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,
  13. MOVE_TO_REACHED_WHEN_DISTANCE_INFERIOR_AT, PHYSICS_EACH, SCENE_ITEMS_CHANGE_ERR_MSG,
  14. SPRITE_EACH, TARGET_FPS,
  15. };
  16. use crate::physics::util::scene_point_from_window_point;
  17. use crate::physics::util::window_point_from_scene_point;
  18. use crate::physics::GridPosition;
  19. use crate::physics::{util, MetaEvent, PhysicEvent};
  20. use crate::scene::item::{ItemState, SceneItem, SceneItemType};
  21. use crate::ui::scene_item_menu::SceneItemMenuItem;
  22. use crate::ui::{SceneItemPrepareOrder, UiItem, UiSpriteInfo, UserEvent};
  23. use crate::{Offset, ScenePoint, WindowPoint};
  24. use std::f32::consts::FRAC_PI_2;
  25. pub struct MainState {
  26. // time
  27. frame_i: u32,
  28. // display
  29. display_offset: Offset,
  30. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  31. map_batch: graphics::spritebatch::SpriteBatch,
  32. ui_batch: graphics::spritebatch::SpriteBatch,
  33. // scene items
  34. scene_items: Vec<SceneItem>,
  35. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  36. // events
  37. physics_events: Vec<PhysicEvent>,
  38. // user interactions
  39. left_click_down: Option<WindowPoint>,
  40. right_click_down: Option<WindowPoint>,
  41. current_cursor_position: WindowPoint,
  42. user_events: Vec<UserEvent>,
  43. selected_scene_items: Vec<usize>, // scene_item usize
  44. scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at
  45. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  46. }
  47. impl MainState {
  48. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  49. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  50. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  51. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  52. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  53. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  54. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  55. let mut scene_items = vec![];
  56. for x in 0..1 {
  57. for y in 0..4 {
  58. // let current_behavior = if y % 2 == 0 {
  59. // ItemBehavior::WalkingTo(util::vec_from_angle(90.0))
  60. // } else {
  61. // ItemBehavior::CrawlingTo()
  62. // };
  63. scene_items.push(SceneItem::new(
  64. SceneItemType::Soldier,
  65. ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  66. ItemState::new(ItemBehavior::Standing(0)),
  67. ));
  68. }
  69. }
  70. let mut main_state = MainState {
  71. frame_i: 0,
  72. display_offset: Offset::new(0.0, 0.0),
  73. sprite_sheet_batch,
  74. map_batch,
  75. ui_batch,
  76. scene_items,
  77. scene_items_by_grid_position: HashMap::new(),
  78. physics_events: vec![],
  79. left_click_down: None,
  80. right_click_down: None,
  81. current_cursor_position: WindowPoint::new(0.0, 0.0),
  82. user_events: vec![],
  83. selected_scene_items: vec![],
  84. scene_item_menu: None,
  85. scene_item_prepare_order: None,
  86. };
  87. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  88. let grid_position = util::grid_position_from_scene_point(&scene_item.position);
  89. main_state
  90. .scene_items_by_grid_position
  91. .entry(grid_position)
  92. .or_default()
  93. .push(i);
  94. }
  95. Ok(main_state)
  96. }
  97. fn get_scene_item(&self, index: usize) -> &SceneItem {
  98. self.scene_items
  99. .get(index)
  100. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  101. }
  102. fn get_scene_item_mut(&mut self, index: usize) -> &mut SceneItem {
  103. self.scene_items
  104. .get_mut(index)
  105. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  106. }
  107. fn inputs(&mut self, ctx: &Context) {
  108. let display_offset_by =
  109. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  110. DISPLAY_OFFSET_BY_SPEED
  111. } else {
  112. DISPLAY_OFFSET_BY
  113. };
  114. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  115. self.display_offset.x += display_offset_by;
  116. }
  117. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  118. self.display_offset.x -= display_offset_by;
  119. }
  120. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  121. self.display_offset.y += display_offset_by;
  122. }
