset);
  158. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  159. let scene_item = self.get_scene_item(scene_item_usize);
  160. if window_click_point.x >= window_menu_point.x
  161. && window_click_point.x <= window_menu_point.x + menu_sprite_info.width
  162. && window_click_point.y >= window_menu_point.y
  163. && window_click_point.y <= window_menu_point.y + menu_sprite_info.height
  164. {
  165. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  166. window_menu_point,
  167. window_click_point,
  168. scene_item,
  169. ) {
  170. match menu_item {
  171. SceneItemMenuItem::Move => {
  172. self.scene_item_prepare_order =
  173. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  174. self.scene_item_menu = None;
  175. }
  176. }
  177. }
  178. } else {
  179. self.scene_item_menu = None;
  180. }
  181. };
  182. }
  183. fn digest_right_click(&mut self, window_right_click_point: WindowPoint) {
  184. let scene_right_click_point =
  185. scene_point_from_window_point(&window_right_click_point, &self.display_offset);
  186. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  187. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  188. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  189. if let Some(scene_item_usize) =
  190. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  191. {
  192. if self.selected_scene_items.contains(&scene_item_usize) {
  193. let scene_item = self.get_scene_item(scene_item_usize);
  194. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  195. }
  196. }
  197. }
  198. fn digest_area_selection(&mut self, window_from: WindowPoint, window_to: WindowPoint) {
  199. let scene_from = scene_point_from_window_point(&window_from, &self.display_offset);
  200. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  201. self.selected_scene_items.drain(..);
  202. self.selected_scene_items
  203. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  204. }
  205. // TODO: manage errors
  206. fn physics(&mut self) {
  207. // Scene items movements
  208. for scene_item in self.scene_items.iter_mut() {
  209. match scene_item.state.current_behavior {
  210. ItemBehavior::WalkingTo(scene_point) => {
  211. // FIXME BS NOW: velocity
  212. let move_vector = (scene_point - scene_item.position).normalize() * 1.0;
  213. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  214. scene_item.position.x += move_vector.x;
  215. scene_item.position.y += move_vector.y;
  216. scene_item.grid_position =
  217. util::grid_position_from_scene_point(&scene_item.position);
  218. }
  219. _ => {}
  220. }
  221. }
  222. // (FAKE) Drop a bomb to motivate stop move
  223. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  224. self.physics_events.push(PhysicEvent::Explosion);
  225. }
  226. }
  227. fn metas(&mut self) {
  228. for physic_event in &self.physics_events {
  229. match physic_event {
  230. PhysicEvent::Explosion => {
  231. for scene_item in self.scene_items.iter_mut() {
  232. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  233. }
  234. }
  235. }
  236. }
  237. }
  238. fn animate(&mut self) {
  239. // TODO: ici il faut reflechir a comment organiser les comportements
  240. for scene_item in self.scene_items.iter_mut() {
  241. // for meta_event in &scene_item.meta_events {
  242. // match meta_event {
  243. // MetaEvent::FeelExplosion => {
  244. // scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  245. // }
  246. // }
  247. // }
  248. // match scene_item.state.current_behavior {
  249. // ItemBehavior::Crawling => {
  250. // scene_item.state =
  251. // ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  252. // }
  253. // ItemBehavior::Walking(_) => {
  254. // scene_item.state = ItemState::new(ItemBehavior::Crawling);
  255. // }
  256. // ItemBehavior::Standing(since) => {
