pub fn poll_game_events(&mut self) -> Vec<GameEvent> {
        let screen_to_opengl = &mut (self.screen_to_opengl);
        let mut events = Vec::<GameEvent>::new();
        self.event_loop.run_return(|ev, _, control_flow| {
            *control_flow = ControlFlow::Exit;
            if let GLEvent::WindowEvent { event, .. } = ev {
                match event {
                    // Time to close the app?
                    GLWindowEvent::CloseRequested => events.push(GameEvent::Quit),
                    // Mouse moved
                    GLWindowEvent::CursorMoved { position, .. } => {
                        let mouse_pos = screen_to_opengl(position);
                        events.push(GameEvent::MouseMoved {
                            position: mouse_pos,
                        });
                    }
                    // Keyboard button
                    GLWindowEvent::KeyboardInput { input, .. } => {
                        let button_state = match input.state {
                            GLElementState::Pressed => ButtonState::Pressed,
                            GLElementState::Released => ButtonState::Released,
                        };
                        use GLVirtualKeyCode::*;
                        if let Some(vkey) = input.virtual_keycode {
                            match vkey {
                                W | Up | Comma => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Up,
                                }),
                                S | Down | O => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Down,
                                }),
                                A | Left => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Left,
                                }),
                                D | Right | E => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Right,
                                }),
                                Escape => events.push(GameEvent::Quit),
                                Space | Delete => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Action1,
                                }),
                                NumpadEnter | Return => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Action2,
                                }),
                                Tab => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Action3,
                                }),
                                // Equals covers the +/= key.
                                Equals => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Increase,
                                }),
                                // Minus covers the -/_ key.
                                Minus => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Decrease,
                                }),
                                _ => (),
                            }
                        }
                    }
                    GLWindowEvent::MouseInput { state, button, .. } => {
                        let button_state = match state {
                            GLElementState::Pressed => ButtonState::Pressed,
                            GLElementState::Released => ButtonState::Released,
                        };
                        events.push(GameEvent::Button {
                            button_state,
                            button_value: {
                                match button {
                                    GLMouseButton::Left => ButtonValue::Action1,
                                    GLMouseButton::Right => ButtonValue::Action2,
                                    GLMouseButton::Middle | GLMouseButton::Other(_) => {
                                        ButtonValue::Action3
                                    }
                                }
                            },
                        });
                    }
                    _ => (),
                }
            }
        });
        events
    }
/// For convenience this method abstracts all the possible mouse and keyboard events to
/// `GameEvent`s, which are the events we care about for the game.
/// The WASD and arrow keys map to directions, mouse clicks and space bar map to attacks, and
/// the Escape key maps to quitting.  Any number of events could have occurred since we last
/// looked, so a `Vec<GameEvent>` is returned.
For convenience this method abstracts all the possible mouse and keyboard events to
`GameEvent`s, which are the events we care about for the game.
The WASD and arrow keys map to directions, mouse clicks and space bar map to attacks, and
the Escape key maps to quitting.  Any number of events could have occurred since we last
looked, so a `Vec` is returned.
For convenience this method abstracts all the possible mouse and keyboard events to ` GameEvent ` s which are the events we care about for the game . The WASD and arrow keys map to directions mouse clicks and space bar map to attacks and the Escape key maps to quitting . Any number of events could have occurred since we last looked so a ` Vec ` is returned .
pub fn poll_game_events(&mut self) -> Vec<GameEvent> {
        let screen_to_opengl = &mut (self.screen_to_opengl);
        let mut events = Vec::<GameEvent>::new();
        self.event_loop.run_return(|ev, _, control_flow| {
            *control_flow = ControlFlow::Exit;
            if let GLEvent::WindowEvent { event, .. } = ev {
                match event {
                    // Time to close the app?
                    GLWindowEvent::CloseRequested => events.push(GameEvent::Quit),
                    // Mouse moved
                    GLWindowEvent::CursorMoved { position, .. } => {
                        let mouse_pos = screen_to_opengl(position);
                        events.push(GameEvent::MouseMoved {
                            position: mouse_pos,
                        });
                    }
                    // Keyboard button
                    GLWindowEvent::KeyboardInput { input, .. } => {
                        let button_state = match input.state {
                            GLElementState::Pressed => ButtonState::Pressed,
                            GLElementState::Released => ButtonState::Released,
                        };
                        use GLVirtualKeyCode::*;
                        if let Some(vkey) = input.virtual_keycode {
                            match vkey {
                                W | Up | Comma => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Up,
                                }),
                                S | Down | O => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Down,
                                }),
                                A | Left => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Left,
                                }),
                                D | Right | E => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Right,
                                }),
                                Escape => events.push(GameEvent::Quit),
                                Space | Delete => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Action1,
                                }),
                                NumpadEnter | Return => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Action2,
                                }),
                                Tab => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Action3,
                                }),
                                // Equals covers the +/= key.
