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use std::marker::PhantomData;
pub use ndk::event::{
Axis, ButtonState, EdgeFlags, KeyAction, KeyEventFlags, Keycode, MetaState, MotionAction,
MotionEventFlags, Pointer, PointersIter,
};
use crate::input::{Class, Source};
/// A motion event
///
/// For general discussion of motion events in Android, see [the relevant
/// javadoc](https://developer.android.com/reference/android/view/MotionEvent).
#[derive(Debug)]
#[repr(transparent)]
pub struct MotionEvent<'a> {
ndk_event: ndk::event::MotionEvent,
_lifetime: PhantomData<&'a ndk::event::MotionEvent>,
}
impl<'a> MotionEvent<'a> {
pub(crate) fn new(ndk_event: ndk::event::MotionEvent) -> Self {
Self {
ndk_event,
_lifetime: PhantomData,
}
}
pub(crate) fn into_ndk_event(self) -> ndk::event::MotionEvent {
self.ndk_event
}
/// Get the source of the event.
///
#[inline]
pub fn source(&self) -> Source {
// XXX: we use `AInputEvent_getSource` directly (instead of calling
// ndk_event.source()) since we have our own `Source` enum that we
// share between backends, which may not exactly match the ndk crate's
// `Source` enum.
let source =
unsafe { ndk_sys::AInputEvent_getSource(self.ndk_event.ptr().as_ptr()) as u32 };
source.try_into().unwrap_or(Source::Unknown)
}
/// Get the class of the event source.
///
#[inline]
pub fn class(&self) -> Class {
Class::from(self.source())
}
/// Get the device id associated with the event.
///
#[inline]
pub fn device_id(&self) -> i32 {
self.ndk_event.device_id()
}
/// Returns the motion action associated with the event.
///
/// See [the MotionEvent docs](https://developer.android.com/reference/android/view/MotionEvent#getActionMasked())
#[inline]
pub fn action(&self) -> MotionAction {
self.ndk_event.action()
}
/// Returns the pointer index of an `Up` or `Down` event.
///
/// Pointer indices can change per motion event. For an identifier that stays the same, see
/// [`Pointer::pointer_id()`].
///
/// This only has a meaning when the [action](Self::action) is one of [`Up`](MotionAction::Up),
/// [`Down`](MotionAction::Down), [`PointerUp`](MotionAction::PointerUp),
/// or [`PointerDown`](MotionAction::PointerDown).
#[inline]
pub fn pointer_index(&self) -> usize {
self.ndk_event.pointer_index()
}
/*
/// Returns the pointer id associated with the given pointer index.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getpointerid)
// TODO: look at output with out-of-range pointer index
// Probably -1 though
pub fn pointer_id_for(&self, pointer_index: usize) -> i32 {
unsafe { ndk_sys::AMotionEvent_getPointerId(self.ndk_event.ptr.as_ptr(), pointer_index) }
}
*/
/// Returns the number of pointers in this event
///
/// See [the MotionEvent docs](https://developer.android.com/reference/android/view/MotionEvent#getPointerCount())
#[inline]
pub fn pointer_count(&self) -> usize {
self.ndk_event.pointer_count()
}
/// An iterator over the pointers in this motion event
#[inline]
pub fn pointers(&self) -> PointersIter<'_> {
self.ndk_event.pointers()
}
/// The pointer at a given pointer index. Panics if the pointer index is out of bounds.
///
/// If you need to loop over all the pointers, prefer the [`pointers()`](Self::pointers) method.
#[inline]
pub fn pointer_at_index(&self, index: usize) -> Pointer<'_> {
self.ndk_event.pointer_at_index(index)
}
/*
XXX: Not currently supported with GameActivity so we don't currently expose for NativeActivity
either, for consistency.
/// Returns the size of the history contained in this event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_gethistorysize)
#[inline]
pub fn history_size(&self) -> usize {
self.ndk_event.history_size()
}
/// An iterator over the historical events contained in this event.