  257. // if self.frame_i - since >= 120 {
  258. // scene_item.state =
  259. // ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  260. // }
  261. // }
  262. // }
  263. scene_item.meta_events.drain(..);
  264. if let Some(next_order) = &scene_item.next_order {
  265. // TODO: Compute here if it possible (fear, compatible with current order, etc)
  266. match next_order {
  267. Order::MoveTo(move_to_scene_point) => {
  268. scene_item.current_order = Some(Order::MoveTo(*move_to_scene_point));
  269. }
  270. }
  271. scene_item.next_order = None;
  272. }
  273. // FIXME BS NOW: stop move when move is accomplished; warn: recompute move_vector here
  274. if let Some(current_order) = &scene_item.current_order {
  275. match current_order {
  276. Order::MoveTo(move_to_scene_point) => {
  277. let change_to_walk = match scene_item.state.current_behavior {
  278. ItemBehavior::Standing(_) => true,
  279. ItemBehavior::CrawlingTo(_) => true,
  280. ItemBehavior::WalkingTo(_) => false,
  281. };
  282. if change_to_walk {
  283. scene_item.state =
  284. ItemState::new(ItemBehavior::WalkingTo(*move_to_scene_point));
  285. }
  286. }
  287. }
  288. }
  289. match scene_item.state.current_behavior {
  290. ItemBehavior::Standing(_) => {}
  291. ItemBehavior::CrawlingTo(scene_point) => {
  292. let angle = f32::atan2(
  293. scene_point.y - scene_item.position.y,
  294. scene_point.x - scene_item.position.x,
  295. ) + FRAC_PI_2;
  296. scene_item.display_angle = angle;
  297. let move_vector = (scene_point - scene_item.position).normalize() * 1.0;
  298. println!("{:?}", move_vector);
  299. }
  300. ItemBehavior::WalkingTo(scene_point) => {
  301. let angle = f32::atan2(
  302. scene_point.y - scene_item.position.y,
  303. scene_point.x - scene_item.position.x,
  304. ) + FRAC_PI_2;
  305. scene_item.display_angle = angle;
  306. let move_vector = (scene_point - scene_item.position).normalize() * 1.0;
  307. println!("{:?}", move_vector);
  308. }
  309. }
  310. }
  311. }
  312. fn tick_sprites(&mut self) {
  313. for scene_item in self.scene_items.iter_mut() {
  314. scene_item.tick_sprite();
  315. }
  316. }
  317. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  318. // TODO: if found multiple: select nearest
  319. for (i, scene_item) in self.scene_items.iter().enumerate() {
  320. let sprite_info = scene_item.sprite_info();
  321. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  322. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  323. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  324. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  325. {
  326. return Some(i);
  327. }
  328. }
  329. None
  330. }
  331. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  332. let mut selection = vec![];
  333. for (i, scene_item) in self.scene_items.iter().enumerate() {
  334. if scene_item.position.x >= from.x
  335. && scene_item.position.x <= to.x
  336. && scene_item.position.y >= from.y
  337. && scene_item.position.y <= to.y
  338. {
  339. selection.push(i);
  340. }
  341. }
  342. selection
  343. }
  344. fn generate_scene_item_sprites(&mut self) -> GameResult {
  345. for scene_item in self.scene_items.iter() {
  346. self.sprite_sheet_batch.add(
  347. scene_item
  348. .as_draw_param(scene_item.current_frame as f32)
  349. .dest(scene_item.position.clone()),
  350. );
  351. }
  352. Ok(())
  353. }
  354. fn generate_scene_item_menu_sprites(&mut self) -> GameResult {
  355. if let Some((_, scene_point)) = self.scene_item_menu {
  356. self.ui_batch.add(
  357. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  358. .as_draw_param()
  359. .dest(scene_point),
  360. );
  361. }
  362. Ok(())
  363. }
  364. fn generate_map_sprites(&mut self) -> GameResult {
  365. self.map_batch.add(
