pub fn default_camera_controls(
    camera: &mut OrthoCamera,
    event: &glfw::WindowEvent,
) -> bool {
    use glfw::{Action, Key, WindowEvent};

    let step_h = na::Vector2::new(camera.viewport_width() * 0.1, 0.0);
    let step_v = na::Vector2::new(0.0, camera.viewport_height() * 0.1);
    let pos = camera.world_position();

    match event {
        WindowEvent::Key(Key::Left, _, Action::Release, _)
        | WindowEvent::Key(Key::A, _, Action::Release, _) => {
            camera.set_world_position(&(pos - step_h));
            true
        }

        WindowEvent::Key(Key::Right, _, Action::Release, _)
        | WindowEvent::Key(Key::D, _, Action::Release, _) => {
            camera.set_world_position(&(pos + step_h));
            true
        }

        WindowEvent::Key(Key::Up, _, Action::Release, _)
        | WindowEvent::Key(Key::W, _, Action::Release, _) => {
            camera.set_world_position(&(pos + step_v));
            true
        }

        WindowEvent::Key(Key::Down, _, Action::Release, _)
        | WindowEvent::Key(Key::S, _, Action::Release, _) => {
            camera.set_world_position(&(pos - step_v));
            true
        }

        WindowEvent::Size(iwidth, iheight) => {
            camera.set_aspect_ratio(*iwidth as f32 / *iheight as f32);
            true
        }

        WindowEvent::Scroll(_xoffset, yoffset) => {
            if *yoffset < 0.0 {
                camera.set_viewport_height(camera.viewport_height() * 1.1);
            } else {
                camera.set_viewport_height(camera.viewport_height() * 0.9);
            }
            true
        }

        _ => false,
    }
}
/// A really simple input handler for a camera which _just works_ for a demo.
///
/// Real applications will almost certainly prefer a more refined camera
/// controller which provides a more smooth experience.
///
/// Returns `true` when the camera has been changed in some way. Often this is
/// used to trigger a matrix update for the graphics subsystem.
A really simple input handler for a camera which _just works_ for a demo.
Real applications will almost certainly prefer a more refined camera
controller which provides a more smooth experience.

Returns `true` when the camera has been changed in some way. Often this is
used to trigger a matrix update for the graphics subsystem.
A really simple input handler for a camera which _just works_ for a demo . Real applications will almost certainly prefer a more refined camera controller which provides a more smooth experience . Returns ` true ` when the camera has been changed in some way . Often this is used to trigger a matrix update for the graphics subsystem .
pub fn default_camera_controls(
    camera: &mut OrthoCamera,
    event: &glfw::WindowEvent,
) -> bool {
    use glfw::{Action, Key, WindowEvent};
    let step_h = na::Vector2::new(camera.viewport_width() * 0.1, 0.0);
    let step_v = na::Vector2::new(0.0, camera.viewport_height() * 0.1);
    let pos = camera.world_position();
    match event {
        WindowEvent::Key(Key::Left, _, Action::Release, _)
        | WindowEvent::Key(Key::A, _, Action::Release, _) => {
            camera.set_world_position(&(pos - step_h));
            true
        }
        WindowEvent::Key(Key::Right, _, Action::Release, _)
        | WindowEvent::Key(Key::D, _, Action::Release, _) => {
            camera.set_world_position(&(pos + step_h));
            true
        }
        WindowEvent::Key(Key::Up, _, Action::Release, _)
        | WindowEvent::Key(Key::W, _, Action::Release, _) => {
            camera.set_world_position(&(pos + step_v));
            true
        }
        WindowEvent::Key(Key::Down, _, Action::Release, _)
        | WindowEvent::Key(Key::S, _, Action::Release, _) => {
            camera.set_world_position(&(pos - step_v));
            true
        }
        WindowEvent::Size(iwidth, iheight) => {
            camera.set_aspect_ratio(*iwidth as f32 / *iheight as f32);
            true
        }
        WindowEvent::Scroll(_xoffset, yoffset) => {
            if *yoffset < 0.0 {
                camera.set_viewport_height(camera.viewport_height() * 1.1);
            } else {
                camera.set_viewport_height(camera.viewport_height() * 0.9);
            }
            true
        }
        _ => false,
    }
}
pub fn default_camera_controls ( camera : & mut OrthoCamera , event : & glfw :: WindowEvent , ) -> bool { use glfw :: { Action , Key , WindowEvent } ; let step_h = na :: Vector2 :: new ( camera . viewport_width ( ) * 0.1 , 0.0 ) ; let step_v = na :: Vector2 :: new ( 0.0 , camera . viewport_height ( ) * 0.1 ) ; let pos = camera . world_position ( ) ; match event { WindowEvent :: Key ( Key :: Left , _ , Action :: Release , _ ) | WindowEvent :: Key ( Key :: A , _ , Action :: Release , _ ) => { camera . set_world_position ( & ( pos - step_h ) ) ; true } WindowEvent :: Key ( Key :: Right , _ , Action :: Release , _ ) | WindowEvent :: Key ( Key :: D , _ , Action :: Release , _ ) => { camera . set_world_position ( & ( pos + step_h ) ) ; true } WindowEvent :: Key ( Key :: Up , _ , Action :: Release , _ ) | WindowEvent :: Key ( Key :: W , _ , Action :: Release , _ ) => { camera . set_world_position ( & ( pos + step_v ) ) ; true } WindowEvent :: Key ( Key :: Down , _ , Action :: Release , _ ) | WindowEvent :: Key ( Key :: S , _ , Action :: Release , _ ) => { camera . set_world_position ( & ( pos - step_v ) ) ; true } WindowEvent :: Size ( iwidth , iheight ) => { camera . set_aspect_ratio ( * iwidth as f32 / * iheight as f32 ) ; true } WindowEvent :: Scroll ( _xoffset , yoffset ) => { if * yoffset < 0.0 { camera . set_viewport_height ( camera . viewport_height ( ) * 1.1 ) ; } else { camera . set_viewport_height ( camera . viewport_height ( ) * 0.9 ) ; } true } _ => false , } }
A really simple input handler for a camera which _just works_ for a demo.
A really simple input handler for a camera which _just works_ for a demo .
camera
&mut OrthoCamera
event
&glfw::WindowEvent