render/event/event.go

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package event
import (
"strings"
)
// State holds the current state of key/mouse events.
type State struct {
// Mouse buttons.
Button1 bool // Left
Button2 bool // Middle
Button3 bool // Right
// Special keys
Escape bool
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Space bool
Enter bool
Shift bool
Ctrl bool
Alt bool
Up bool
Left bool
Right bool
Down bool
// Pressed keys.
keydown map[string]interface{}
// Cursor position
CursorX int
CursorY int
// Window resized
WindowResized bool
// Touch state
Touching bool // A touch event this tick
TouchNumFingers int
TouchCenterX int
TouchCenterY int
GestureRotated float64
GesturePinched float64
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// Will be true if at least one finger is currently still held down on
// a touch screen. Meaning a FingerDown event happened in the past, but
// not yet a FingerUp event. If IsFingerDown, you can extrapolate that
// mouse movement events were actually touch swipes and not a mouse.
IsFingerDown bool
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// Game controller events.
// NOTE: for SDL2 you will need to call GameControllerEventState(1)
// from veandco/go-sdl2/sdl for events to be read by SDL2.
Controllers map[int]GameController
}
// NewState creates a new event.State.
func NewState() *State {
return &State{
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keydown: map[string]interface{}{},
Controllers: map[int]GameController{},
}
}
// SetKeyDown sets that a named key is pressed down.
func (s *State) SetKeyDown(name string, down bool) {
if down {
s.keydown[name] = nil
} else {
delete(s.keydown, name)
}
}
// KeyDown returns whether a named key is currently pressed.
func (s *State) KeyDown(name string) bool {
_, ok := s.keydown[name]
return ok
}
// KeysDown returns a list of all key names currently pressed down.
// Set shifted to True to return the key symbols correctly shifted
// (uppercase, or symbols on number keys, etc.)
func (s *State) KeysDown(shifted bool) []string {
var (
result = make([]string, len(s.keydown))
i = 0
)
for key := range s.keydown {
if shifted && s.Shift {
if symbol, ok := shiftMap[key]; ok {
result[i] = symbol
} else {
result[i] = strings.ToUpper(key)
}
} else {
result[i] = key
}
i++
}
return result
}
// ResetKeyDown clears all key-down states.
func (s *State) ResetKeyDown() {
s.keydown = map[string]interface{}{}
}
// shiftMap maps keys to their Shift versions.
var shiftMap = map[string]string{
"`": "~",
"1": "!",
"2": "@",
"3": "#",
"4": "$",
"5": "%",
"6": "^",
"7": "&",
"8": "*",
"9": "(",
"0": ")",
"-": "_",
"=": "+",
"[": "{",
"]": "}",
`\`: "|",
";": ":",
`'`: `"`,
",": "<",
".": ">",
"/": "?",
}
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// AddController adds a new controller to the event state. This is typically called
// automatically by the render engine, e.g. on an SDL ControllerDeviceEvent.
func (s *State) AddController(index int, v GameController) bool {
if _, ok := s.Controllers[index]; ok {
return false
}
s.Controllers[index] = v
return true
}
// RemoveController removes the available controller.
func (s *State) RemoveController(index int) bool {
if _, ok := s.Controllers[index]; ok {
delete(s.Controllers, index)
return true
}
return false
}
// GetController gets a registered controller by index.
func (s *State) GetController(index int) (GameController, bool) {
if c, ok := s.Controllers[index]; ok {
return c, true
}
return nil, false
}