  366. graphics::DrawParam::new()
  367. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  368. .dest(ScenePoint::new(0.0, 0.0)),
  369. );
  370. Ok(())
  371. }
  372. fn update_mesh_builder_with_debug(
  373. &self,
  374. mut mesh_builder: MeshBuilder,
  375. ) -> GameResult<MeshBuilder> {
  376. if DEBUG {
  377. // Draw circle on each scene item position
  378. for scene_item in self.scene_items.iter() {
  379. mesh_builder.circle(
  380. DrawMode::fill(),
  381. scene_item.position.clone(),
  382. 2.0,
  383. 2.0,
  384. graphics::WHITE,
  385. )?;
  386. }
  387. // Draw circle where left click down
  388. if let Some(window_left_click_down_point) = self.left_click_down {
  389. let scene_left_click_down_point = scene_point_from_window_point(
  390. &window_left_click_down_point,
  391. &self.display_offset,
  392. );
  393. mesh_builder.circle(
  394. DrawMode::fill(),
  395. scene_left_click_down_point,
  396. 2.0,
  397. 2.0,
  398. graphics::YELLOW,
  399. )?;
  400. }
  401. // Draw circle at cursor position
  402. mesh_builder.circle(
  403. DrawMode::fill(),
  404. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  405. 2.0,
  406. 2.0,
  407. graphics::BLUE,
  408. )?;
  409. }
  410. GameResult::Ok(mesh_builder)
  411. }
  412. fn update_mesh_builder_with_selected_items(
  413. &self,
  414. mut mesh_builder: MeshBuilder,
  415. ) -> GameResult<MeshBuilder> {
  416. for i in &self.selected_scene_items {
  417. let selected_scene_item = self.get_scene_item(*i);
  418. mesh_builder.rectangle(
  419. DrawMode::Stroke(StrokeOptions::default()),
  420. graphics::Rect::new(
  421. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  422. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  423. DEFAULT_SELECTED_SQUARE_SIDE,
  424. DEFAULT_SELECTED_SQUARE_SIDE,
  425. ),
  426. graphics::GREEN,
  427. )?;
  428. }
  429. GameResult::Ok(mesh_builder)
  430. }
  431. fn update_mesh_builder_with_selection_area(
  432. &self,
  433. mut mesh_builder: MeshBuilder,
  434. ) -> GameResult<MeshBuilder> {
  435. if let Some(window_left_click_down_point) = self.left_click_down {
  436. let scene_left_click_down_point =
  437. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  438. let scene_current_cursor_position =
  439. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  440. if scene_left_click_down_point != scene_current_cursor_position {
  441. mesh_builder.rectangle(
  442. DrawMode::stroke(1.0),
  443. graphics::Rect::new(
  444. scene_left_click_down_point.x,
  445. scene_left_click_down_point.y,
  446. scene_current_cursor_position.x - scene_left_click_down_point.x,
  447. scene_current_cursor_position.y - scene_left_click_down_point.y,
  448. ),
  449. graphics::GREEN,
  450. )?;
  451. }
  452. }
  453. GameResult::Ok(mesh_builder)
  454. }
  455. fn update_mesh_builder_with_prepare_order(
  456. &self,
  457. mut mesh_builder: MeshBuilder,
  458. ) -> GameResult<MeshBuilder> {
  459. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  460. match scene_item_prepare_order {
  461. SceneItemPrepareOrder::Move(scene_item_usize) => {
  462. let scene_item = self.get_scene_item(*scene_item_usize);
  463. mesh_builder.line(
  464. &vec![
  465. scene_item.position.clone(),
  466. scene_point_from_window_point(
  467. &self.current_cursor_position,
  468. &self.display_offset,
  469. ),
  470. ],
  471. 2.0,
  472. graphics::WHITE,
  473. )?;
  474. }
  475. }
  476. }
  477. GameResult::Ok(mesh_builder)
  478. }
  479. }
  480. impl event::EventHandler for MainState {
  481. fn update(&mut self, ctx: &mut Context) -> GameResult {
  482. while check_update_time(ctx, TARGET_FPS) {
  483. self.inputs(ctx);
  484. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  485. // ennemi, dans animate il se mettra a tirer)
