1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
use crate::*;

use riddle_common::eventpub::EventPub;
use riddle_platform_common::PlatformEvent;

pub trait InputSystemExt {
    /// Create the input system, initializing any input device libraries needed.
    ///
    /// This will be instantiated automatically if `riddle` is being used.
    ///
    /// Returns a pair of objects, one of which is the system state which is like
    /// most other riddle system states - it is thread safe, stored in `RiddleState`
    /// and is the main means by which client code interacts with the system.
    ///
    /// The other return value stores the portion of this object's state that should
    /// stay on the main thread - [`InputMainThreadState`].
    fn new_shared(
        sys_events: &EventPub<PlatformEvent>,
    ) -> Result<(InputSystemHandle, InputMainThreadState)>;

    /// Collect any buffered [`InputEvent`]s emitted by the input system.
    ///
    /// This clears the system's buffer, so should only be called from a single location.
    ///
    /// **Do not** call this if you are using `riddle`. `riddle` manages taking these
    /// events and passing them to the main application closure.
    ///
    /// # Example
    ///
    /// ```
    /// # use riddle_input::{ext::*, *}; use riddle_common::eventpub::*; use riddle_platform_common::*;
    /// # fn main() -> Result<(), InputError> {
    /// let platform_events: EventPub<PlatformEvent> = EventPub::new();
    /// let (input_system, mut main_thread_state) = InputSystem::new_shared(&platform_events)?;
    ///
    /// // Platform dispatches an event, and input processes it
    /// platform_events.dispatch(PlatformEvent::MouseButtonDown{
    ///     window: WindowId::new(0),
    ///     button: MouseButton::Left});
    /// main_thread_state.process_input();
    ///
    /// // Having processed the incoming platform event, there is now an InputEvent available
    /// let input_events: Vec<InputEvent> = input_system.take_input_events();
    ///
    /// assert_eq!(vec![InputEvent::MouseButtonDown{
    ///     window: WindowId::new(0),
    ///     button: MouseButton::Left
    /// }], input_events);
    /// # Ok(()) }
    /// ```
    fn take_input_events(&self) -> Vec<InputEvent>;
}