use crate::Hand;
use crate::Input;
use crate::JointFrame;
use crate::Native;
use euclid::RigidTransform3D;
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
pub struct InputId(pub u32);
#[derive(Copy, Clone, Debug)]
#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
pub enum Handedness {
None,
Left,
Right,
}
#[derive(Copy, Clone, Debug)]
#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
pub enum TargetRayMode {
Gaze,
TrackedPointer,
Screen,
TransientPointer,
}
#[derive(Clone, Debug)]
#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
pub struct InputSource {
pub handedness: Handedness,
pub target_ray_mode: TargetRayMode,
pub id: InputId,
pub supports_grip: bool,
pub hand_support: Option<Hand<()>>,
pub profiles: Vec<String>,
}
#[derive(Clone, Debug)]
#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
pub struct InputFrame {
pub id: InputId,
pub target_ray_origin: Option<RigidTransform3D<f32, Input, Native>>,
pub grip_origin: Option<RigidTransform3D<f32, Input, Native>>,
pub pressed: bool,
pub hand: Option<Box<Hand<JointFrame>>>,
pub squeezed: bool,
pub button_values: Vec<f32>,
pub axis_values: Vec<f32>,
pub input_changed: bool,
}
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
pub enum SelectEvent {
Start,
End,
Select,
}
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
pub enum SelectKind {
Select,
Squeeze,
}