  486. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  487. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  488. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  489. let tick_meta = self.frame_i % META_EACH == 0;
  490. // Apply moves, explosions, etc
  491. if tick_physics {
  492. self.physics();
  493. }
  494. // Generate meta events according to physics events and current physic state
  495. if tick_meta {
  496. self.metas();
  497. }
  498. // Animate scene items according to meta events
  499. if tick_animate {
  500. self.animate();
  501. };
  502. // Change scene items tiles
  503. if tick_sprite {
  504. self.tick_sprites();
  505. }
  506. // Increment frame counter
  507. self.frame_i += 1;
  508. if self.frame_i >= MAX_FRAME_I {
  509. self.frame_i = 0;
  510. }
  511. // Empty physics event
  512. self.physics_events.drain(..);
  513. }
  514. Ok(())
  515. }
  516. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  517. graphics::clear(ctx, graphics::BLACK);
  518. let mut scene_mesh_builder = MeshBuilder::new();
  519. self.generate_scene_item_sprites()?;
  520. self.generate_scene_item_menu_sprites()?;
  521. self.generate_map_sprites()?;
  522. scene_mesh_builder = self.update_mesh_builder_with_debug(scene_mesh_builder)?;
  523. scene_mesh_builder = self.update_mesh_builder_with_selected_items(scene_mesh_builder)?;
  524. scene_mesh_builder = self.update_mesh_builder_with_selection_area(scene_mesh_builder)?;
  525. scene_mesh_builder = self.update_mesh_builder_with_prepare_order(scene_mesh_builder)?;
  526. let scene_mesh = scene_mesh_builder.build(ctx)?;
  527. let window_draw_param = graphics::DrawParam::new().dest(window_point_from_scene_point(
  528. &ScenePoint::new(0.0, 0.0),
  529. &self.display_offset,
  530. ));
  531. graphics::draw(ctx, &self.map_batch, window_draw_param)?;
  532. graphics::draw(ctx, &self.sprite_sheet_batch, window_draw_param)?;
  533. graphics::draw(ctx, &scene_mesh, window_draw_param)?;
  534. graphics::draw(ctx, &self.ui_batch, window_draw_param)?;
  535. self.sprite_sheet_batch.clear();
  536. self.map_batch.clear();
  537. self.ui_batch.clear();
  538. graphics::present(ctx)?;
  539. // println!("FPS: {}", ggez::timer::fps(ctx));
  540. Ok(())
  541. }
  542. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  543. match button {
  544. MouseButton::Left => {
  545. self.left_click_down = Some(WindowPoint::new(x, y));
  546. }
  547. MouseButton::Right => {
  548. self.right_click_down = Some(WindowPoint::new(x, y));
  549. }
  550. MouseButton::Middle => {}
  551. MouseButton::Other(_) => {}
  552. }
  553. }
  554. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  555. match button {
  556. MouseButton::Left => {
  557. if let Some(left_click_down) = self.left_click_down {
  558. if left_click_down == WindowPoint::new(x, y) {
  559. self.user_events.push(UserEvent::Click(left_click_down));
  560. } else {
  561. let from = WindowPoint::new(
  562. cmp::min(left_click_down.x as i32, x as i32) as f32,
  563. cmp::min(left_click_down.y as i32, y as i32) as f32,
  564. );
  565. let to = WindowPoint::new(
  566. cmp::max(left_click_down.x as i32, x as i32) as f32,
  567. cmp::max(left_click_down.y as i32, y as i32) as f32,
  568. );
  569. self.user_events.push(UserEvent::AreaSelection(from, to));
  570. }
  571. }
  572. self.left_click_down = None;
  573. }
  574. MouseButton::Right => {
  575. if let Some(right_click_down) = self.right_click_down {
  576. self.user_events
  577. .push(UserEvent::RightClick(right_click_down));
  578. }
  579. }
  580. MouseButton::Middle => {}
  581. MouseButton::Other(_) => {}
  582. }
  583. }
  584. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  585. self.current_cursor_position = WindowPoint::new(x, y);
  586. }
  587. }