game: remove unused enum InputEvent, remove some warnings

This commit is contained in:
SeanOMik 2024-09-27 21:09:33 -04:00
parent d6d6b2df72
commit 798719a7a2
Signed by: SeanOMik
GPG Key ID: FEC9E2FC15235964
4 changed files with 7 additions and 151 deletions

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@ -1,140 +0,0 @@
use winit::{dpi::PhysicalPosition, event::{AxisId, DeviceId, ElementState, KeyEvent, MouseButton, MouseScrollDelta, Touch, TouchPhase, WindowEvent}};
/// Wrapper around events from `winit::WindowEvent` that are specific to input related events.
///
/// The `winit::WindowEvent` enum has many values that are related to inputs.
/// Ex:
/// * winit::WindowEvent::KeyboardInput
/// * winit::WindowEvent::CursorMoved
/// * winit::WindowEvent::CursorEntered
/// * winit::WindowEvent::MouseWheel
/// * winit::WindowEvent::CursorLeft
/// * winit::WindowEvent::MouseInput
/// etc.
///
/// Its easier for these to all be in a single `InputEvent` type enum to check if any input was received.
/// The comments for all the methods were taken from `winit::WindowEvent`
#[derive(Debug, PartialEq, Clone)]
pub enum InputEvent {
/// An event from the keyboard has been received.
KeyboardInput {
device_id: DeviceId,
event: KeyEvent,
/// If true, the event was generated synthetically by winit in one of the following circumstances:
/// Synthetic key press events are generated for all keys pressed when a window gains focus.
/// Likewise, synthetic key release events are generated for all keys pressed when a window goes out of focus.
/// Currently, this is only functional on X11 and Windows
is_synthetic: bool,
},
/// The cursor has moved on the window.
CursorMoved {
device_id: DeviceId,
position: PhysicalPosition<f64>,
},
/// The cursor has entered the window.
CursorEntered {
device_id: DeviceId,
},
/// The cursor has left the window.
CursorLeft {
device_id: DeviceId,
},
/// A mouse wheel movement or touchpad scroll occurred.
MouseWheel {
device_id: DeviceId,
delta: MouseScrollDelta,
phase: TouchPhase,
},
/// An mouse button press has been received.
MouseInput {
device_id: DeviceId,
state: ElementState,
button: MouseButton,
},
/// Touchpad pressure event.
///
/// At the moment, only supported on Apple forcetouch-capable macbooks.
/// The parameters are: pressure level (value between 0 and 1 representing how hard the touchpad
/// is being pressed) and stage (integer representing the click level).
TouchpadPressure {
device_id: DeviceId,
pressure: f32,
stage: i64,
},
/// Motion on some analog axis. May report data redundant to other, more specific events.
AxisMotion {
device_id: DeviceId,
axis: AxisId,
value: f64,
},
/// Touch event has been received
///
/// ## Platform-specific
/// - **Web**: Doesnt take into account CSS border, padding, or transform.
/// - **macOS:** Unsupported.
Touch(Touch),
}
impl InputEvent {
pub fn from_window_event(value: &WindowEvent) -> Option<Self> {
match value {
WindowEvent::KeyboardInput { device_id, event, is_synthetic } =>
Some(InputEvent::KeyboardInput {
device_id: *device_id,
event: event.clone(),
is_synthetic: *is_synthetic
}),
#[allow(deprecated, reason="Compatibility")]
WindowEvent::CursorMoved { device_id, position, } =>
Some(InputEvent::CursorMoved {
device_id: *device_id,
position: *position,
}),
WindowEvent::CursorEntered { device_id } =>
Some(InputEvent::CursorEntered {
device_id: *device_id
}),
WindowEvent::CursorLeft { device_id } =>
Some(InputEvent::CursorLeft {
device_id: *device_id
}),
#[allow(deprecated, reason="Compatibility")]
WindowEvent::MouseWheel { device_id, delta, phase } =>
Some(InputEvent::MouseWheel {
device_id: *device_id,
delta: *delta,
phase: *phase,
}),
#[allow(deprecated, reason="Compatibility")]
WindowEvent::MouseInput { device_id, state, button } =>
Some(InputEvent::MouseInput {
device_id: *device_id,
state: *state,
button: *button,
}),
WindowEvent::TouchpadPressure { device_id, pressure, stage } =>
Some(InputEvent::TouchpadPressure {
device_id: *device_id,
pressure: *pressure,
stage: *stage
}),
WindowEvent::AxisMotion { device_id, axis, value } =>
Some(InputEvent::AxisMotion {
device_id: *device_id,
axis: *axis,
value: *value
}),
WindowEvent::Touch(t) => Some(InputEvent::Touch(*t)),
_ => None,
}
}
}

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@ -1,16 +1,13 @@
pub mod system;
mod system;
pub use system::*;
pub mod input_event;
pub use input_event::*;
pub mod events;
mod events;
pub use events::*;
pub mod buttons;
mod buttons;
pub use buttons::*;
pub mod action;
mod action;
pub use action::*;
pub type KeyCode = winit::keyboard::KeyCode;
@ -122,7 +119,7 @@ pub fn keycode_from_str(s: &str) -> Option<KeyCode> {
"numpad_star" => Some(KeyCode::NumpadStar),
"quote" => Some(KeyCode::Quote),
"launch_app1" => Some(KeyCode::LaunchApp1),
"launch_app1" => Some(KeyCode::LaunchApp2),
"launch_app2" => Some(KeyCode::LaunchApp2),
"backslash" => Some(KeyCode::Backslash),
"caps_lock" => Some(KeyCode::CapsLock),
"comma" => Some(KeyCode::Comma),

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@ -6,7 +6,7 @@ use winit::{event::{MouseScrollDelta, WindowEvent}, keyboard::PhysicalKey};
use crate::{game::GameStages, plugin::Plugin, winit::DeviceEventPair, EventReader, EventWriter};
use super::{events::*, InputButtons, InputEvent};
use super::{events::*, InputButtons};
fn write_scroll_delta(mouse_scroll_ev: &mut EventWriter<MouseScroll>, delta: &MouseScrollDelta) {
let event = match delta {
@ -119,7 +119,6 @@ impl Plugin for InputPlugin {
app.add_resource(InputButtons::<MouseButton>::default());
app.add_resource(Touches::default());
app.register_event::<InputEvent>();
app.register_event::<MouseScroll>();
app.register_event::<MouseButton>();
app.register_event::<MouseMotion>();

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@ -42,7 +42,7 @@ impl<'a> RenderGraphContext<'a> {
pub fn begin_render_pass(
&'a mut self,
desc: wgpu::RenderPassDescriptor<'a>,
) -> wgpu::RenderPass {
) -> wgpu::RenderPass<'a> {
self.encoder
.as_mut()
.expect(