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egui/crates/egui/src/data/input/event.rs
Lucas Meurer 2cb071f7f6 Remove Modifiers from RawInput and make it a egui::Event (#8336)
- needs #8335 

Previously it was impossible to correctly set modifiers via egui
inspection, since that only passes egui::Event and egui::Event had no
way to generally express modifiers.
Now modifiers are passed to egui as a Event and not as a field of
`RawInput`.

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2026-07-27 14:17:22 +00:00

190 lines
7.0 KiB
Rust

use epaint::ColorImage;
use crate::{
Key,
emath::{Pos2, Vec2},
};
use super::{
ImeEvent, Modifiers, MouseWheelUnit, PointerButton, TouchDeviceId, TouchId, TouchPhase,
};
/// An input event generated by the integration.
///
/// This only covers events that egui cares about.
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum Event {
/// The integration detected a "copy" event (e.g. Cmd+C).
Copy,
/// The integration detected a "cut" event (e.g. Cmd+X).
Cut,
/// The integration detected a "paste" event (e.g. Cmd+V).
Paste(String),
/// Text input, e.g. via keyboard.
///
/// When the user presses enter/return, do not send a [`Text`](Event::Text) (just [`Key::Enter`]).
Text(String),
/// A key was pressed or released.
///
/// ## Note for integration authors
///
/// Key events that has been processed by IMEs should not be sent to `egui`.
Key {
/// Most of the time, it's the logical key, heeding the active keymap -- for instance, if the user has Dvorak
/// keyboard layout, it will be taken into account.
///
/// If it's impossible to determine the logical key on desktop platforms (say, in case of non-Latin letters),
/// `key` falls back to the value of the corresponding physical key. This is necessary for proper work of
/// standard shortcuts that only respond to Latin-based bindings (such as `Ctrl` + `V`).
key: Key,
/// The physical key, corresponding to the actual position on the keyboard.
///
/// This ignores keymaps, so it is not recommended to use this.
/// The only thing it makes sense for is things like games,
/// where e.g. the physical location of WSAD on QWERTY should always map to movement,
/// even if the user is using Dvorak or AZERTY.
///
/// `eframe` does not (yet) implement this on web.
physical_key: Option<Key>,
/// Was it pressed or released?
pressed: bool,
/// If this is a `pressed` event, is it a key-repeat?
///
/// On many platforms, holding down a key produces many repeated "pressed" events for it, so called key-repeats.
/// Sometimes you will want to ignore such events, and this lets you do that.
///
/// egui will automatically detect such repeat events and mark them as such here.
/// Therefore, if you are writing an egui integration, you do not need to set this (just set it to `false`).
repeat: bool,
/// The state of the modifier keys at the time of the event.
modifiers: Modifiers,
},
/// The set of held modifier keys changed.
ModifiersChanged(Modifiers),
/// The mouse or touch moved to a new place.
PointerMoved(Pos2),
/// The mouse moved, the units are unspecified.
/// Represents the actual movement of the mouse, without acceleration or clamped by screen edges.
/// `PointerMoved` and `MouseMoved` can be sent at the same time.
/// This event is optional. If the integration can not determine unfiltered motion it should not send this event.
MouseMoved(Vec2),
/// A mouse button was pressed or released (or a touch started or stopped).
PointerButton {
/// Where is the pointer?
pos: Pos2,
/// What mouse button? For touches, use [`PointerButton::Primary`].
button: PointerButton,
/// Was it the button/touch pressed this frame, or released?
pressed: bool,
/// The state of the modifier keys at the time of the event.
modifiers: Modifiers,
},
/// The mouse left the screen, or the last/primary touch input disappeared.
///
/// This means there is no longer a cursor on the screen for hovering etc.
///
/// On touch-up first send `PointerButton{pressed: false, …}` followed by `PointerLeft`.
PointerGone,
/// Zoom scale factor this frame (e.g. from a pinch gesture).
///
/// * `zoom = 1`: no change.
/// * `zoom < 1`: pinch together
/// * `zoom > 1`: pinch spread
///
/// Note that egui also implement zooming by holding `Ctrl` and scrolling the mouse wheel,
/// so integration need NOT emit this `Zoom` event in those cases, just [`Self::MouseWheel`].
///
/// As a user, check [`crate::InputState::smooth_scroll_delta`] to see if the user did any zooming this frame.
Zoom(f32),
/// Rotation in radians this frame, measuring clockwise (e.g. from a rotation gesture).
Rotate(f32),
/// IME Event
Ime(ImeEvent),
/// On touch screens, report this *in addition to*
/// [`Self::PointerMoved`], [`Self::PointerButton`], [`Self::PointerGone`]
Touch {
/// Hashed device identifier (if available; may be zero).
/// Can be used to separate touches from different devices.
device_id: TouchDeviceId,
/// Unique identifier of a finger/pen. Value is stable from touch down
/// to lift-up
id: TouchId,
/// One of: start move end cancel.
phase: TouchPhase,
/// Position of the touch (or where the touch was last detected)
pos: Pos2,
/// Describes how hard the touch device was pressed. May always be `None` if the platform does
/// not support pressure sensitivity.
/// The value is in the range from 0.0 (no pressure) to 1.0 (maximum pressure).
force: Option<f32>,
},
/// A raw mouse wheel event as sent by the backend.
///
/// Used for scrolling.
MouseWheel {
/// The unit of `delta`: points, lines, or pages.
unit: MouseWheelUnit,
/// The direction of the vector indicates how to move the _content_ that is being viewed.
/// So if you get positive values, the content being viewed should move to the right and down,
/// revealing new things to the left and up.
///
/// A positive X-value indicates the content is being moved right,
/// as when swiping right on a touch-screen or track-pad with natural scrolling.
///
/// A positive Y-value indicates the content is being moved down,
/// as when swiping down on a touch-screen or track-pad with natural scrolling.
delta: Vec2,
/// The phase of the scroll, useful for trackpads.
///
/// If unknown set this to [`TouchPhase::Move`].
phase: TouchPhase,
/// The state of the modifier keys at the time of the event.
modifiers: Modifiers,
},
/// The native window gained or lost focused (e.g. the user clicked alt-tab).
WindowFocused(bool),
/// An assistive technology (e.g. screen reader) requested an action.
AccessKitActionRequest(accesskit::ActionRequest),
/// The reply of a screenshot requested with [`crate::ViewportCommand::Screenshot`].
Screenshot {
viewport_id: crate::ViewportId,
/// Whatever was passed to [`crate::ViewportCommand::Screenshot`].
user_data: crate::UserData,
image: std::sync::Arc<ColorImage>,
},
}