Files
a0_basic_app
a1_vehicle
a2_async_sim
ab_glyph
ab_glyph_rasterizer
adler
adler32
agents
aho_corasick
anyhow
approx
aquamarine
ash
atty
bitflags
bytemuck
byteorder
cache_padded
cfg_if
chrono
color_quant
crc32fast
crossbeam_channel
crossbeam_deque
crossbeam_epoch
crossbeam_utils
deflate
draw2d
either
flexi_logger
generic_array
gif
glfw
glfw_sys
glob
image
indoc
itertools
jpeg_decoder
lazy_static
libc
libloading
log
matrixmultiply
memchr
memoffset
miniz_oxide
nalgebra
base
geometry
linalg
third_party
num_complex
num_cpus
num_integer
num_iter
num_rational
num_traits
owned_ttf_parser
paste
png
proc_macro2
proc_macro_error
proc_macro_error_attr
quote
raw_window_handle
rawpointer
rayon
rayon_core
regex
regex_syntax
scoped_threadpool
scopeguard
semver
semver_parser
serde
serde_derive
simba
smawk
spin_sleep
syn
terminal_size
textwrap
thiserror
thiserror_impl
tiff
time
triple_buffer
ttf_parser
typenum
unicode_width
unicode_xid
unindent
vk_sys
weezl
yansi
 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
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
mod ortho_camera;

use nalgebra as na;

#[derive(Debug, Copy, Clone, PartialEq)]
pub struct OrthoCamera {
    projection: na::Orthographic3<f32>,
    view: na::Translation2<f32>,
    viewport_height: f32,
    viewport_width: f32,
}

/// A really simple input handler for a camera which _just works_ for a demo.
///
/// Real applications will almost certainly prefer a more refined camera
/// controller which provides a more smooth experience.
///
/// Returns `true` when the camera has been changed in some way. Often this is
/// used to trigger a matrix update for the graphics subsystem.
pub fn default_camera_controls(
    camera: &mut OrthoCamera,
    event: &glfw::WindowEvent,
) -> bool {
    use glfw::{Action, Key, WindowEvent};

    let step_h = na::Vector2::new(camera.viewport_width() * 0.1, 0.0);
    let step_v = na::Vector2::new(0.0, camera.viewport_height() * 0.1);
    let pos = camera.world_position();

    match event {
        WindowEvent::Key(Key::Left, _, Action::Release, _)
        | WindowEvent::Key(Key::A, _, Action::Release, _) => {
            camera.set_world_position(&(pos - step_h));
            true
        }

        WindowEvent::Key(Key::Right, _, Action::Release, _)
        | WindowEvent::Key(Key::D, _, Action::Release, _) => {
            camera.set_world_position(&(pos + step_h));
            true
        }

        WindowEvent::Key(Key::Up, _, Action::Release, _)
        | WindowEvent::Key(Key::W, _, Action::Release, _) => {
            camera.set_world_position(&(pos + step_v));
            true
        }

        WindowEvent::Key(Key::Down, _, Action::Release, _)
        | WindowEvent::Key(Key::S, _, Action::Release, _) => {
            camera.set_world_position(&(pos - step_v));
            true
        }

        WindowEvent::Size(iwidth, iheight) => {
            camera.set_aspect_ratio(*iwidth as f32 / *iheight as f32);
            true
        }

        WindowEvent::Scroll(_xoffset, yoffset) => {
            if *yoffset < 0.0 {
                camera.set_viewport_height(camera.viewport_height() * 1.1);
            } else {
                camera.set_viewport_height(camera.viewport_height() * 0.9);
            }
            true
        }

        _ => false,
    }
}