Update from glutin 0.21.x fork to glutin 0.22.0-alpha5 and corresponding
compatible version of winit. This removes our custom temporary wasm_stub
branches, back to mainline glutin and winit, and is a step towards WebAssembly
compatibility, most importantly merging the game loop and event loops as
required by winit _which now supports wasm_. Not yet functional on the web
because other web dependencies have to be added, see #171 and #34, but native
functionality is preserved.
* Update for 0.22 glutin API changes:
* Move game logic into event loop, run() replacing poll_events()
* Specify fullscreen Borderless mode
* Pass generic parameter of Event through handle_window_event
* hidpi_factor() replaces get_hidpi_factor()
* with_inner_size() replaces with_dimensions()
* No longer need to unwrap() LogicalSize
* set_cursor_grab/visible() replaces grab/hide_cursor()
* Fix modifiers deprecated warnings by destructuring only event fields we use, ignoring the rest with '..'
* Remove unnecessary mutability from events_loop
* Listen for ModifiersChanged event, fixing deprecated modifiers field
* Change to stdweb for web backend, replacing web-sys
* Pin to glutin =0.22.0-alpha5 and winit =0.20.0-alpha6
* Add glutin dependency
* Create a glutin window
* Use the glutin window, basics work
* Store DPI factor on game object, update on Resized
* Use physical size for rendering only. Fixes UI scaled too small
Fixes https://github.com/iceiix/steven/pull/35#issuecomment-442683373
See also https://github.com/iceiix/steven/issues/22
* Begin adding mouse input events
* Listen for DeviceEvents
* Call hover_at on mouse motion
* Listen for CursorMoved window event, hovering works
Glutin has separate WindowEvent::CursorMoved and
DeviceEvent::MouseMotion events, for absolute cursor and relative mouse
motion, respectively, instead of SDL's Event::MouseMotion for both.
* Use tuple pattern matching instead of nested if for MouseInput
* Implement left clicking
* Use grab_cursor() to capture the cursor
* Hide the cursor when grabbing
* Implement MouseWheel event
* Listen for keyboard input, escape key release
* Keyboard input: console toggling, glutin calls backquote 'grave'
* Implement fullscreen in glutin, updates https://github.com/iceiix/steven/pull/31
* Update settings for glutin VirtualKeyCode
* Keyboard controls (note: must clear conf.cfg to use correct bindings)
* Move DeviceEvent match arm up higher for clarity
* Remove SDL
* Pass physical dimensions to renderer tick so blit_framebuffer can use full size but the ui is still sized logically.
* Listen for DeviceEvent::Text
* Implement text input using ReceivedCharacter window event, works
https://github.com/iceiix/steven/pull/35#issuecomment-443247267
* Request specific version of OpenGL, version 3.2
* Request OpenGL 3.2 but fallback to OpenGL ES 2.0 if available (not tested)
* Set core profile and depth 24-bits, stencil 0-bits
* Allow changing vsync, but require restarting (until https://github.com/tomaka/glutin/issues/693)
* Clarify specific Rust version requirement
* Import glutin::* in handle_window_event() to avoid overly repetitive code
* Linux in VM fix: manually calculate delta in MouseMotion
For the third issue on https://github.com/iceiix/steven/pull/35#issuecomment-443084458https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM
* Heuristic to detect absolute/relative MouseMotion from delta:(xrel, yrel); use a higher scaling factor
* Add clipboard pasting with clipboard crate instead of sdl2
https://github.com/iceiix/steven/pull/35#issuecomment-443307295