When the UI consumes an input, don't send it to the game

This commit is contained in:
2025-02-15 18:33:18 -05:00
parent ebe444870f
commit ba15dc77ae
3 changed files with 53 additions and 41 deletions
+32 -27
View File
@@ -130,19 +130,23 @@ impl ApplicationHandler<UserEvent> for Application {
return;
};
let viewport_id = viewport.id();
match &event {
WindowEvent::KeyboardInput { event, .. } => {
self.controllers.handle_key_event(event);
viewport.app.handle_key_event(event);
}
WindowEvent::Focused(new_focused) => {
self.focused = new_focused.then_some(viewport_id);
}
_ => {}
}
let mut queue_redraw = false;
let mut inactive_viewports = HashSet::new();
match viewport.on_window_event(event) {
let (consumed, action) = viewport.on_window_event(&event);
if !consumed {
match event {
WindowEvent::KeyboardInput { event, .. } => {
if !viewport.app.handle_key_event(&event) {
self.controllers.handle_key_event(&event);
}
}
WindowEvent::Focused(new_focused) => {
self.focused = new_focused.then_some(viewport_id);
}
_ => {}
}
}
match action {
Some(Action::Redraw) => {
for viewport in self.viewports.values_mut() {
match viewport.redraw(event_loop) {
@@ -194,15 +198,16 @@ impl ApplicationHandler<UserEvent> for Application {
fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent) {
match event {
UserEvent::GamepadEvent(event) => {
self.controllers.handle_gamepad_event(&event);
let Some(viewport) = self
if let Some(viewport) = self
.focused
.as_ref()
.and_then(|id| self.viewports.get_mut(id))
else {
return;
};
viewport.app.handle_gamepad_event(&event);
{
if viewport.app.handle_gamepad_event(&event) {
return;
}
}
self.controllers.handle_gamepad_event(&event);
}
UserEvent::OpenAbout => {
let about = AboutWindow;
@@ -388,8 +393,8 @@ impl Viewport {
self.app.viewport_id()
}
pub fn on_window_event(&mut self, event: WindowEvent) -> Option<Action> {
let response = self.state.on_window_event(&self.window, &event);
pub fn on_window_event(&mut self, event: &WindowEvent) -> (bool, Option<Action>) {
let response = self.state.on_window_event(&self.window, event);
egui_winit::update_viewport_info(
&mut self.info,
self.state.egui_ctx(),
@@ -397,22 +402,22 @@ impl Viewport {
false,
);
match event {
let action = match event {
WindowEvent::RedrawRequested => Some(Action::Redraw),
WindowEvent::CloseRequested => Some(Action::Close),
WindowEvent::Resized(size) => {
let (Some(width), Some(height)) =
if let (Some(width), Some(height)) =
(NonZero::new(size.width), NonZero::new(size.height))
else {
return None;
};
self.painter
.on_window_resized(ViewportId::ROOT, width, height);
{
self.painter
.on_window_resized(ViewportId::ROOT, width, height);
}
None
}
_ if response.repaint => Some(Action::Redraw),
_ => None,
}
};
(response.consumed, action)
}
fn redraw(&mut self, event_loop: &ActiveEventLoop) -> Option<Action> {