doodle/lib/render/canvas/events.go
Noah Petherbridge 48fc40ade4 Texture Caching for WASM Canvas Engine
* 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.
2019-06-26 22:44:08 -07:00

212 lines
3.9 KiB
Go

package canvas
import (
"syscall/js"
"git.kirsle.net/apps/doodle/lib/events"
)
// EventClass to categorize JavaScript events.
type EventClass int
// EventClass values.
const (
MouseEvent EventClass = iota
ClickEvent
KeyEvent
ResizeEvent
)
// Event object queues up asynchronous JavaScript events to be processed linearly.
type Event struct {
Name string // mouseup, keydown, etc.
Class EventClass
// Mouse events.
X int
Y int
LeftClick bool
RightClick bool
// Key events.
KeyName string
State bool
Repeat bool
}
// AddEventListeners sets up bindings to collect events from the browser.
func (e *Engine) AddEventListeners() {
// Mouse movement.
e.canvas.Value.Call(
"addEventListener",
"mousemove",
js.FuncOf(func(this js.Value, args []js.Value) interface{} {
var (
x = args[0].Get("pageX").Int()
y = args[0].Get("pageY").Int()
)
e.queue <- Event{
Name: "mousemove",
Class: MouseEvent,
X: x,
Y: y,
}
return nil
}),
)
// Mouse clicks.
for _, ev := range []string{"mouseup", "mousedown"} {
ev := ev
e.canvas.Value.Call(
"addEventListener",
ev,
js.FuncOf(func(this js.Value, args []js.Value) interface{} {
var (
x = args[0].Get("pageX").Int()
y = args[0].Get("pageY").Int()
which = args[0].Get("which").Int()
)
// Is a mouse button pressed down?
checkDown := func(number int) bool {
if which == number {
return ev == "mousedown"
}
return false
}
e.queue <- Event{
Name: ev,
Class: ClickEvent,
X: x,
Y: y,
LeftClick: checkDown(1),
RightClick: checkDown(3),
}
return false
}),
)
}
// Supress context menu.
e.canvas.Value.Call(
"addEventListener",
"contextmenu",
js.FuncOf(func(this js.Value, args []js.Value) interface{} {
args[0].Call("preventDefault")
return false
}),
)
// Keyboard keys
for _, ev := range []string{"keydown", "keyup"} {
ev := ev
js.Global().Get("document").Call(
"addEventListener",
ev,
js.FuncOf(func(this js.Value, args []js.Value) interface{} {
var (
event = args[0]
key = event.Get("key").String()
repeat = event.Get("repeat").Bool()
pressed = ev == "keydown"
)
if key == "F3" {
args[0].Call("preventDefault")
}
e.queue <- Event{
Name: ev,
Class: KeyEvent,
KeyName: key,
Repeat: repeat,
State: pressed,
}
return nil
}),
)
}
}
// PollEvent returns the next event in the queue, or null.
func (e *Engine) PollEvent() *Event {
select {
case event := <-e.queue:
return &event
default:
return nil
}
return nil
}
// Poll for events.
func (e *Engine) Poll() (*events.State, error) {
s := e.events
for event := e.PollEvent(); event != nil; event = e.PollEvent() {
switch event.Class {
case MouseEvent:
s.CursorX.Push(int32(event.X))
s.CursorY.Push(int32(event.Y))
case ClickEvent:
s.CursorX.Push(int32(event.X))
s.CursorY.Push(int32(event.Y))
s.Button1.Push(event.LeftClick)
s.Button2.Push(event.RightClick)
case KeyEvent:
switch event.KeyName {
case "Escape":
if event.Repeat {
continue
}
if event.State {
s.EscapeKey.Push(true)
}
case "Enter":
if event.Repeat {
continue
}
if event.State {
s.EnterKey.Push(true)
}
case "F3":
if event.State {
s.KeyName.Push("F3")
}
case "ArrowUp":
s.Up.Push(event.State)
case "ArrowLeft":
s.Left.Push(event.State)
case "ArrowRight":
s.Right.Push(event.State)
case "ArrowDown":
s.Down.Push(event.State)
case "Shift":
s.ShiftActive.Push(event.State)
continue
case "Alt":
case "Control":
continue
case "Backspace":
if event.State {
s.KeyName.Push(`\b`)
}
default:
if event.State {
s.KeyName.Push(event.KeyName)
} else {
s.KeyName.Push("")
}
}
}
}
return e.events, nil
}