  123. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  124. self.display_offset.y -= display_offset_by;
  125. }
  126. while let Some(user_event) = self.user_events.pop() {
  127. match user_event {
  128. UserEvent::Click(window_click_point) => self.digest_click(window_click_point),
  129. UserEvent::AreaSelection(window_from, window_to) => {
  130. self.digest_area_selection(window_from, window_to)
  131. }
  132. UserEvent::RightClick(window_right_click_point) => {
  133. self.digest_right_click(window_right_click_point)
  134. }
  135. }
  136. }
  137. }
  138. fn digest_click(&mut self, window_click_point: WindowPoint) {
  139. let scene_position =
  140. scene_point_from_window_point(&window_click_point, &self.display_offset);
  141. self.selected_scene_items.drain(..);
  142. if let Some(scene_item_usize) = self.get_first_scene_item_for_scene_point(&scene_position) {
  143. self.selected_scene_items.push(scene_item_usize);
  144. }
  145. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  146. // TODO: Add order to scene_item
  147. match scene_item_prepare_order {
  148. SceneItemPrepareOrder::Move(scene_item_usize) => {
  149. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  150. scene_item.next_order = Some(Order::MoveTo(scene_position));
  151. }
  152. }
  153. self.scene_item_prepare_order = None;
  154. }
  155. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  156. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  157. let window_menu_point =
  158. window_point_from_scene_point(&scene_menu_point, &self.display_offset);
  159. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  160. let scene_item = self.get_scene_item(scene_item_usize);
  161. if window_click_point.x >= window_menu_point.x
  162. && window_click_point.x <= window_menu_point.x + menu_sprite_info.width
  163. && window_click_point.y >= window_menu_point.y
  164. && window_click_point.y <= window_menu_point.y + menu_sprite_info.height
  165. {
  166. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  167. window_menu_point,
  168. window_click_point,
  169. scene_item,
  170. ) {
  171. match menu_item {
  172. SceneItemMenuItem::Move => {
  173. self.scene_item_prepare_order =
  174. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  175. self.scene_item_menu = None;
  176. }
  177. }
  178. }
  179. } else {
  180. self.scene_item_menu = None;
  181. }
  182. };
  183. }
  184. fn digest_right_click(&mut self, window_right_click_point: WindowPoint) {
  185. let scene_right_click_point =
  186. scene_point_from_window_point(&window_right_click_point, &self.display_offset);
  187. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  188. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  189. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  190. if let Some(scene_item_usize) =
  191. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  192. {
  193. if self.selected_scene_items.contains(&scene_item_usize) {
  194. let scene_item = self.get_scene_item(scene_item_usize);
  195. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  196. }
  197. }
  198. }
  199. fn digest_area_selection(&mut self, window_from: WindowPoint, window_to: WindowPoint) {
  200. let scene_from = scene_point_from_window_point(&window_from, &self.display_offset);
  201. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  202. self.selected_scene_items.drain(..);
  203. self.selected_scene_items
  204. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  205. }
  206. // TODO: manage errors
  207. fn physics(&mut self) {
  208. // Scene items movements
  209. for scene_item in self.scene_items.iter_mut() {
  210. match scene_item.state.current_behavior {
  211. ItemBehavior::WalkingTo(scene_point) => {
  212. // FIXME BS NOW: velocity
  213. let move_vector = (scene_point - scene_item.position).normalize() * 1.0;
  214. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  215. scene_item.position.x += move_vector.x;
  216. scene_item.position.y += move_vector.y;
  217. scene_item.grid_position =
  218. util::grid_position_from_scene_point(&scene_item.position);
  219. }
  220. _ => {}
  221. }
  222. }
  223. // (FAKE) Drop a bomb to motivate stop move
