doodle/pkg/keybind/keybind.go

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// Package keybind centralizes the global hotkey bindings.
//
// Whenever the app would need to query a hotkey like "F3" or "Ctrl-Z"
// is held down, it should use a method in this file. It can be
// expanded later to allow user customizable bindings or something.
//
// NOTE: arrow key and gameplay controls not yet ported to here.
package keybind
import "git.kirsle.net/go/render/event"
// State returns a version of event.State which is domain specific
// to what the game actually cares about.
type State struct {
State *event.State
Shutdown bool // Escape key
Help bool // F1
DebugOverlay bool // F3
DebugCollision bool // F4
Undo bool // Ctrl-Z
Redo bool // Ctrl-Y
NewLevel bool // Ctrl-N
Save bool // Ctrl-S
SaveAs bool // Shift-Ctrl-S
Open bool // Ctrl-O
ZoomIn bool // +
ZoomOut bool // -
ZoomReset bool // 1
Origin bool // 0
GotoPlay bool // p
GotoEdit bool // e
PencilTool bool
LineTool bool
RectTool bool
EllipseTool bool
EraserTool bool
DoodadDropper bool
ShellKey bool
Enter bool
Left bool
Right bool
Up bool
Down bool
Use bool
}
// FromEvent converts a render.Event readout of the current keys
// being pressed but formats them in the way the game uses them.
// For example, WASD and arrow keys both move the player and the
// game only cares which direction.
func FromEvent(ev *event.State) State {
return State{
State: ev,
Shutdown: Shutdown(ev),
Help: Help(ev),
DebugOverlay: DebugOverlay(ev),
DebugCollision: DebugCollision(ev), // F4
Undo: Undo(ev), // Ctrl-Z
Redo: Redo(ev), // Ctrl-Y
NewLevel: NewLevel(ev), // Ctrl-N
Save: Save(ev), // Ctrl-S
SaveAs: SaveAs(ev), // Shift-Ctrl-S
Open: Open(ev), // Ctrl-O
ZoomIn: ZoomIn(ev), // +
ZoomOut: ZoomOut(ev), // -
ZoomReset: ZoomReset(ev), // 1
Origin: Origin(ev), // 0
GotoPlay: GotoPlay(ev), // p
GotoEdit: GotoEdit(ev), // e
PencilTool: PencilTool(ev),
LineTool: LineTool(ev),
RectTool: RectTool(ev),
EllipseTool: EllipseTool(ev),
EraserTool: EraserTool(ev),
DoodadDropper: DoodadDropper(ev),
ShellKey: ShellKey(ev),
Enter: Enter(ev),
Left: Left(ev),
Right: Right(ev),
Up: Up(ev),
Down: Down(ev),
Use: Use(ev),
}
}
// Shutdown (Escape) signals the game to start closing down.
func Shutdown(ev *event.State) bool {
return ev.Escape
}
// Help (F1) can be checked one time.
func Help(ev *event.State) bool {
result := ev.KeyDown("F1")
ev.SetKeyDown("F1", false)
return result
}
// DebugOverlay (F3) can be checked one time.
func DebugOverlay(ev *event.State) bool {
result := ev.KeyDown("F3")
ev.SetKeyDown("F3", false)
return result
}
// DebugCollision (F4) can be checked one time.
