WASM Event Queue
* Refactor the event system in the WASM render engine to serialize the async JavaScript events into a channel, so that queued events are read off serially in the main loop similar to SDL. This fixes keyboard input issues, altho if you type really fast some input keys get lost.
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@ -19,6 +19,11 @@ type Engine struct {
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// Private fields.
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events *events.State
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running bool
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// Event channel. WASM subscribes to events asynchronously using the
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// JavaScript APIs, whereas SDL2 polls the event queue which orders them
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// all up for processing. This channel will order and queue the events.
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queue chan Event
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}
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// New creates the Canvas Engine.
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@ -31,6 +36,7 @@ func New(canvasID string) (*Engine, error) {
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events: events.New(),
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width: canvas.ClientW(),
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height: canvas.ClientH(),
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queue: make(chan Event, 1024),
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}
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return engine, nil
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@ -41,9 +47,10 @@ func (e *Engine) WindowSize() (w, h int) {
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return e.canvas.ClientW(), e.canvas.ClientH()
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}
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// GetTicks returns the current tick count.
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// GetTicks returns the number of milliseconds since the engine started.
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func (e *Engine) GetTicks() uint32 {
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return e.ticks
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ms := time.Since(e.startTime) * time.Millisecond
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return uint32(ms)
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}
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// TO BE IMPLEMENTED...
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@ -7,10 +7,35 @@ import (
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"git.kirsle.net/apps/doodle/pkg/log"
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)
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// EventClass to categorize JavaScript events.
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type EventClass int
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// EventClass values.
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const (
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MouseEvent EventClass = iota
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KeyEvent
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ResizeEvent
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)
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// Event object queues up asynchronous JavaScript events to be processed linearly.
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type Event struct {
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Name string // mouseup, keydown, etc.
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Class EventClass
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// Mouse events.
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X int
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Y int
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LeftClick bool
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RightClick bool
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// Key events.
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KeyName string
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State bool
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Repeat bool
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}
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// AddEventListeners sets up bindings to collect events from the browser.
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func (e *Engine) AddEventListeners() {
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s := e.events
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// Mouse movement.
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e.canvas.Value.Call(
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"addEventListener",
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@ -21,8 +46,12 @@ func (e *Engine) AddEventListeners() {
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y = args[0].Get("pageY").Int()
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)
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s.CursorX.Push(int32(x))
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s.CursorY.Push(int32(y))
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e.queue <- Event{
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Name: "mousemove",
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Class: MouseEvent,
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X: x,
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Y: y,
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}
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return nil
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}),
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)
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@ -42,9 +71,6 @@ func (e *Engine) AddEventListeners() {
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log.Info("Clicked at %d,%d", x, y)
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s.CursorX.Push(int32(x))
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s.CursorY.Push(int32(y))
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// Is a mouse button pressed down?
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checkDown := func(number int) bool {
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if which == number {
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@ -53,8 +79,14 @@ func (e *Engine) AddEventListeners() {
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return false
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}
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s.Button1.Push(checkDown(1))
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s.Button2.Push(checkDown(3))
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e.queue <- Event{
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Name: ev,
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Class: MouseEvent,
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X: x,
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Y: y,
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LeftClick: checkDown(1),
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RightClick: checkDown(3),
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}
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return false
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}),
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)
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@ -71,32 +103,110 @@ func (e *Engine) AddEventListeners() {
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)
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// Keyboard keys
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// js.Global().Get("document").Call(
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// "addEventListener",
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// "keydown",
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// js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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// log.Info("key: %+v", args)
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// var (
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// event = args[0]
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// charCode = event.Get("charCode")
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// key = event.Get("key").String()
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// )
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//
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// switch key {
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// case "Enter":
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// s.EnterKey.Push(true)
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// // default:
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// // s.KeyName.Push(key)
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// }
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//
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// log.Info("keypress: code=%s key=%s", charCode, key)
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//
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// return nil
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// }),
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// )
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for _, ev := range []string{"keydown", "keyup"} {
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ev := ev
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js.Global().Get("document").Call(
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"addEventListener",
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ev,
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js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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var (
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event = args[0]
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key = event.Get("key").String()
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repeat = event.Get("repeat").Bool()
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pressed = ev == "keydown"
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)
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if key == "F3" {
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args[0].Call("preventDefault")
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}
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e.queue <- Event{
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Name: ev,
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Class: KeyEvent,
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KeyName: key,
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Repeat: repeat,
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State: pressed,
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}
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return nil
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}),
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)
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}
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}
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// PollEvent returns the next event in the queue, or null.
