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esengine/packages/rust/engine/src/input/keyboard.rs

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//! Keyboard input handling.
//! 键盘输入处理。
use std::collections::HashSet;
/// Keyboard input state.
/// 键盘输入状态。
#[derive(Debug, Default)]
pub struct KeyboardState {
/// Currently pressed keys.
/// 当前按下的键。
pressed: HashSet<String>,
/// Keys pressed this frame.
/// 本帧按下的键。
just_pressed: HashSet<String>,
/// Keys released this frame.
/// 本帧释放的键。
just_released: HashSet<String>,
}
impl KeyboardState {
/// Create new keyboard state.
/// 创建新的键盘状态。
pub fn new() -> Self {
Self::default()
}
/// Handle key down event.
/// 处理按键按下事件。
pub fn key_down(&mut self, key: String) {
if !self.pressed.contains(&key) {
self.just_pressed.insert(key.clone());
}
self.pressed.insert(key);
}
/// Handle key up event.
/// 处理按键释放事件。
pub fn key_up(&mut self, key: String) {
if self.pressed.remove(&key) {
self.just_released.insert(key);
}
}
/// Check if a key is currently pressed.
/// 检查某个键是否当前被按下。
#[inline]
pub fn is_key_down(&self, key: &str) -> bool {
self.pressed.contains(key)
}
/// Check if a key was just pressed this frame.
/// 检查某个键是否在本帧刚被按下。
#[inline]
pub fn is_key_just_pressed(&self, key: &str) -> bool {
self.just_pressed.contains(key)
}
/// Check if a key was just released this frame.
/// 检查某个键是否在本帧刚被释放。
#[inline]
pub fn is_key_just_released(&self, key: &str) -> bool {
self.just_released.contains(key)
}
/// Update state for new frame.
/// 为新帧更新状态。
pub fn update(&mut self) {
self.just_pressed.clear();
self.just_released.clear();
}
/// Clear all input state.
/// 清除所有输入状态。
pub fn clear(&mut self) {
self.pressed.clear();
self.just_pressed.clear();
self.just_released.clear();
}
}