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use rin_window as window;
use rin_math as math;
use rin_gl as gl;

use std::path::PathBuf;

/// Trait to be implemented by applications that want to run
/// under through an Application object
///
/// All methods in this trait are optional but without implementing them
/// an application will do nothing
#[cfg(not(target_os="android"))]
pub trait ApplicationCallbacks{
    /// Usually update the world here. Change the position of the objects,
    /// update colors...
    fn update(&mut self, _delta: f64, _gl: &gl::Renderer, _window: &mut window::Window){}

    /// Render the world. Usually nothing should be changed from here
    /// but the call is &mut to make things easier in some cases
    fn draw(&mut self, _gl: &gl::Renderer, _window: &window::Window){}

    fn handle_event(&mut self, _gl: &gl::Renderer, _window: &window::Window, event: &window::Event){
        match *event{
            window::Event::KeyPressed{key, mods, repeat}	    => {self.key_pressed(key,mods,repeat);},
            window::Event::KeyReleased{key}     => {self.key_released(key);}
            window::Event::MouseMoved{pos}        => {self.mouse_moved(pos);}
            window::Event::MousePressed{pos,button,mods}   => {self.mouse_pressed(pos,button,mods);}
            window::Event::MouseReleased{pos,button,mods}  => {self.mouse_released(pos,button,mods);}
            window::Event::WindowMoved{pos}       => {self.window_moved(pos);}
            window::Event::WindowResized{size}    => {self.window_resized(size);}
            window::Event::Scroll{scroll}         => {self.scroll(scroll);}
            window::Event::WindowClosing          => {self.window_closing();}
            _ => {}
        }
    }

    /// A key was pressed
    fn key_pressed(&mut self, _key: window::Key, _mods: window::KeyModifiers, _repeat: bool){}

    /// A kre was released
    fn key_released(&mut self, _key: window::Key){}

    /// The mouse was moved
    fn mouse_moved(&mut self, _pos: math::Pnt2<f64>){}

    /// A mouse button was pressed
    fn mouse_pressed(&mut self, _pos: math::Pnt2<f64>, _button: window::MouseButton, _mods: window::KeyModifiers){}

    /// A mouse button was released
    fn mouse_released(&mut self, _pos: math::Pnt2<f64>, _button: window::MouseButton, _mods: window::KeyModifiers){}

    /// The window was moved
    fn window_moved(&mut self, _pos: math::Pnt2<i32>){}

    /// The window was resized
    fn window_resized(&mut self, _size: math::Vec2<i32>){}

    /// The mouse wheel was scrolled
    fn scroll(&mut self, _scroll: math::Vec2<f64>){}

    /// The window will close next
    fn window_closing(&mut self){}

    /// A file was droppped on this window
    fn dropped(&mut self, _paths: &[PathBuf]){}
}

#[cfg(target_os="android")]
pub trait ApplicationCallbacks: window::LifeCycleListener + window::GLReadyListener{
    fn update<R: RendererMut>(&mut self, _frame_time_s: f64, gl: &mut R){}
    fn draw<R: RendererMut>(&mut self, gl: &mut R){}

    fn key_pressed(&mut self, _key: window::Key){}
    fn key_released(&mut self, _key: window::Key){}

    fn mouse_moved(&mut self, _pos: math::Pnt2<f64>){}
    fn mouse_pressed(&mut self, _pos: math::Pnt2<f64>, _button: window::MouseButton){}
    fn mouse_released(&mut self, _pos: math::Pnt2<f64>, _button: window::MouseButton){}

    fn window_moved(&mut self, _pos: math::Pnt2<i32>){}
    fn window_resized(&mut self, _size: math::Vec2<i32>){}

    fn scroll(&mut self, _scroll: math::Vec2<f64>){}

    fn window_closing(&mut self){}
    fn dropped(&mut self, paths: &[PathBuf]){}
}