                                Equals => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Increase,
                                }),
                                // Minus covers the -/_ key.
                                Minus => events.push(GameEvent::Button {
                                    button_state,
                                    button_value: ButtonValue::Decrease,
                                }),
                                _ => (),
                            }
                        }
                    }
                    GLWindowEvent::MouseInput { state, button, .. } => {
                        let button_state = match state {
                            GLElementState::Pressed => ButtonState::Pressed,
                            GLElementState::Released => ButtonState::Released,
                        };
                        events.push(GameEvent::Button {
                            button_state,
                            button_value: {
                                match button {
                                    GLMouseButton::Left => ButtonValue::Action1,
                                    GLMouseButton::Right => ButtonValue::Action2,
                                    GLMouseButton::Middle | GLMouseButton::Other(_) => {
                                        ButtonValue::Action3
                                    }
                                }
                            },
                        });
                    }
                    _ => (),
                }
            }
        });
        events
    }
pub fn poll_game_events ( & mut self ) -> Vec < GameEvent > { let screen_to_opengl = & mut ( self . screen_to_opengl ) ; let mut events = Vec :: < GameEvent > :: new ( ) ; self . event_loop . run_return ( | ev , _ , control_flow | { * control_flow = ControlFlow :: Exit ; if let GLEvent :: WindowEvent { event , .. } = ev { match event { // Time to close the app? GLWindowEvent :: CloseRequested => events . push ( GameEvent :: Quit ) , // Mouse moved GLWindowEvent :: CursorMoved { position , .. } => { let mouse_pos = screen_to_opengl ( position ) ; events . push ( GameEvent :: MouseMoved { position : mouse_pos , } ) ; } // Keyboard button GLWindowEvent :: KeyboardInput { input , .. } => { let button_state = match input . state { GLElementState :: Pressed => ButtonState :: Pressed , GLElementState :: Released => ButtonState :: Released , } ; use GLVirtualKeyCode :: * ; if let Some ( vkey ) = input . virtual_keycode { match vkey { W | Up | Comma => events . push ( GameEvent :: Button { button_state , button_value : ButtonValue :: Up , } ) , S | Down | O => events . push ( GameEvent :: Button { button_state , button_value : ButtonValue :: Down , } ) , A | Left => events . push ( GameEvent :: Button { button_state , button_value : ButtonValue :: Left , } ) , D | Right | E => events . push ( GameEvent :: Button { button_state , button_value : ButtonValue :: Right , } ) , Escape => events . push ( GameEvent :: Quit ) , Space | Delete => events . push ( GameEvent :: Button { button_state , button_value : ButtonValue :: Action1 , } ) , NumpadEnter | Return => events . push ( GameEvent :: Button { button_state , button_value : ButtonValue :: Action2 , } ) , Tab => events . push ( GameEvent :: Button { button_state , button_value : ButtonValue :: Action3 , } ) , // Equals covers the +/= key. Equals => events . push ( GameEvent :: Button { button_state , button_value : ButtonValue :: Increase , } ) , // Minus covers the -/_ key. Minus => events . push ( GameEvent :: Button { button_state , button_value : ButtonValue :: Decrease , } ) , _ => ( ) , } } } GLWindowEvent :: MouseInput { state , button , .. } => { let button_state = match state { GLElementState :: Pressed => ButtonState :: Pressed , GLElementState :: Released => ButtonState :: Released , } ; events . push ( GameEvent :: Button { button_state , button_value : { match button { GLMouseButton :: Left => ButtonValue :: Action1 , GLMouseButton :: Right => ButtonValue :: Action2 , GLMouseButton :: Middle | GLMouseButton :: Other ( _ ) => { ButtonValue :: Action3 } } } , } ) ; } _ => ( ) , } } } ) ; events }
For convenience this method abstracts all the possible mouse and keyboard events to
`GameEvent`s, which are the events we care about for the game.
For convenience this method abstracts all the possible mouse and keyboard events to ` GameEvent ` s which are the events we care about for the game .
&mut self
&mut self