mouse fixes

macos-click-through
keith 5 years ago
parent f971f7fbeb
commit 20a7320474

@ -22,13 +22,13 @@ impl UiCommand {
.expect("Input failed"); .expect("Input failed");
}, },
UiCommand::MouseButton { action, position: (grid_x, grid_y) } => UiCommand::MouseButton { action, position: (grid_x, grid_y) } =>
nvim.input_mouse("left", &action, "", 0, grid_x, grid_y).await nvim.input_mouse("left", dbg!(&action), "", 0, grid_x, grid_y).await
.expect("Mouse Input Failed"), .expect("Mouse Input Failed"),
UiCommand::Scroll { direction, position: (grid_x, grid_y) } => UiCommand::Scroll { direction, position: (grid_x, grid_y) } =>
nvim.input_mouse("wheel", &direction, "", 0, grid_x, grid_y).await nvim.input_mouse("wheel", &direction, "", 0, grid_x, grid_y).await
.expect("Mouse Scroll Failed"), .expect("Mouse Scroll Failed"),
UiCommand::Drag(grid_x, grid_y) => UiCommand::Drag(grid_x, grid_y) =>
nvim.input_mouse("left", "drag", "", 0, grid_x, grid_y).await nvim.input_mouse("left", "drag", "", 0, dbg!(grid_x), dbg!(grid_y)).await
.expect("Mouse Drag Failed") .expect("Mouse Drag Failed")
} }
} }

@ -4,7 +4,7 @@ use std::time::{Duration, Instant};
use image::{load_from_memory, GenericImageView, Pixel}; use image::{load_from_memory, GenericImageView, Pixel};
use skulpin::{CoordinateSystem, RendererBuilder, PresentMode}; use skulpin::{CoordinateSystem, RendererBuilder, PresentMode};
use skulpin::skia_safe::icu; use skulpin::skia_safe::icu;
use skulpin::winit::dpi::LogicalSize; use skulpin::winit::dpi::{LogicalSize, LogicalPosition};
use skulpin::winit::event::{ElementState, Event, MouseScrollDelta, StartCause, WindowEvent}; use skulpin::winit::event::{ElementState, Event, MouseScrollDelta, StartCause, WindowEvent};
use skulpin::winit::event_loop::{ControlFlow, EventLoop}; use skulpin::winit::event_loop::{ControlFlow, EventLoop};
use skulpin::winit::window::{Icon, WindowBuilder}; use skulpin::winit::window::{Icon, WindowBuilder};
@ -108,10 +108,12 @@ pub fn ui_loop() {
}, },
.. ..
} => { } => {
let grid_y = (position.x as f32 / renderer.font_width) as i64; let position: LogicalPosition<f32> = position.to_logical(window.scale_factor());
let grid_x = (position.y as f32 / renderer.font_height) as i64; let grid_y = (position.x / renderer.font_width) as i64;
let grid_x = (position.y / renderer.font_height) as i64;
let (old_x, old_y) = mouse_pos;
mouse_pos = (grid_x, grid_y); mouse_pos = (grid_x, grid_y);
if mouse_down { if mouse_down && (old_x != grid_x || old_y != grid_y) {
BRIDGE.queue_command(UiCommand::Drag(grid_x, grid_y)); BRIDGE.queue_command(UiCommand::Drag(grid_x, grid_y));
} }
} }
@ -123,18 +125,22 @@ pub fn ui_loop() {
}, },
.. ..
} => { } => {
let input_type = match state { let input_type = match (state, mouse_down) {
ElementState::Pressed => { (ElementState::Pressed, false) => {
mouse_down = true; mouse_down = true;
"press" Some("press")
}, },
ElementState::Released => { (ElementState::Released, true) => {
mouse_down = false; mouse_down = false;
"release" Some("release")
} },
_ => None
}; };
let (grid_x, grid_y) = mouse_pos;
BRIDGE.queue_command(UiCommand::MouseButton { action: input_type.to_string(), position: (grid_x, grid_y) }); if let Some(input_type) = input_type {
let (grid_x, grid_y) = mouse_pos;
BRIDGE.queue_command(UiCommand::MouseButton { action: input_type.to_string(), position: (grid_x, grid_y) });
}
} }
Event::WindowEvent { Event::WindowEvent {

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