  224. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  225. self.physics_events.push(PhysicEvent::Explosion);
  226. }
  227. }
  228. fn metas(&mut self) {
  229. for physic_event in &self.physics_events {
  230. match physic_event {
  231. PhysicEvent::Explosion => {
  232. for scene_item in self.scene_items.iter_mut() {
  233. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  234. }
  235. }
  236. }
  237. }
  238. }
  239. fn animate(&mut self) {
  240. // TODO: ici il faut reflechir a comment organiser les comportements
  241. for scene_item in self.scene_items.iter_mut() {
  242. // for meta_event in &scene_item.meta_events {
  243. // match meta_event {
  244. // MetaEvent::FeelExplosion => {
  245. // scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  246. // }
  247. // }
  248. // }
  249. // match scene_item.state.current_behavior {
  250. // ItemBehavior::Crawling => {
  251. // scene_item.state =
  252. // ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  253. // }
  254. // ItemBehavior::Walking(_) => {
  255. // scene_item.state = ItemState::new(ItemBehavior::Crawling);
  256. // }
  257. // ItemBehavior::Standing(since) => {
  258. // if self.frame_i - since >= 120 {
  259. // scene_item.state =
  260. // ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  261. // }
  262. // }
  263. // }
  264. //
  265. // scene_item.meta_events.drain(..);
  266. if let Some(next_order) = &scene_item.next_order {
  267. // TODO: Compute here if it possible (fear, compatible with current order, etc)
  268. match next_order {
  269. Order::MoveTo(move_to_scene_point) => {
  270. scene_item.current_order = Some(Order::MoveTo(*move_to_scene_point));
  271. }
  272. }
  273. scene_item.next_order = None;
  274. }
  275. // TODO: here, compute state according to order. Ex: if too much fear, move order do not produce walking state
  276. if let Some(current_order) = &scene_item.current_order {
  277. match current_order {
  278. Order::MoveTo(move_to_scene_point) => {
  279. scene_item.state =
  280. ItemState::new(ItemBehavior::WalkingTo(*move_to_scene_point));
  281. }
  282. }
  283. }
  284. match scene_item.state.current_behavior {
  285. ItemBehavior::Standing(_) => {}
  286. ItemBehavior::WalkingTo(going_to_scene_point)
  287. | ItemBehavior::CrawlingTo(going_to_scene_point) => {
  288. // Note: angle computed by adding FRAC_PI_2 because sprites are north oriented
  289. scene_item.display_angle = f32::atan2(
  290. going_to_scene_point.y - scene_item.position.y,
  291. going_to_scene_point.x - scene_item.position.x,
  292. ) + FRAC_PI_2;
  293. // Check if scene_point reached
  294. let distance = going_to_scene_point.distance(scene_item.position);
  295. println!("{:?}", distance);
  296. if distance < MOVE_TO_REACHED_WHEN_DISTANCE_INFERIOR_AT {
  297. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  298. if let Some(current_order) = &scene_item.current_order {
  299. match current_order {
  300. Order::MoveTo(move_to_scene_point) => {
  301. if *move_to_scene_point == going_to_scene_point {
  302. // TODO: If multiple moves, setup next move order
  303. scene_item.current_order = None;
  304. }
  305. }
  306. }
  307. }
  308. }
  309. }
  310. }
  311. }
  312. }
  313. fn tick_sprites(&mut self) {
  314. for scene_item in self.scene_items.iter_mut() {
  315. scene_item.tick_sprite();
  316. }
  317. }
  318. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  319. // TODO: if found multiple: select nearest
  320. for (i, scene_item) in self.scene_items.iter().enumerate() {
  321. let sprite_info = scene_item.sprite_info();
  322. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  323. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  324. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  325. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  326. {
  327. return Some(i);
  328. }
  329. }
  330. None
  331. }
  332. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  333. let mut selection = vec![];
  334. for (i, scene_item) in self.scene_items.iter().enumerate() {
  335. if scene_item.position.x >= from.x
  336. && scene_item.position.x <= to.x
  337. && scene_item.position.y >= from.y