func DebugCollision(ev *event.State) bool {
result := ev.KeyDown("F4")
ev.SetKeyDown("F4", false)
return result
}
// CloseTopmostWindow (Backspace)
func CloseTopmostWindow(ev *event.State) bool {
result := ev.KeyDown(`\b`)
ev.SetKeyDown(`\b`, false)
return result
}
// CloseAllWindows (Shift+Backspace)
func CloseAllWindows(ev *event.State) bool {
result := ev.KeyDown(`\b`) && ev.Shift
if result {
ev.SetKeyDown(`\b`, false)
}
return result
}
// NewViewport (V)
func NewViewport(ev *event.State) bool {
result := ev.KeyDown("v")
if result {
ev.SetKeyDown("v", false)
}
return result
}
// Undo (Ctrl-Z)
func Undo(ev *event.State) bool {
return ev.Ctrl && ev.KeyDown("z")
}
// Redo (Ctrl-Y)
func Redo(ev *event.State) bool {
return ev.Ctrl && ev.KeyDown("y")
}
// New Level (Ctrl-N)
func NewLevel(ev *event.State) bool {
return ev.Ctrl && ev.KeyDown("n")
}
// Save (Ctrl-S)
func Save(ev *event.State) bool {
var result = ev.Ctrl && ev.KeyDown("s")
if result {
ev.SetKeyDown("s", false)
}
return result
}
// SaveAs (Shift-Ctrl-S)
func SaveAs(ev *event.State) bool {
return ev.Ctrl && ev.Shift && ev.KeyDown("s")
}
// Open (Ctrl-O)
func Open(ev *event.State) bool {
return ev.Ctrl && ev.KeyDown("o")
}
// ZoomIn (+)
func ZoomIn(ev *event.State) bool {
return ev.KeyDown("=") || ev.KeyDown("+")
}
// ZoomOut (-)
func ZoomOut(ev *event.State) bool {
return ev.KeyDown("-")
}
// ZoomReset (1)
func ZoomReset(ev *event.State) bool {
return ev.KeyDown("1")
}
// Origin (0) -- scrolls the canvas back to 0,0 in Editor Mode.
func Origin(ev *event.State) bool {
return ev.KeyDown("0")
}
// GotoPlay (P) play tests the current level in the editor.
func GotoPlay(ev *event.State) bool {
return ev.KeyDown("p")
}
// GotoEdit (E) opens the current played level in Edit Mode, if the
// player has come from the editor originally.
func GotoEdit(ev *event.State) bool {
return ev.KeyDown("e")
}
// LineTool (L) selects the Line Tool in the editor.
func LineTool(ev *event.State) bool {
return ev.KeyDown("l")
}
// PencilTool (F) selects the freehand pencil tool in the editor.
// GotoPlay (P) play tests the current level in the editor.
func PencilTool(ev *event.State) bool {
return ev.KeyDown("f")
}
// RectTool (R) selects the rectangle in the editor.
func RectTool(ev *event.State) bool {
return ev.KeyDown("r")
}
// EllipseTool (C) selects this tool in the editor.
func EllipseTool(ev *event.State) bool {
return ev.KeyDown("c")
}
// EraserTool (X) selects this tool in the editor.
func EraserTool(ev *event.State) bool {
return ev.KeyDown("x")
}
// DoodadDropper (D) opens the doodad dropper in the editor.
func DoodadDropper(ev *event.State) bool {
return ev.KeyDown("q")
}
// ShellKey (`) opens the developer console.
func ShellKey(ev *event.State) bool {
v := ev.KeyDown("`")
ev.SetKeyDown("`", false)
return v
}
// Enter key.
func Enter(ev *event.State) bool {
v := ev.Enter
ev.Enter = false
return v
}
// Shift key.
func Shift(ev *event.State) bool {
return ev.Shift
}
// Left arrow.
func Left(ev *event.State) bool {
return ev.Left || ev.KeyDown("a")
}
// Right arrow.
func Right(ev *event.State) bool {
return ev.Right || ev.KeyDown("d")
}
// Up arrow.
func Up(ev *event.State) bool {
return ev.Up || ev.KeyDown("w")
}
// Down arrow.
func Down(ev *event.State) bool {
return ev.Down || ev.KeyDown("s")
}
// "Use" button.
func Use(ev *event.State) bool {
return ev.Space || ev.KeyDown("q")
}
// MiddleClick of the mouse for panning the level.
func MiddleClick(ev *event.State) bool {
return ev.Button2
}