doodle/render/sdl/sdl.go
Noah Petherbridge 602273aa16 Add ui.Supervisor for Widget Event Handling
The Buttons can now be managed by a ui.Supervisor and be notified when
the mouse enters or leaves their bounding box and handle click events.

Current event handlers supported:
* MouseOver
* MouseOut
* MouseDown
* MouseUp
* Click

Each of those events are only fired when the state of the event has
changed, i.e. the first time the mouse enters the widget MouseOver is
called and then when the mouse leaves later, MouseOut is called.

A completed click event (mouse was released while pressed and hovering
the button) triggers both MouseOut and Click, so the button can pop
itself out and also run the click handler.
2018-07-25 20:25:02 -07:00

227 lines
5.0 KiB
Go

// Package sdl provides an SDL2 renderer for Doodle.
package sdl
import (
"errors"
"time"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/render"
"github.com/veandco/go-sdl2/sdl"
"github.com/veandco/go-sdl2/ttf"
)
// Renderer manages the SDL state.
type Renderer struct {
// Configurable fields.
title string
width int32
height int32
startTime time.Time
// Private fields.
events *events.State
window *sdl.Window
renderer *sdl.Renderer
running bool
ticks uint64
// Optimizations to minimize SDL calls.
lastColor render.Color
}
// New creates the SDL renderer.
func New(title string, width, height int32) *Renderer {
return &Renderer{
events: events.New(),
title: title,
width: width,
height: height,
}
}
// Teardown tasks when exiting the program.
func (r *Renderer) Teardown() {
r.renderer.Destroy()
r.window.Destroy()
sdl.Quit()
}
// Setup the renderer.
func (r *Renderer) Setup() error {
// Initialize SDL.
log.Info("Initializing SDL")
if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil {
return err
}
// Initialize SDL_TTF.
log.Info("Initializing SDL_TTF")
if err := ttf.Init(); err != nil {
return err
}
// Create our window.
log.Info("Creating the Main Window")
window, err := sdl.CreateWindow(
r.title,
sdl.WINDOWPOS_CENTERED,
sdl.WINDOWPOS_CENTERED,
r.width,
r.height,
sdl.WINDOW_SHOWN,
)
if err != nil {
return err
}
r.window = window
// Blank out the window in white.
log.Info("Creating the SDL Renderer")
renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED)
if err != nil {
panic(err)
}
r.renderer = renderer
return nil
}
// GetTicks gets SDL's current tick count.
func (r *Renderer) GetTicks() uint32 {
return sdl.GetTicks()
}
// Poll for events.
func (r *Renderer) Poll() (*events.State, error) {
s := r.events
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch t := event.(type) {
case *sdl.QuitEvent:
return s, errors.New("quit")
case *sdl.MouseMotionEvent:
if DebugMouseEvents {
log.Debug("[%d ms] tick:%d MouseMotion type:%d id:%d x:%d y:%d xrel:%d yrel:%d",
t.Timestamp, r.ticks, t.Type, t.Which, t.X, t.Y, t.XRel, t.YRel,
)
}
// Push the cursor position.
s.CursorX.Push(t.X)
s.CursorY.Push(t.Y)
s.Button1.Push(t.State == 1)
case *sdl.MouseButtonEvent:
if DebugClickEvents {
log.Debug("[%d ms] tick:%d MouseButton type:%d id:%d x:%d y:%d button:%d state:%d",
t.Timestamp, r.ticks, t.Type, t.Which, t.X, t.Y, t.Button, t.State,
)
}
// Push the cursor position.
s.CursorX.Push(t.X)
s.CursorY.Push(t.Y)
// Is a mouse button pressed down?
if t.Button == 1 {
var eventName string
if t.State == 1 && s.Button1.Now == false {
eventName = "DOWN"
} else if t.State == 0 && s.Button1.Now == true {
eventName = "UP"
}
if eventName != "" {
log.Debug("tick:%d Mouse Button1 %s BEFORE: %+v",
r.ticks,
eventName,
s.Button1,
)
s.Button1.Push(eventName == "DOWN")
log.Debug("tick:%d Mouse Button1 %s AFTER: %+v",
r.ticks,
eventName,
s.Button1,
)
// Return the event immediately.
return s, nil
}
}
// s.Button2.Push(t.Button == 3 && t.State == 1)
case *sdl.MouseWheelEvent:
if DebugMouseEvents {
log.Debug("[%d ms] tick:%d MouseWheel type:%d id:%d x:%d y:%d",
t.Timestamp, r.ticks, t.Type, t.Which, t.X, t.Y,
)
}
case *sdl.KeyboardEvent:
if DebugKeyEvents {
log.Debug("[%d ms] tick:%d Keyboard type:%d sym:%c modifiers:%d state:%d repeat:%d\n",
t.Timestamp, r.ticks, t.Type, t.Keysym.Sym, t.Keysym.Mod, t.State, t.Repeat,
)
}
switch t.Keysym.Scancode {
case sdl.SCANCODE_ESCAPE:
if t.Repeat == 1 {
continue
}
s.EscapeKey.Push(t.State == 1)
case sdl.SCANCODE_RETURN:
if t.Repeat == 1 {
continue
}
s.EnterKey.Push(t.State == 1)
case sdl.SCANCODE_F12:
s.ScreenshotKey.Push(t.State == 1)
case sdl.SCANCODE_UP:
s.Up.Push(t.State == 1)
case sdl.SCANCODE_LEFT:
s.Left.Push(t.State == 1)
case sdl.SCANCODE_RIGHT:
s.Right.Push(t.State == 1)
case sdl.SCANCODE_DOWN:
s.Down.Push(t.State == 1)
case sdl.SCANCODE_LSHIFT:
case sdl.SCANCODE_RSHIFT:
s.ShiftActive.Push(t.State == 1)
continue
case sdl.SCANCODE_LALT:
case sdl.SCANCODE_RALT:
case sdl.SCANCODE_LCTRL:
case sdl.SCANCODE_RCTRL:
continue
case sdl.SCANCODE_BACKSPACE:
// Make it a key event with "\b" as the sequence.
if t.State == 1 || t.Repeat == 1 {
s.KeyName.Push(`\b`)
}
default:
// Push the string value of the key.
if t.State == 1 {
s.KeyName.Push(string(t.Keysym.Sym))
}
}
}
}
return s, nil
}
// Present the current frame.
func (r *Renderer) Present() error {
r.renderer.Present()
return nil
}
// Delay using sdl.Delay
func (r *Renderer) Delay(time uint32) {
sdl.Delay(time)
}
// Loop is the main loop.
func (r *Renderer) Loop() error {
return nil
}