pub fn process_events(
    event: &WindowEvent,
    first_mouse: &mut bool,
    last_x: &mut f32,
    last_y: &mut f32,
    camera: &mut Camera,
) {
    match event {
        WindowEvent::Resized(physical_size) => {
            // make sure the viewport matches the new window dimensions; note that width and
            // height will be significantly larger than specified on retina displays.
            gl::viewport(0, 0, physical_size.width as i32, physical_size.height as i32);
        }
        WindowEvent::CursorMoved { position, .. } => {
            let (xpos, ypos) = (position.x as f32, position.y 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);
        }
        WindowEvent::MouseWheel {
            delta: MouseScrollDelta::PixelDelta(ph),
            ..
        } => {
            let yoffset = ph.y as f32;
            camera.process_mouse_scroll(yoffset as f32);
        }
        WindowEvent::MouseWheel {
            delta: MouseScrollDelta::LineDelta(_rows, lines),
            ..
        } => {
            let yoffset = lines * 3.0;
            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(
    event: &WindowEvent,
    first_mouse: &mut bool,
    last_x: &mut f32,
    last_y: &mut f32,
    camera: &mut Camera,
) {
    match event {
        WindowEvent::Resized(physical_size) => {
            // make sure the viewport matches the new window dimensions; note that width and
            // height will be significantly larger than specified on retina displays.
            gl::viewport(0, 0, physical_size.width as i32, physical_size.height as i32);
        }
        WindowEvent::CursorMoved { position, .. } => {
            let (xpos, ypos) = (position.x as f32, position.y 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);
        }
        WindowEvent::MouseWheel {
            delta: MouseScrollDelta::PixelDelta(ph),
            ..
        } => {
            let yoffset = ph.y as f32;
            camera.process_mouse_scroll(yoffset as f32);
        }
        WindowEvent::MouseWheel {
            delta: MouseScrollDelta::LineDelta(_rows, lines),
            ..
        } => {
            let yoffset = lines * 3.0;
            camera.process_mouse_scroll(yoffset as f32);
        }
        _ => {}
    }
}
pub fn process_events ( event : & WindowEvent , first_mouse : & mut bool , last_x : & mut f32 , last_y : & mut f32 , camera : & mut Camera , ) { match event { WindowEvent :: Resized ( physical_size ) => { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. gl :: viewport ( 0 , 0 , physical_size . width as i32 , physical_size . height as i32 ) ; } WindowEvent :: CursorMoved { position , .. } => { let ( xpos , ypos ) = ( position . x as f32 , position . y 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 ) ; } WindowEvent :: MouseWheel { delta : MouseScrollDelta :: PixelDelta ( ph ) , .. } => { let yoffset = ph . y as f32 ; camera . process_mouse_scroll ( yoffset as f32 ) ; } WindowEvent :: MouseWheel { delta : MouseScrollDelta :: LineDelta ( _rows , lines ) , .. } => { let yoffset = lines * 3.0 ; 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
&WindowEvent
first_mouse
&mut bool
last_x
&mut f32
last_y
&mut f32
camera
&mut Camera
event
&WindowEvent
first_mouse
&mut bool
last_x
&mut f32
last_y
&mut f32
camera
&mut Camera