doodle/render/sdl/sdl.go
Noah Petherbridge 11df6cbda9 Move most properties from Button to parent Widget
These properties will be globally useful to all sorts of Widgets and
have been moved from the Button up into the Common widget, and its
interface extended to configure these:
* Padding int32
* Background color
* Foreground color
* Border size, color and style (default solid; raised; sunken)
* Outline size and color

The button adjusts its border style from "raised" to "sunken" for
MouseDown events and its Background color for MouseOver events. Other
widgets such as Labels and Frames will be able to have borders, paddings
and outlines too, but they will be off by default.
2018-07-25 21:24:37 -07:00

217 lines
4.8 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 != "" {
s.Button1.Push(eventName == "DOWN")
// 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
}