Some initial pixel drawing with the mouse

chunks
Noah 2017-10-26 19:26:54 -07:00
parent 8c884d4cab
commit 33e8cff79f
3 changed files with 202 additions and 15 deletions

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@ -31,4 +31,4 @@ test:
# `make clean` cleans everything up.
.PHONY: clean
clean:
rm -rf bin dist
rm -rf bin dist

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@ -2,6 +2,7 @@ package main
import (
"flag"
"runtime"
"github.com/kirsle/doodle"
)
@ -19,8 +20,9 @@ func init() {
}
func main() {
runtime.LockOSThread()
flag.Parse()
app := doodle.New(debug)
_ = app
app.Run()
}

211
doodle.go
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@ -1,6 +1,10 @@
package doodle
import "github.com/veandco/go-sdl2/sdl"
import (
"fmt"
"github.com/veandco/go-sdl2/sdl"
)
// Version number.
const Version = "0.0.0-alpha"
@ -9,19 +13,44 @@ const Version = "0.0.0-alpha"
type Doodle struct {
Debug bool
running bool
events EventState
width int
height int
window *sdl.Window
surface *sdl.Surface
renderer *sdl.Renderer
}
// EventState keeps track of important events.
type EventState struct {
CursorX int32
CursorY int32
LastX int32
LastY int32
LeftClick bool
LastLeft bool
RightClick bool
LastRight bool
}
// New initializes the game object.
func New(debug bool) *Doodle {
d := &Doodle{
Debug: debug,
Debug: debug,
running: true,
width: 800,
height: 600,
}
return d
}
// Run initializes SDL and starts the main loop.
func (d *Doodle) Run() error {
// Initialize SDL.
if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil {
panic(err)
return err
}
defer sdl.Quit()
@ -30,30 +59,186 @@ func New(debug bool) *Doodle {
"Doodle v"+Version,
sdl.WINDOWPOS_CENTERED,
sdl.WINDOWPOS_CENTERED,
800,
600,
d.width,
d.height,
sdl.WINDOW_SHOWN,
)
if err != nil {
panic(err)
return err
}
defer window.Destroy()
d.window = window
surface, err := window.GetSurface()
// Blank out the window in white.
renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED)
if err != nil {
panic(err)
}
d.renderer = renderer
defer renderer.Destroy()
for i := 0; i < 10; i++ {
d.Loop()
// renderer.Clear()
// rect := sdl.Rect{
// X: 0,
// Y: 0,
// W: 800,
// H: 600,
// }
// renderer.SetDrawColor(0, 0, 0, 255)
// renderer.FillRect(&rect)
//
// renderer.SetDrawColor(0, 255, 0, 255)
// renderer.DrawPoint(10*i, 10*i)
//
// renderer.Present()
//
// sdl.Delay(250)
}
for d.running {
err = d.Loop()
if err != nil {
return err
}
}
// surface, err := window.GetSurface()
// if err != nil {
// panic(err)
// }
// d.surface = surface
//
// rect := sdl.Rect{
// X: 0,
// Y: 0,
// W: 200,
// H: 200,
// }
// surface.FillRect(&rect, 0xffff0000)
// window.UpdateSurface()
//
// sdl.Delay(2500)
return nil
}
// TODO: not a global
type Pixel struct {
start bool
x int32
y int32
}
var pixelHistory []Pixel
// Loop runs one loop of the game engine.
func (d *Doodle) Loop() error {
// Poll for events.
d.PollEvents()
d.renderer.Clear()
rect := sdl.Rect{
X: 0,
Y: 0,
W: 200,
H: 200,
W: 800,
H: 600,
}
surface.FillRect(&rect, 0xffff0000)
window.UpdateSurface()
d.renderer.SetDrawColor(255, 255, 255, 255)
d.renderer.FillRect(&rect)
sdl.Delay(2500)
// Clicking? Log all the pixels while doing so.
if d.events.LeftClick {
fmt.Printf("Pixel at %dx%d\n", d.events.CursorX, d.events.CursorY)
pixel := Pixel{
start: d.events.LeftClick && !d.events.LastLeft,
x: d.events.CursorX,
y: d.events.CursorY,
}
pixelHistory = append(pixelHistory, pixel)
}
return d
// Colorize all those pixels.
d.renderer.SetDrawColor(0, 0, 0, 255)
for i, pixel := range pixelHistory {
fmt.Printf("Draw: %v\n", pixel)
if pixel.start == false && i > 0 {
start := pixelHistory[i-1]
fmt.Printf("Line from %dx%d -> %dx%d\n", start.x, start.y, pixel.x, pixel.y)
d.renderer.DrawLine(
int(start.x),
int(start.y),
int(pixel.x),
int(pixel.y),
)
} else {
d.renderer.DrawPoint(
int(pixel.x), int(pixel.y),
)
}
// d.renderer.FillRect(&sdl.Rect{pixel.x, pixel.y, 10, 10})
}
d.renderer.Present()
sdl.Delay(1000 / 60)
return nil
}
// PollEvents checks for keyboard/mouse/etc. events.
func (d *Doodle) PollEvents() {
for {
event := sdl.PollEvent()
if event == nil {
break
}
// Handle the event.
switch t := event.(type) {
case *sdl.QuitEvent:
d.running = false
case *sdl.MouseMotionEvent:
fmt.Printf("[%d ms] MouseMotion type:%d id:%d x:%d y:%d xrel:%d yrel:%d\n",
t.Timestamp, t.Type, t.Which, t.X, t.Y, t.XRel, t.YRel,
)
d.events.LastX = d.events.CursorX
d.events.LastY = d.events.CursorY
d.events.CursorX = t.X
d.events.CursorY = t.Y
case *sdl.MouseButtonEvent:
fmt.Printf("[%d ms] MouseButton type:%d id:%d x:%d y:%d button:%d state:%d\n",
t.Timestamp, t.Type, t.Which, t.X, t.Y, t.Button, t.State,
)
d.events.LastX = d.events.CursorX
d.events.LastY = d.events.CursorY
d.events.CursorX = t.X
d.events.CursorY = t.Y
d.events.LastLeft = d.events.LeftClick
d.events.LastRight = d.events.RightClick
// Clicking?
if t.Button == 1 {
if t.State == 1 && d.events.LeftClick == false {
d.events.LeftClick = true
} else if t.State == 0 && d.events.LeftClick == true {
d.events.LeftClick = false
}
}
d.events.RightClick = t.Button == 3 && t.State == 1
case *sdl.MouseWheelEvent:
fmt.Printf("[%d ms] MouseWheel type:%d id:%d x:%d y:%d\n",
t.Timestamp, t.Type, t.Which, t.X, t.Y,
)
case *sdl.KeyDownEvent:
fmt.Printf("[%d ms] Keyboard type:%d sym:%c modifiers:%d state:%d repeat:%d\n",
t.Timestamp, t.Type, t.Keysym.Sym, t.Keysym.Mod, t.State, t.Repeat,
)
case *sdl.KeyUpEvent:
fmt.Printf("[%d ms] Keyboard type:%d sym:%c modifiers:%d state:%d repeat:%d\n",
t.Timestamp, t.Type, t.Keysym.Sym, t.Keysym.Mod, t.State, t.Repeat,
)
}
}
}