82 lines
2.0 KiB
Go
82 lines
2.0 KiB
Go
// Package events manages mouse and keyboard SDL events for Doodle.
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package events
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import (
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"errors"
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"github.com/veandco/go-sdl2/sdl"
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)
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// State keeps track of event states.
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type State struct {
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// Mouse buttons.
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Button1 BoolFrameState
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Button2 BoolFrameState
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// Cursor positions.
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CursorX Int32FrameState
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CursorY Int32FrameState
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}
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// New creates a new event state manager.
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func New() *State {
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return &State{}
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}
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// Poll for events.
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func (s *State) Poll() (*State, error) {
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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switch t := event.(type) {
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case *sdl.QuitEvent:
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return s, errors.New("quit")
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case *sdl.MouseMotionEvent:
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if DebugMouseEvents {
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log.Debug("[%d ms] MouseMotion type:%d id:%d x:%d y:%d xrel:%d yrel:%d",
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t.Timestamp, t.Type, t.Which, t.X, t.Y, t.XRel, t.YRel,
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)
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}
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// Push the cursor position.
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s.CursorX.Push(t.X)
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s.CursorY.Push(t.Y)
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s.Button1.Push(t.State == 1)
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case *sdl.MouseButtonEvent:
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if DebugClickEvents {
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log.Debug("[%d ms] MouseButton type:%d id:%d x:%d y:%d button:%d state:%d",
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t.Timestamp, t.Type, t.Which, t.X, t.Y, t.Button, t.State,
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)
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}
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// Push the cursor position.
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s.CursorX.Push(t.X)
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s.CursorY.Push(t.Y)
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// Is a mouse button pressed down?
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if t.Button == 1 {
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if DebugClickEvents {
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if t.State == 1 && s.Button1.Now == false {
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log.Debug("Mouse Button1 DOWN")
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} else if t.State == 0 && s.Button1.Now == true {
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log.Debug("Mouse Button1 UP")
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}
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}
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s.Button1.Push(t.State == 1)
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}
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s.Button2.Push(t.Button == 3 && t.State == 1)
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case *sdl.MouseWheelEvent:
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if DebugMouseEvents {
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log.Debug("[%d ms] MouseWheel type:%d id:%d x:%d y:%d",
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t.Timestamp, t.Type, t.Which, t.X, t.Y,
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)
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}
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case *sdl.KeyboardEvent:
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log.Debug("[%d ms] Keyboard type:%d sym:%c modifiers:%d state:%d repeat:%d\n",
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t.Timestamp, t.Type, t.Keysym.Sym, t.Keysym.Mod, t.State, t.Repeat,
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)
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}
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}
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return s, nil
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}
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