pass button to mouse input event

macos-click-through
Keith Simmons 3 years ago
parent 839f2938a1
commit cf781031e3

@ -21,6 +21,7 @@ pub enum UiCommand {
},
Keyboard(String),
MouseButton {
button: String,
action: String,
grid_id: u64,
position: (u32, u32),
@ -58,12 +59,13 @@ impl UiCommand {
nvim.input(&input_command).await.expect("Input failed");
}
UiCommand::MouseButton {
button,
action,
grid_id,
position: (grid_x, grid_y),
} => {
nvim.input_mouse(
"left",
&button,
&action,
"",
grid_id as i64,

@ -165,31 +165,41 @@ impl MouseManager {
}
}
fn handle_pointer_transition(&mut self, down: bool) {
fn handle_pointer_transition(&mut self, mouse_button: &MouseButton, down: bool) {
// For some reason pointer down is handled differently from pointer up and drag.
// Floating windows: relative coordinates are great.
// Non floating windows: rather than global coordinates, relative are needed
if self.enabled {
if let Some(details) = &self.window_details_under_mouse {
let action = if down {
"press".to_owned()
} else {
"release".to_owned()
};
let position = if !down && self.has_moved {
self.drag_position
} else {
self.relative_position
};
let button_text = match mouse_button {
MouseButton::Left => Some("left"),
MouseButton::Right => Some("right"),
MouseButton::Middle => Some("middle"),
_ => None,
};
self.command_sender
.send(UiCommand::MouseButton {
action,
grid_id: details.id,
position: position.into(),
})
.ok();
if let Some(button_text) = button_text {
if let Some(details) = &self.window_details_under_mouse {
let action = if down {
"press".to_owned()
} else {
"release".to_owned()
};
let position = if !down && self.has_moved {
self.drag_position
} else {
self.relative_position
};
self.command_sender
.send(UiCommand::MouseButton {
button: button_text.to_string(),
action,
grid_id: details.id,
position: position.into(),
})
.ok();
}
}
}
@ -302,12 +312,12 @@ impl MouseManager {
Event::WindowEvent {
event:
WindowEvent::MouseInput {
button: MouseButton::Left,
button,
state,
..
},
..
} => self.handle_pointer_transition(state == &ElementState::Pressed),
} => self.handle_pointer_transition(button, state == &ElementState::Pressed),
_ => {}
}
}

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