  338. && scene_item.position.y <= to.y
  339. {
  340. selection.push(i);
  341. }
  342. }
  343. selection
  344. }
  345. fn generate_scene_item_sprites(&mut self) -> GameResult {
  346. for scene_item in self.scene_items.iter() {
  347. self.sprite_sheet_batch.add(
  348. scene_item
  349. .as_draw_param(scene_item.current_frame as f32)
  350. .dest(scene_item.position.clone()),
  351. );
  352. }
  353. Ok(())
  354. }
  355. fn generate_scene_item_menu_sprites(&mut self) -> GameResult {
  356. if let Some((_, scene_point)) = self.scene_item_menu {
  357. self.ui_batch.add(
  358. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  359. .as_draw_param()
  360. .dest(scene_point),
  361. );
  362. }
  363. Ok(())
  364. }
  365. fn generate_map_sprites(&mut self) -> GameResult {
  366. self.map_batch.add(
  367. graphics::DrawParam::new()
  368. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  369. .dest(ScenePoint::new(0.0, 0.0)),
  370. );
  371. Ok(())
  372. }
  373. fn update_mesh_builder_with_debug(
  374. &self,
  375. mut mesh_builder: MeshBuilder,
  376. ) -> GameResult<MeshBuilder> {
  377. if DEBUG {
  378. // Draw circle on each scene item position
  379. for scene_item in self.scene_items.iter() {
  380. mesh_builder.circle(
  381. DrawMode::fill(),
  382. scene_item.position.clone(),
  383. 2.0,
  384. 2.0,
  385. graphics::WHITE,
  386. )?;
  387. }
  388. // Draw circle where left click down
  389. if let Some(window_left_click_down_point) = self.left_click_down {
  390. let scene_left_click_down_point = scene_point_from_window_point(
  391. &window_left_click_down_point,
  392. &self.display_offset,
  393. );
  394. mesh_builder.circle(
  395. DrawMode::fill(),
  396. scene_left_click_down_point,
  397. 2.0,
  398. 2.0,
  399. graphics::YELLOW,
  400. )?;
  401. }
  402. // Draw circle at cursor position
  403. mesh_builder.circle(
  404. DrawMode::fill(),
  405. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  406. 2.0,
  407. 2.0,
  408. graphics::BLUE,
  409. )?;
  410. }
  411. GameResult::Ok(mesh_builder)
  412. }
  413. fn update_mesh_builder_with_selected_items(
  414. &self,
  415. mut mesh_builder: MeshBuilder,
  416. ) -> GameResult<MeshBuilder> {
  417. for i in &self.selected_scene_items {
  418. let selected_scene_item = self.get_scene_item(*i);
  419. mesh_builder.rectangle(
  420. DrawMode::Stroke(StrokeOptions::default()),
  421. graphics::Rect::new(
  422. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  423. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  424. DEFAULT_SELECTED_SQUARE_SIDE,
  425. DEFAULT_SELECTED_SQUARE_SIDE,
  426. ),
  427. graphics::GREEN,
  428. )?;
  429. }
  430. GameResult::Ok(mesh_builder)
  431. }
  432. fn update_mesh_builder_with_selection_area(
  433. &self,
  434. mut mesh_builder: MeshBuilder,
  435. ) -> GameResult<MeshBuilder> {
  436. if let Some(window_left_click_down_point) = self.left_click_down {
  437. let scene_left_click_down_point =
  438. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  439. let scene_current_cursor_position =
  440. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  441. if scene_left_click_down_point != scene_current_cursor_position {
  442. mesh_builder.rectangle(
  443. DrawMode::stroke(1.0),
  444. graphics::Rect::new(
  445. scene_left_click_down_point.x,
  446. scene_left_click_down_point.y,
  447. scene_current_cursor_position.x - scene_left_click_down_point.x,
  448. scene_current_cursor_position.y - scene_left_click_down_point.y,
  449. ),
  450. graphics::GREEN,
  451. )?;
  452. }
  453. }
  454. GameResult::Ok(mesh_builder)
  455. }
  456. fn update_mesh_builder_with_prepare_order(
  457. &self,
  458. mut mesh_builder: MeshBuilder,
  459. ) -> GameResult<MeshBuilder> {
  460. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  461. match scene_item_prepare_order {
  462. SceneItemPrepareOrder::Move(scene_item_usize) => {
  463. let scene_item = self.get_scene_item(*scene_item_usize);
  464. mesh_builder.line(
  465. &vec![
  466. scene_item.position.clone(),
  467. scene_point_from_window_point(
  468. &self.current_cursor_position,
  469. &self.display_offset,
  470. ),
  471. ],
  472. 2.0,
  473. graphics::WHITE,
