Noah Petherbridge
c5c85330de
* 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.
213 lines
4.1 KiB
Go
213 lines
4.1 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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"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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// 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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log.Info("Clicked at %d,%d", x, 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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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: 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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}
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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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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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