going to abstract the events like I did for the vkcaster

This commit is contained in:
2020-07-30 23:11:56 -07:00
parent f1d60493f4
commit 0cce359c28
3 changed files with 60 additions and 46 deletions

View File

@@ -3,78 +3,89 @@ use crate::canvas::*;
use crate::canvas::managed::handles::{CanvasFontHandle, CanvasImageHandle, CanvasTextureHandle, Handle};
use crate::canvas::canvas_frame::{Drawable, Eventable};
use crate::util::vertex::{VertexTypes, TextureVertex3D, Vertex3D};
use winit::event::{DeviceEvent, MouseButton, ElementState, Event};
use winit::event::{DeviceEvent, MouseButton, ElementState, Event, WindowEvent};
///
#[derive(Debug, Clone)]
pub struct Sprite {
pub verts: VertexTypes,
verts: VertexTypes,
position: (f32, f32),
size: (f32, f32),
depth: f32,
texture_handle: Arc<CanvasTextureHandle>,
}
/// Container class which implements drawable.
impl Sprite {
fn generate_verts(position: (f32, f32), size: (f32, f32), depth: f32,) -> Vec<TextureVertex3D> {
vec![
TextureVertex3D {
v_position: [position.0, position.1, depth], // top left
ti_position: [-0.0, -0.0],
},
TextureVertex3D {
v_position: [position.0, position.1 + size.1, depth], // bottom left
ti_position: [-0.0, 1.0],
},
TextureVertex3D {
v_position: [position.0 + size.0, position.1 + size.1, depth], // bottom right
ti_position: [1.0, 1.0],
},
TextureVertex3D {
v_position: [position.0, position.1, depth], // top left
ti_position: [-0.0, -0.0],
},
TextureVertex3D {
v_position: [position.0 + size.0, position.1 + size.1, depth], // bottom right
ti_position: [1.0, 1.0],
},
TextureVertex3D {
v_position: [position.0 + size.0, position.1, depth], // top right
ti_position: [1.0, -0.0],
},
]
}
///
pub fn new(position: (f32, f32),
size: (f32, f32),
depth: u32,
texture_handle: Arc<CanvasTextureHandle>) -> Sprite {
let normalized_depth = (depth as f32 / 255.0);
let verts = vec![
TextureVertex3D {
v_position: [position.0, position.1, normalized_depth], // top left
ti_position: [-0.0, -0.0],
},
TextureVertex3D {
v_position: [position.0, position.1 + size.1, normalized_depth], // bottom left
ti_position: [-0.0, 1.0],
},
TextureVertex3D {
v_position: [position.0 + size.0, position.1 + size.1, normalized_depth], // bottom right
ti_position: [1.0, 1.0],
},
TextureVertex3D {
v_position: [position.0, position.1, normalized_depth], // top left
ti_position: [-0.0, -0.0],
},
TextureVertex3D {
v_position: [position.0 + size.0, position.1 + size.1, normalized_depth], // bottom right
ti_position: [1.0, 1.0],
},
TextureVertex3D {
v_position: [position.0 + size.0, position.1, normalized_depth], // top right
ti_position: [1.0, -0.0],
},
];
Sprite {
verts: VertexTypes::TextureType(verts, texture_handle),
verts: VertexTypes::TextureType(Sprite::generate_verts(position, size, normalized_depth), texture_handle.clone()),
position: position,
size: size,
depth: normalized_depth,
texture_handle: texture_handle.clone(),
}
}
}
impl Drawable for Sprite {
fn get(&self) -> VertexTypes {
self.verts.clone()
VertexTypes::TextureType(Sprite::generate_verts(self.position, self.size, self.depth), self.texture_handle.clone())
}
}
impl Eventable<T> for Sprite {
fn notify<T>(&self, event: &Event<T>) -> () {
impl<T> Eventable<T> for Sprite {
fn notify(&mut self, event: &Event<T>) -> () {
match event {
Event::DeviceEvent { event: DeviceEvent::Button{button, state }, .. } => {
match button.id.unwrap() {
Event::WindowEvent { event: WindowEvent::MouseInput{ device_id, state, button, modifiers }, .. } => {
match button {
MouseButton::Left => {
if state.state == ElementState::Pressed {
// processor.save_edges_image();
if *state == ElementState::Pressed {
self.position = (self.position.0, self.position.1 + 0.1);
}
},
_ => ()
_ => {
}
}
}
_ => {}