  474. )?;
  475. }
  476. }
  477. }
  478. GameResult::Ok(mesh_builder)
  479. }
  480. }
  481. impl event::EventHandler for MainState {
  482. fn update(&mut self, ctx: &mut Context) -> GameResult {
  483. while check_update_time(ctx, TARGET_FPS) {
  484. self.inputs(ctx);
  485. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  486. // ennemi, dans animate il se mettra a tirer)
  487. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  488. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  489. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  490. let tick_meta = self.frame_i % META_EACH == 0;
  491. // Apply moves, explosions, etc
  492. if tick_physics {
  493. self.physics();
  494. }
  495. // Generate meta events according to physics events and current physic state
  496. if tick_meta {
  497. self.metas();
  498. }
  499. // Animate scene items according to meta events
  500. if tick_animate {
  501. self.animate();
  502. };
  503. // Change scene items tiles
  504. if tick_sprite {
  505. self.tick_sprites();
  506. }
  507. // Increment frame counter
  508. self.frame_i += 1;
  509. if self.frame_i >= MAX_FRAME_I {
  510. self.frame_i = 0;
  511. }
  512. // Empty physics event
  513. self.physics_events.drain(..);
  514. }
  515. Ok(())
  516. }
  517. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  518. graphics::clear(ctx, graphics::BLACK);
  519. let mut scene_mesh_builder = MeshBuilder::new();
  520. self.generate_scene_item_sprites()?;
  521. self.generate_scene_item_menu_sprites()?;
  522. self.generate_map_sprites()?;
  523. scene_mesh_builder = self.update_mesh_builder_with_debug(scene_mesh_builder)?;
  524. scene_mesh_builder = self.update_mesh_builder_with_selected_items(scene_mesh_builder)?;
  525. scene_mesh_builder = self.update_mesh_builder_with_selection_area(scene_mesh_builder)?;
  526. scene_mesh_builder = self.update_mesh_builder_with_prepare_order(scene_mesh_builder)?;
  527. let scene_mesh = scene_mesh_builder.build(ctx)?;
  528. let window_draw_param = graphics::DrawParam::new().dest(window_point_from_scene_point(
  529. &ScenePoint::new(0.0, 0.0),
  530. &self.display_offset,
  531. ));
  532. graphics::draw(ctx, &self.map_batch, window_draw_param)?;
  533. graphics::draw(ctx, &self.sprite_sheet_batch, window_draw_param)?;
  534. graphics::draw(ctx, &scene_mesh, window_draw_param)?;
  535. graphics::draw(ctx, &self.ui_batch, window_draw_param)?;
  536. self.sprite_sheet_batch.clear();
  537. self.map_batch.clear();
  538. self.ui_batch.clear();
  539. graphics::present(ctx)?;
  540. // println!("FPS: {}", ggez::timer::fps(ctx));
  541. Ok(())
  542. }
  543. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  544. match button {
  545. MouseButton::Left => {
  546. self.left_click_down = Some(WindowPoint::new(x, y));
  547. }
  548. MouseButton::Right => {
  549. self.right_click_down = Some(WindowPoint::new(x, y));
  550. }
  551. MouseButton::Middle => {}
  552. MouseButton::Other(_) => {}
  553. }
  554. }
  555. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  556. match button {
  557. MouseButton::Left => {
  558. if let Some(left_click_down) = self.left_click_down {
  559. if left_click_down == WindowPoint::new(x, y) {
  560. self.user_events.push(UserEvent::Click(left_click_down));
  561. } else {
  562. let from = WindowPoint::new(
  563. cmp::min(left_click_down.x as i32, x as i32) as f32,
  564. cmp::min(left_click_down.y as i32, y as i32) as f32,
  565. );
  566. let to = WindowPoint::new(
  567. cmp::max(left_click_down.x as i32, x as i32) as f32,
  568. cmp::max(left_click_down.y as i32, y as i32) as f32,
  569. );
  570. self.user_events.push(UserEvent::AreaSelection(from, to));
  571. }
  572. }
  573. self.left_click_down = None;
  574. }
  575. MouseButton::Right => {
  576. if let Some(right_click_down) = self.right_click_down {
  577. self.user_events
  578. .push(UserEvent::RightClick(right_click_down));
  579. }
  580. }
  581. MouseButton::Middle => {}
  582. MouseButton::Other(_) => {}
  583. }
  584. }
  585. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  586. self.current_cursor_position = WindowPoint::new(x, y);
  587. }
  588. }