pub fn process_events(
    events: &Receiver<(f64, glfw::WindowEvent)>,
    first_mouse: &mut bool,
    last_x: &mut f32,
    last_y: &mut f32,
    camera: &mut Camera,
) {
    for (_, event) in glfw::flush_messages(events) {
        match event {
            glfw::WindowEvent::FramebufferSize(width, height) => {
                // make sure the viewport matches the new window dimensions; note that width and
                // height will be significantly larger than specified on retina displays.
                unsafe { gl::Viewport(0, 0, width, height) }
            }
            glfw::WindowEvent::CursorPos(xpos, ypos) => {
                let (xpos, ypos) = (xpos as f32, ypos as f32);
                if *first_mouse {
                    *last_x = xpos;
                    *last_y = ypos;
                    *first_mouse = false;
                }

                let xoffset = xpos - *last_x;
                let yoffset = *last_y - ypos; // reversed since y-coordinates go from bottom to top

                *last_x = xpos;
                *last_y = ypos;

                camera.process_mouse_movement(xoffset, yoffset, true);
            }
            glfw::WindowEvent::Scroll(_xoffset, yoffset) => {
                camera.process_mouse_scroll(yoffset as f32);
            }
            _ => {}
        }
    }
}
/// Event processing function as introduced in 1.7.4 (Camera Class) and used in
/// most later tutorials
Event processing function as introduced in 1.7.4 (Camera Class) and used in
most later tutorials
Event processing function as introduced in 1 . 7 . 4 ( Camera Class ) and used in most later tutorials
pub fn process_events(
    events: &Receiver<(f64, glfw::WindowEvent)>,
    first_mouse: &mut bool,
    last_x: &mut f32,
    last_y: &mut f32,
    camera: &mut Camera,
) {
    for (_, event) in glfw::flush_messages(events) {
        match event {
            glfw::WindowEvent::FramebufferSize(width, height) => {
                // make sure the viewport matches the new window dimensions; note that width and
                // height will be significantly larger than specified on retina displays.
                unsafe { gl::Viewport(0, 0, width, height) }
            }
            glfw::WindowEvent::CursorPos(xpos, ypos) => {
                let (xpos, ypos) = (xpos as f32, ypos as f32);
                if *first_mouse {
                    *last_x = xpos;
                    *last_y = ypos;
                    *first_mouse = false;
                }
                let xoffset = xpos - *last_x;
                let yoffset = *last_y - ypos; // reversed since y-coordinates go from bottom to top
                *last_x = xpos;
                *last_y = ypos;
                camera.process_mouse_movement(xoffset, yoffset, true);
            }
            glfw::WindowEvent::Scroll(_xoffset, yoffset) => {
                camera.process_mouse_scroll(yoffset as f32);
            }
            _ => {}
        }
    }
}
pub fn process_events ( events : & Receiver < ( f64 , glfw :: WindowEvent ) > , first_mouse : & mut bool , last_x : & mut f32 , last_y : & mut f32 , camera : & mut Camera , ) { for ( _ , event ) in glfw :: flush_messages ( events ) { match event { glfw :: WindowEvent :: FramebufferSize ( width , height ) => { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. unsafe { gl :: Viewport ( 0 , 0 , width , height ) } } glfw :: WindowEvent :: CursorPos ( xpos , ypos ) => { let ( xpos , ypos ) = ( xpos as f32 , ypos as f32 ) ; if * first_mouse { * last_x = xpos ; * last_y = ypos ; * first_mouse = false ; } let xoffset = xpos - * last_x ; let yoffset = * last_y - ypos ; // reversed since y-coordinates go from bottom to top * last_x = xpos ; * last_y = ypos ; camera . process_mouse_movement ( xoffset , yoffset , true ) ; } glfw :: WindowEvent :: Scroll ( _xoffset , yoffset ) => { camera . process_mouse_scroll ( yoffset as f32 ) ; } _ => { } } } }
Event processing function as introduced in 1.7.4 (Camera Class) and used in
most later tutorials
Event processing function as introduced in 1 . 7 . 4 ( Camera Class ) and used in most later tutorials
events
&Receiver<(f64, glfw::WindowEvent)>
first_mouse
&mut bool
last_x
&mut f32
last_y
&mut f32
camera
&mut Camera
events
&Receiver<(f64, glfw::WindowEvent)>
first_mouse
&mut bool
last_x
&mut f32
last_y
&mut f32
camera
&mut Camera