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.
171 lines
4.1 KiB
Go
171 lines
4.1 KiB
Go
package sdl
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import (
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"errors"
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"fmt"
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"git.kirsle.net/apps/doodle/lib/events"
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"github.com/veandco/go-sdl2/sdl"
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)
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// Debug certain SDL events
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var (
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DebugWindowEvents = false
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DebugMouseEvents = false
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DebugClickEvents = false
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DebugKeyEvents = true
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)
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// Poll for events.
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func (r *Renderer) Poll() (*events.State, error) {
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s := r.events
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// helper function to push keyboard key names on keyDown events only.
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pushKey := func(name string, state uint8) {
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if state == 1 {
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s.KeyName.Push(name)
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}
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}
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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.WindowEvent:
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if DebugWindowEvents {
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if t.Event == sdl.WINDOWEVENT_RESIZED {
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fmt.Printf("[%d ms] tick:%d Window Resized to %dx%d",
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t.Timestamp,
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r.ticks,
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t.Data1,
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t.Data2,
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)
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}
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}
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s.Resized.Push(true)
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case *sdl.MouseMotionEvent:
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if DebugMouseEvents {
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fmt.Printf("[%d ms] tick:%d MouseMotion type:%d id:%d x:%d y:%d xrel:%d yrel:%d",
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t.Timestamp, r.ticks, 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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fmt.Printf("[%d ms] tick:%d MouseButton type:%d id:%d x:%d y:%d button:%d state:%d",
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t.Timestamp, r.ticks, 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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checkDown := func(number uint8, target *events.BoolTick) bool {
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if t.Button == number {
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var eventName string
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if t.State == 1 && target.Now == false {
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eventName = "DOWN"
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} else if t.State == 0 && target.Now == true {
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eventName = "UP"
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}
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if eventName != "" {
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target.Push(eventName == "DOWN")
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}
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return true
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}
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return false
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}
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if checkDown(1, s.Button1) || checkDown(3, s.Button2) || checkDown(2, s.Button3) {
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// Return the event immediately.
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return s, nil
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}
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case *sdl.MouseWheelEvent:
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if DebugMouseEvents {
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fmt.Printf("[%d ms] tick:%d MouseWheel type:%d id:%d x:%d y:%d",
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t.Timestamp, r.ticks, 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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if DebugKeyEvents {
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fmt.Printf("[%d ms] tick:%d Keyboard type:%d sym:%c modifiers:%d state:%d repeat:%d\n",
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t.Timestamp, r.ticks, t.Type, t.Keysym.Sym, t.Keysym.Mod, t.State, t.Repeat,
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)
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}
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switch t.Keysym.Scancode {
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case sdl.SCANCODE_ESCAPE:
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if t.Repeat == 1 {
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continue
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}
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s.EscapeKey.Push(t.State == 1)
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case sdl.SCANCODE_RETURN:
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if t.Repeat == 1 {
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continue
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}
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s.EnterKey.Push(t.State == 1)
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case sdl.SCANCODE_F1:
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pushKey("F1", t.State)
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case sdl.SCANCODE_F2:
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pushKey("F2", t.State)
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case sdl.SCANCODE_F3:
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pushKey("F3", t.State)
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case sdl.SCANCODE_F4:
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pushKey("F4", t.State)
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case sdl.SCANCODE_F5:
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pushKey("F5", t.State)
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case sdl.SCANCODE_F6:
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pushKey("F6", t.State)
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case sdl.SCANCODE_F7:
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pushKey("F7", t.State)
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case sdl.SCANCODE_F8:
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pushKey("F8", t.State)
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case sdl.SCANCODE_F9:
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pushKey("F9", t.State)
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case sdl.SCANCODE_F10:
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pushKey("F10", t.State)
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case sdl.SCANCODE_F11:
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pushKey("F11", t.State)
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case sdl.SCANCODE_F12:
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pushKey("F12", t.State)
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case sdl.SCANCODE_UP:
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s.Up.Push(t.State == 1)
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case sdl.SCANCODE_LEFT:
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s.Left.Push(t.State == 1)
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case sdl.SCANCODE_RIGHT:
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s.Right.Push(t.State == 1)
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case sdl.SCANCODE_DOWN:
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s.Down.Push(t.State == 1)
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case sdl.SCANCODE_LSHIFT:
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case sdl.SCANCODE_RSHIFT:
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s.ShiftActive.Push(t.State == 1)
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continue
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case sdl.SCANCODE_LALT:
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case sdl.SCANCODE_RALT:
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case sdl.SCANCODE_LCTRL:
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case sdl.SCANCODE_RCTRL:
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continue
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case sdl.SCANCODE_BACKSPACE:
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// Make it a key event with "\b" as the sequence.
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if t.State == 1 || t.Repeat == 1 {
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s.KeyName.Push(`\b`)
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}
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default:
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// Push the string value of the key.
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if t.State == 1 {
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s.KeyName.Push(string(t.Keysym.Sym))
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}
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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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