#[inline]
pub fn history(&self) -> HistoricalMotionEventsIter<'_> {
self.ndk_event.history()
}
*/
/// Returns the state of any modifier keys that were pressed during the event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getmetastate)
#[inline]
pub fn meta_state(&self) -> MetaState {
self.ndk_event.meta_state()
}
/// Returns the button state during this event, as a bitfield.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getbuttonstate)
#[inline]
pub fn button_state(&self) -> ButtonState {
self.ndk_event.button_state()
}
/// Returns the time of the start of this gesture, in the `java.lang.System.nanoTime()` time
/// base
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getdowntime)
#[inline]
pub fn down_time(&self) -> i64 {
self.ndk_event.down_time()
}
/// Returns a bitfield indicating which edges were touched by this event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getedgeflags)
#[inline]
pub fn edge_flags(&self) -> EdgeFlags {
self.ndk_event.edge_flags()
}
/// Returns the time of this event, in the `java.lang.System.nanoTime()` time base
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_geteventtime)
#[inline]
pub fn event_time(&self) -> i64 {
self.ndk_event.event_time()
}
/// The flags associated with a motion event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getflags)
#[inline]
pub fn flags(&self) -> MotionEventFlags {
self.ndk_event.flags()
}
/* Missing from GameActivity currently...
/// Returns the offset in the x direction between the coordinates and the raw coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getxoffset)
#[inline]
pub fn x_offset(&self) -> f32 {
self.ndk_event.x_offset()
}
/// Returns the offset in the y direction between the coordinates and the raw coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getyoffset)
#[inline]
pub fn y_offset(&self) -> f32 {
self.ndk_event.y_offset()
}
*/
/// Returns the precision of the x value of the coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getxprecision)
#[inline]
pub fn x_precision(&self) -> f32 {
self.ndk_event.x_precision()
}
/// Returns the precision of the y value of the coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getyprecision)
#[inline]
pub fn y_precision(&self) -> f32 {
self.ndk_event.y_precision()
}
}
/// A key event
///
/// For general discussion of key events in Android, see [the relevant
/// javadoc](https://developer.android.com/reference/android/view/KeyEvent).
#[derive(Debug)]
#[repr(transparent)]
pub struct KeyEvent<'a> {
ndk_event: ndk::event::KeyEvent,
_lifetime: PhantomData<&'a ndk::event::KeyEvent>,
}
impl<'a> KeyEvent<'a> {
pub(crate) fn new(ndk_event: ndk::event::KeyEvent) -> Self {
Self {
ndk_event,
_lifetime: PhantomData,
}
}
pub(crate) fn into_ndk_event(self) -> ndk::event::KeyEvent {
self.ndk_event
}
/// Get the source of the event.
///
#[inline]
pub fn source(&self) -> Source {
// XXX: we use `AInputEvent_getSource` directly (instead of calling
// ndk_event.source()) since we have our own `Source` enum that we
// share between backends, which may not exactly match the ndk crate's
// `Source` enum.
let source =
unsafe { ndk_sys::AInputEvent_getSource(self.ndk_event.ptr().as_ptr()) as u32 };
source.try_into().unwrap_or(Source::Unknown)
}
/// Get the class of the event source.
///
#[inline]
pub fn class(&self) -> Class {
Class::from(self.source())
}
/// Get the device id associated with the event.
///
#[inline]
pub fn device_id(&self) -> i32 {
self.ndk_event.device_id()
}
/// Returns the key action associated with the event.
///
/// See [the KeyEvent docs](https://developer.android.com/reference/android/view/KeyEvent#getAction())
#[inline]
pub fn action(&self) -> KeyAction {
self.ndk_event.action()
}
/// Returns the last time the key was pressed. This is on the scale of
/// `java.lang.System.nanoTime()`, which has nanosecond precision, but no defined start time.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getdowntime)
#[inline]
pub fn down_time(&self) -> i64 {
self.ndk_event.down_time()
}
/// Returns the time this event occured. This is on the scale of
/// `java.lang.System.nanoTime()`, which has nanosecond precision, but no defined start time.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_geteventtime)
#[inline]
pub fn event_time(&self) -> i64 {
self.ndk_event.event_time()
}
/// Returns the keycode associated with this key event
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getkeycode)
#[inline]
pub fn key_code(&self) -> Keycode {
self.ndk_event.key_code()
}
/// Returns the number of repeats of a key.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getrepeatcount)
#[inline]
pub fn repeat_count(&self) -> i32 {
self.ndk_event.repeat_count()
}
/// Returns the hardware keycode of a key. This varies from device to device.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getscancode)
#[inline]
pub fn scan_code(&self) -> i32 {
self.ndk_event.scan_code()
}
}
// We use our own wrapper type for input events to have better consistency
// with GameActivity and ensure the enum can be extended without needing a
// semver bump
/// Enum of possible input events
#[derive(Debug)]
#[non_exhaustive]
pub enum InputEvent<'a> {
MotionEvent(self::MotionEvent<'a>),
KeyEvent(self::KeyEvent<'a>),
}