mouse fixes

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

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

@ -4,7 +4,7 @@ use std::time::{Duration, Instant};
use image::{load_from_memory, GenericImageView, Pixel};
use skulpin::{CoordinateSystem, RendererBuilder, PresentMode};
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_loop::{ControlFlow, EventLoop};
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 grid_x = (position.y as f32 / renderer.font_height) as i64;
let position: LogicalPosition<f32> = position.to_logical(window.scale_factor());
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);
if mouse_down {
if mouse_down && (old_x != grid_x || old_y != grid_y) {
BRIDGE.queue_command(UiCommand::Drag(grid_x, grid_y));
}
}
@ -123,19 +125,23 @@ pub fn ui_loop() {
},
..
} => {
let input_type = match state {
ElementState::Pressed => {
let input_type = match (state, mouse_down) {
(ElementState::Pressed, false) => {
mouse_down = true;
"press"
Some("press")
},
ElementState::Released => {
(ElementState::Released, true) => {
mouse_down = false;
"release"
}
Some("release")
},
_ => None
};
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::MouseWheel {

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