Noah Petherbridge
48fc40ade4
* Add RGBA color blending support in WASM build. * Initial texture caching API for Canvas renderer engine. The WASM build writes the chunk caches as a "data:image/png" base64 URL on the browser's sessionStorage, for access to copy into the Canvas. * Separated the ClickEvent from the MouseEvent (motion) in the WASM event queue system, to allow clicking and dragging. * Added the EscapeKey handler, which will abruptly terminate the WASM application, same as it kills the window in the desktop build. * Optimization fix: I discovered that if the user clicks and holds over a single pixel when drawing a level, repeated Set() operations were firing meaning multiple cache invalidations. Not noticeable on PC but on WebAssembly it crippled the browser. Now if the cursor isn't moving it doesn't do anything.
212 lines
3.9 KiB
Go
212 lines
3.9 KiB
Go
package canvas
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import (
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"syscall/js"
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"git.kirsle.net/apps/doodle/lib/events"
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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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ClickEvent
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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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// Mouse movement.
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e.canvas.Value.Call(
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"addEventListener",
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"mousemove",
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js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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var (
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x = args[0].Get("pageX").Int()
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y = args[0].Get("pageY").Int()
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)
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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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// Mouse clicks.
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for _, ev := range []string{"mouseup", "mousedown"} {
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ev := ev
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e.canvas.Value.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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x = args[0].Get("pageX").Int()
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y = args[0].Get("pageY").Int()
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which = args[0].Get("which").Int()
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)
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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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return ev == "mousedown"
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}
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return false
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}
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e.queue <- Event{
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Name: ev,
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Class: ClickEvent,
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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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}
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// Supress context menu.
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e.canvas.Value.Call(
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"addEventListener",
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"contextmenu",
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js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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args[0].Call("preventDefault")
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return false
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}),
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)
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// Keyboard keys
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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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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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case ClickEvent:
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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 "Escape":
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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.EscapeKey.Push(true)
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}
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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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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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}
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}
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return e.events, nil
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}
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