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WASM Event Queue

* 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.
master
Noah Petherbridge 2 years ago
parent
commit
03b4441eaa
3 changed files with 152 additions and 35 deletions
  1. +9
    -2
      canvas/engine.go
  2. +142
    -32
      canvas/events.go
  3. +1
    -1
      sdl/events.go

+ 9
- 2
canvas/engine.go View File

@@ -19,6 +19,11 @@ type Engine struct {
// Private fields.
events *events.State
running bool

// Event channel. WASM subscribes to events asynchronously using the
// JavaScript APIs, whereas SDL2 polls the event queue which orders them
// all up for processing. This channel will order and queue the events.
queue chan Event
}

// New creates the Canvas Engine.
@@ -31,6 +36,7 @@ func New(canvasID string) (*Engine, error) {
events: events.New(),
width: canvas.ClientW(),
height: canvas.ClientH(),
queue: make(chan Event, 1024),
}

return engine, nil
@@ -41,9 +47,10 @@ func (e *Engine) WindowSize() (w, h int) {
return e.canvas.ClientW(), e.canvas.ClientH()
}

// GetTicks returns the current tick count.
// GetTicks returns the number of milliseconds since the engine started.
func (e *Engine) GetTicks() uint32 {
return e.ticks
ms := time.Since(e.startTime) * time.Millisecond
return uint32(ms)
}

// TO BE IMPLEMENTED...


+ 142
- 32
canvas/events.go View File

@@ -7,10 +7,35 @@ import (
"git.kirsle.net/apps/doodle/pkg/log"
)

// EventClass to categorize JavaScript events.
type EventClass int

// EventClass values.
const (
MouseEvent EventClass = iota
KeyEvent
ResizeEvent
)

// Event object queues up asynchronous JavaScript events to be processed linearly.
type Event struct {
Name string // mouseup, keydown, etc.
Class EventClass

// Mouse events.
X int
Y int
LeftClick bool
RightClick bool

// Key events.
KeyName string
State bool
Repeat bool
}

// AddEventListeners sets up bindings to collect events from the browser.
func (e *Engine) AddEventListeners() {
s := e.events

// Mouse movement.
e.canvas.Value.Call(
"addEventListener",
@@ -21,8 +46,12 @@ func (e *Engine) AddEventListeners() {
y = args[0].Get("pageY").Int()
)

s.CursorX.Push(int32(x))
s.CursorY.Push(int32(y))
e.queue <- Event{
Name: "mousemove",
Class: MouseEvent,
X: x,
Y: y,
}
return nil
}),
)
@@ -42,9 +71,6 @@ func (e *Engine) AddEventListeners() {

log.Info("Clicked at %d,%d", x, y)

s.CursorX.Push(int32(x))
s.CursorY.Push(int32(y))

// Is a mouse button pressed down?
checkDown := func(number int) bool {
if which == number {
@@ -53,8 +79,14 @@ func (e *Engine) AddEventListeners() {
return false
}

s.Button1.Push(checkDown(1))
s.Button2.Push(checkDown(3))
e.queue <- Event{
Name: ev,
Class: MouseEvent,
X: x,
Y: y,
LeftClick: checkDown(1),
RightClick: checkDown(3),
}
return false
}),
)
@@ -71,32 +103,110 @@ func (e *Engine) AddEventListeners() {
)

// Keyboard keys
// js.Global().Get("document").Call(
// "addEventListener",
// "keydown",
// js.FuncOf(func(this js.Value, args []js.Value) interface{} {
// log.Info("key: %+v", args)
// var (
// event = args[0]
// charCode = event.Get("charCode")
// key = event.Get("key").String()
// )
//
// switch key {
// case "Enter":
// s.EnterKey.Push(true)
// // default:
// // s.KeyName.Push(key)
// }
//
// log.Info("keypress: code=%s key=%s", charCode, key)
//
// return nil
// }),
// )
for _, ev := range []string{"keydown", "keyup"} {
ev := ev
js.Global().Get("document").Call(
"addEventListener",
ev,
js.FuncOf(func(this js.Value, args []js.Value) interface{} {
var (
event = args[0]
key = event.Get("key").String()
repeat = event.Get("repeat").Bool()

pressed = ev == "keydown"
)

if key == "F3" {
args[0].Call("preventDefault")
}

e.queue <- Event{
Name: ev,
Class: KeyEvent,
KeyName: key,
Repeat: repeat,
State: pressed,
}
return nil
}),
)
}
}

// PollEvent returns the next event in the queue, or null.
func (e *Engine) PollEvent() *Event {
select {
case event := <-e.queue:
return &event
default:
return nil
}
return nil
}

// Poll for events.
func (e *Engine) Poll() (*events.State, error) {
s := e.events

if e.events.EnterKey.Now {
log.Info("saw enter key here, good")
}
if e.events.KeyName.Now == "h" {
log.Info("saw letter h here, good")
}

for event := e.PollEvent(); event != nil; event = e.PollEvent() {
switch event.Class {
case MouseEvent:
s.CursorX.Push(int32(event.X))
s.CursorY.Push(int32(event.Y))
s.Button1.Push(event.LeftClick)
s.Button2.Push(event.RightClick)
case KeyEvent:
switch event.KeyName {
case "Enter":
if event.Repeat {
continue
}

if event.State {
s.EnterKey.Push(true)
}
case "F3":
if event.State {
s.KeyName.Push("F3")
}
case "ArrowUp":
s.Up.Push(event.State)
case "ArrowLeft":
s.Left.Push(event.State)
case "ArrowRight":
s.Right.Push(event.State)
case "ArrowDown":
s.Down.Push(event.State)
case "Shift":
s.ShiftActive.Push(event.State)
continue
case "Alt":
case "Control":
continue
case "Backspace":
if event.State {
s.KeyName.Push(`\b`)
}
default:
log.Info("default handler, push key %s", event.KeyName)
if event.State {
s.KeyName.Push(event.KeyName)
} else {
s.KeyName.Push("")
}
}

log.Info("event end, stored key=%s", s.KeyName.Now)
}
}

return e.events, nil
}

+ 1
- 1
sdl/events.go View File

@@ -13,7 +13,7 @@ var (
DebugWindowEvents = false
DebugMouseEvents = false
DebugClickEvents = false
DebugKeyEvents = false
DebugKeyEvents = true
)

// Poll for events.


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