mirror of
https://github.com/rust-windowing/winit.git
synced 2026-08-29 12:50:04 -04:00
Overhaul device events API and add gamepad support on Windows (#804)
* Initial implementation * Corrected RAWINPUT buffer sizing * Mostly complete XInput implementation * XInput triggers * Add preliminary CHANGELOG entry. * match unix common API to evl 2.0 * wayland: eventloop2.0 * make EventLoopProxy require T: 'static * Revamp device event API, as well as several misc. fixes on Windows: * When you have multiple windows, you no longer receive duplicate device events * Mouse Device Events now send X-button input * Mouse Device Events now send horizontal scroll wheel input * Add MouseEvent documentation and Device ID debug passthrough * Improve type safety on get_raw_input_data * Remove button_id field from MouseEvent::Button in favor of utton * Remove regex dependency on Windows * Remove axis filtering in XInput * Make gamepads not use lazy_static * Publicly expose gamepad rumble * Unstack DeviceEvent and fix examples/tests * Add HANDLE retrieval method to DeviceExtWindows * Add distinction between non-joystick axes and joystick axes. This helps with properly calculating the deadzone for controller joysticks. One potential issue is that the `Stick` variant isn't used for *all* joysticks, which could be potentially confusing - for example, raw input joysticks will never use the `Stick` variant because we don't understand the semantic meaning of raw input joystick axes. * Add ability to get gamepad port * Fix xinput controller hot swapping * Add functions for enumerating attached devices * Clamp input to [0.0, 1.0] on gamepad rumble * Expose gamepad rumble errors * Add method to check if device is still connected * Add docs * Rename AxisHint and ButtonHint to GamepadAxis and GamepadButton * Add CHANGELOG entry * Update CHANGELOG.md * Add HidId and MovedAbsolute * Fix xinput deprecation warnings * Add ability to retrieve gamepad battery level * Fix weird imports in gamepad example * Update CHANGELOG.md * Resolve francesca64 comments
This commit is contained in:
@@ -15,14 +15,10 @@ fn main() {
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event_loop.run(move |event, _, control_flow| match event {
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Event::WindowEvent {
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event:
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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..
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},
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WindowEvent::KeyboardInput(KeyboardInput {
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state: ElementState::Pressed,
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..
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},
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}),
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..
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} => {
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println!("Setting cursor to \"{:?}\"", CURSORS[cursor_idx]);
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@@ -17,16 +17,12 @@ fn main() {
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Released,
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virtual_keycode: Some(key),
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modifiers,
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..
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},
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WindowEvent::KeyboardInput(KeyboardInput {
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state: ElementState::Released,
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virtual_keycode: Some(key),
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modifiers,
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..
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} => {
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}) => {
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use winit::event::VirtualKeyCode::*;
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match key {
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Escape => *control_flow = ControlFlow::Exit,
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@@ -35,15 +35,11 @@ fn main() {
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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virtual_keycode: Some(virtual_code),
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state,
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..
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},
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WindowEvent::KeyboardInput(KeyboardInput {
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virtual_keycode: Some(virtual_code),
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state,
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..
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} => match (virtual_code, state) {
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}) => match (virtual_code, state) {
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(VirtualKeyCode::Escape, _) => *control_flow = ControlFlow::Exit,
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(VirtualKeyCode::F, ElementState::Pressed) => {
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if window.fullscreen().is_some() {
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52
examples/gamepad.rs
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52
examples/gamepad.rs
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@@ -0,0 +1,52 @@
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use winit::{
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event::{
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device::{GamepadEvent, GamepadHandle},
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Event, WindowEvent,
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},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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fn main() {
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let event_loop = EventLoop::new();
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let _window = WindowBuilder::new()
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.with_title("The world's worst video game")
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.build(&event_loop)
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.unwrap();
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println!("enumerating gamepads:");
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for gamepad in GamepadHandle::enumerate(&event_loop) {
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println!(
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" gamepad={:?}\tport={:?}\tbattery level={:?}",
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gamepad,
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gamepad.port(),
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gamepad.battery_level()
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);
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}
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let deadzone = 0.12;
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::GamepadEvent(gamepad_handle, event) => {
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match event {
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// Discard any Axis events that has a corresponding Stick event.
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GamepadEvent::Axis { stick: true, .. } => (),
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// Discard any Stick event that falls inside the stick's deadzone.
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GamepadEvent::Stick {
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x_value, y_value, ..