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func (e *Engine) PollEvent() *Event {
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select {
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case event := <-e.queue:
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return &event
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default:
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return nil
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}
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return nil
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}
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// Poll for events.
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func (e *Engine) Poll() (*events.State, error) {
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s := e.events
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if e.events.EnterKey.Now {
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log.Info("saw enter key here, good")
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}
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if e.events.KeyName.Now == "h" {
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log.Info("saw letter h here, good")
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}
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for event := e.PollEvent(); event != nil; event = e.PollEvent() {
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switch event.Class {
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case MouseEvent:
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s.CursorX.Push(int32(event.X))
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s.CursorY.Push(int32(event.Y))
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s.Button1.Push(event.LeftClick)
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s.Button2.Push(event.RightClick)
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case KeyEvent:
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switch event.KeyName {
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case "Enter":
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if event.Repeat {
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continue
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}
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if event.State {
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s.EnterKey.Push(true)
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}
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case "F3":
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if event.State {
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s.KeyName.Push("F3")
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}
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case "ArrowUp":
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s.Up.Push(event.State)
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case "ArrowLeft":
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s.Left.Push(event.State)
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case "ArrowRight":
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s.Right.Push(event.State)
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case "ArrowDown":
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s.Down.Push(event.State)
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case "Shift":
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s.ShiftActive.Push(event.State)
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continue
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case "Alt":
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case "Control":
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continue
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case "Backspace":
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if event.State {
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s.KeyName.Push(`\b`)
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}
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default:
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log.Info("default handler, push key %s", event.KeyName)
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if event.State {
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s.KeyName.Push(event.KeyName)
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} else {
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s.KeyName.Push("")
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}
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}
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log.Info("event end, stored key=%s", s.KeyName.Now)
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}
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}
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return e.events, nil
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}
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@ -13,7 +13,7 @@ var (
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DebugWindowEvents = false
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DebugMouseEvents = false
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DebugClickEvents = false
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DebugKeyEvents = false
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DebugKeyEvents = true
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)
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// Poll for events.
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6
pkg/balance/workarounds.go
Normal file
6
pkg/balance/workarounds.go
Normal file
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@ -0,0 +1,6 @@
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package balance
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var (
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// Disable chunk texture caching (SLOW!)
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DisableChunkTextureCache = false
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)
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@ -105,9 +105,18 @@ func (d *Doodle) Run() error {
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start := time.Now() // Record how long this frame took.
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d.ticks++
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if d.ticks%100 == 0 {
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log.Info("...tick...%d", d.ticks)
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}
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// Poll for events.
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ev, err := d.Engine.Poll()
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if ev.EnterKey.Now {
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log.Info("MainLoop sees enter key now")
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}
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if ev.KeyName.Now != "" {
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log.Info("MainLoop sees key %s", ev.KeyName.Now)
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}
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if err != nil {
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log.Error("event poll error: %s", err)
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d.running = false
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@ -74,6 +74,8 @@ func NewChunk() *Chunk {
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// Texture will return a cached texture for the rendering engine for this
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// chunk's pixel data. If the cache is dirty it will be rebuilt in this func.
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//
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// Texture cache can be disabled with balance.DisableChunkTextureCache=true.
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func (c *Chunk) Texture(e render.Engine) render.Texturer {
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if c.texture == nil || c.dirty {
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// Generate the normal bitmap and one with a color mask if applicable.
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@ -8,6 +8,7 @@ import (
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/lib/render/canvas"
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doodle "git.kirsle.net/apps/doodle/pkg"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/log"
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)
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@ -16,6 +17,9 @@ func main() {
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fmt.Printf("Hello world\n")
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// testRawCanvas()
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// Enable workarounds.
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balance.DisableChunkTextureCache = true
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// HTML5 Canvas engine.
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engine, _ := canvas.New("canvas")
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engine.AddEventListeners()
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@ -23,6 +27,8 @@ func main() {
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game := doodle.New(true, engine)
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game.SetupEngine()
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doodle.DebugOverlay = true
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// Manually inform Doodle of the canvas size since it can't control
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// the size on its own.
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w, h := engine.WindowSize()
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