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} if (x_value.powi(2) + y_value.powi(2)).sqrt() < deadzone => (),
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_ => println!("[{:?}] {:#?}", gamepad_handle, event),
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}
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}
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => *control_flow = ControlFlow::Exit,
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_ => (),
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}
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});
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}
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60
examples/gamepad_rumble.rs
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60
examples/gamepad_rumble.rs
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@@ -0,0 +1,60 @@
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use std::time::Instant;
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use winit::event_loop::EventLoop;
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#[derive(Debug, Clone)]
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enum Rumble {
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None,
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Left,
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Right,
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}
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fn main() {
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let event_loop = EventLoop::new();
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// You should generally use `GamepadEvent::Added/Removed` to detect gamepads, as doing that will
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// allow you to more easily support gamepad hotswapping. However, we're using `enumerate` here
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// because it makes this example more concise.
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let gamepads = winit::event::device::GamepadHandle::enumerate(&event_loop).collect::<Vec<_>>();
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let rumble_patterns = &[
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(0.5, Rumble::None),
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(2.0, Rumble::Left),
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(0.5, Rumble::None),
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(2.0, Rumble::Right),
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];
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let mut rumble_iter = rumble_patterns.iter().cloned().cycle();
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let mut active_pattern = rumble_iter.next().unwrap();
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let mut timeout = active_pattern.0;
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let mut timeout_start = Instant::now();
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event_loop.run(move |_, _, _| {
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if timeout <= active_pattern.0 {
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let t = (timeout / active_pattern.0) * std::f64::consts::PI;
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let intensity = t.sin();
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for g in &gamepads {
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let result = match active_pattern.1 {
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Rumble::Left => g.rumble(intensity, 0.0),
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Rumble::Right => g.rumble(0.0, intensity),
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Rumble::None => Ok(()),
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};
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if let Err(e) = result {
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println!("Rumble failed: {:?}", e);
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}
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}
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timeout = (Instant::now() - timeout_start).as_millis() as f64 / 1000.0;
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} else {
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active_pattern = rumble_iter.next().unwrap();
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println!(
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"Rumbling {:?} for {:?} seconds",
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active_pattern.1, active_pattern.0
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);
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timeout = 0.0;
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timeout_start = Instant::now();
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}
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});
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}
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@@ -41,15 +41,11 @@ fn main() {
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// closing the window. How to close the window is detailed in the handler for
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// the Y key.
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}
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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virtual_keycode: Some(virtual_code),
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state: Released,
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..
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},
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WindowEvent::KeyboardInput(KeyboardInput {
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virtual_keycode: Some(virtual_code),
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state: Released,
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..
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} => {
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}) => {
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match virtual_code {
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Y => {
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if close_requested {
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@@ -49,16 +49,12 @@ fn main() {
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);
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}
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}
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Released,
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virtual_keycode: Some(key),
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modifiers,
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..
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},
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WindowEvent::KeyboardInput(KeyboardInput {
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state: ElementState::Released,
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virtual_keycode: Some(key),
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modifiers,
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..
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} => {
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}) => {
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window.set_title(&format!("{:?}", key));
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let state = !modifiers.shift;
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use VirtualKeyCode::*;
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@@ -148,15 +144,11 @@ fn main() {
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Event::WindowEvent { event, window_id } => match event {
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WindowEvent::CloseRequested
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| WindowEvent::Destroyed
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| WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Released,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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},
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| WindowEvent::KeyboardInput(KeyboardInput {
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state: ElementState::Released,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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} => {
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}) => {
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window_senders.remove(&window_id);
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}
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_ => {
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@@ -29,14 +29,10 @@ fn main() {
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*control_flow = ControlFlow::Exit;
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}
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}
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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..
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},
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WindowEvent::KeyboardInput(KeyboardInput {
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state: ElementState::Pressed,
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..
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} => {
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}) => {
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let window = Window::new(&event_loop).unwrap();
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windows.insert(window.id(), window);
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}
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@@ -21,15 +21,11 @@ fn main() {
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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virtual_keycode: Some(VirtualKeyCode::Space),
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state: ElementState::Released,
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..
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},
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WindowEvent::KeyboardInput(KeyboardInput {
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virtual_keycode: Some(VirtualKeyCode::Space),
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state: ElementState::Released,
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..
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} => {
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}) => {
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resizable = !resizable;
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println!("Resizable: {}", resizable);
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window.set_resizable(resizable);
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