render/sdl/events.go

296 lines
8.2 KiB
Go

package sdl
import (
"errors"
"fmt"
"git.kirsle.net/go/render/event"
"github.com/veandco/go-sdl2/sdl"
)
// Debug certain SDL events
var (
DebugWindowEvents = false
DebugTouchEvents = false
DebugMouseEvents = false
DebugClickEvents = false
DebugKeyEvents = false
DebugControllerEvents = false
)
// Poll for events.
func (r *Renderer) Poll() (*event.State, error) {
s := r.events
// Reset some events.
s.WindowResized = false
s.Touching = false
s.IsMouseEvent = false
// helper function to push keyboard key names on keyDown events only.
pushKey := func(name string, state uint8) {
s.SetKeyDown(name, state == 1)
}
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch t := event.(type) {
case *sdl.QuitEvent:
return s, errors.New("quit")
case *sdl.WindowEvent:
if DebugWindowEvents {
if t.Event == sdl.WINDOWEVENT_RESIZED {
fmt.Printf("[%d ms] tick:%d Window Resized to %dx%d\n",
t.Timestamp,
sdl.GetTicks(),
t.Data1,
t.Data2,
)
}
}
if t.Event == sdl.WINDOWEVENT_RESIZED {
s.WindowResized = true
}
case *sdl.MouseMotionEvent:
if DebugMouseEvents {
fmt.Printf("[%d ms] tick:%d MouseMotion type:%d id:%d x:%d y:%d xrel:%d yrel:%d\n",
t.Timestamp, sdl.GetTicks(), t.Type, t.Which, t.X, t.Y, t.XRel, t.YRel,
)
}
s.IsMouseEvent = true
// Push the cursor position.
s.CursorX = int(t.X)
s.CursorY = int(t.Y)
case *sdl.MouseButtonEvent:
if DebugClickEvents {
fmt.Printf("[%d ms] tick:%d MouseButton type:%d id:%d x:%d y:%d button:%d state:%d\n",
t.Timestamp, sdl.GetTicks(), t.Type, t.Which, t.X, t.Y, t.Button, t.State,
)
}
s.IsMouseEvent = true
// Push the cursor position.
s.CursorX = int(t.X)
s.CursorY = int(t.Y)
// Store the clicked state of the mouse button.
if t.Button == 1 {
s.Button1 = t.State == 1
} else if t.Button == 2 {
s.Button2 = t.State == 1
} else if t.Button == 3 {
s.Button3 = t.State == 1
}
//
// // Is a mouse button pressed down?
// checkDown := func(number uint8, target *events.BoolTick) bool {
// if t.Button == number {
// var eventName string
// if t.State == 1 && target.Now == false {
// eventName = "DOWN"
// } else if t.State == 0 && target.Now == true {
// eventName = "UP"
// }
//
// if eventName != "" {
// target.Push(eventName == "DOWN")
// }
// return true
// }
// return false
// }
//
// if checkDown(1, s.Button1) || checkDown(3, s.Button2) || checkDown(2, s.Button3) {
// // Return the event immediately.
// return s, nil
// }
case *sdl.MouseWheelEvent:
if DebugMouseEvents {
fmt.Printf("[%d ms] tick:%d MouseWheel type:%d id:%d x:%d y:%d\n",
t.Timestamp, sdl.GetTicks(), t.Type, t.Which, t.X, t.Y,
)
}
s.IsMouseEvent = true
case *sdl.TouchFingerEvent:
if DebugTouchEvents {
fmt.Printf("[%d ms] tick:%d TouchFinger type:%d Finger=%d TouchID=%+v Pressure=%f XY=%f,%f\n",
t.Timestamp, sdl.GetTicks(), t.Type, t.FingerID, t.TouchID, t.Pressure, t.X, t.Y,
)
}
s.Touching = true
s.TouchNumFingers = 1
s.TouchCenterX = int(t.X)
s.TouchCenterY = int(t.Y)
// Track which finger(s) are down or up.
if t.Type == sdl.FINGERDOWN {
r.fingersDown[t.FingerID] = nil
} else if t.Type == sdl.FINGERUP {
delete(r.fingersDown, t.FingerID)
}
s.IsFingerDown = len(r.fingersDown) > 0
case *sdl.MultiGestureEvent:
if DebugTouchEvents {
fmt.Printf("[%d ms] tick:%d MultiGesture type:%d Num=%d TouchID=%+v Dt=%f Dd=%f XY=%f,%f\n",
t.Timestamp, sdl.GetTicks(), t.Type, t.NumFingers, t.TouchID, t.DTheta, t.DDist, t.X, t.Y,
)
}
s.Touching = true
s.TouchNumFingers = int(t.NumFingers)
s.TouchCenterX = int(t.X)
s.TouchCenterY = int(t.Y)
s.GesturePinched = float64(t.DDist)
s.GestureRotated = float64(t.DTheta)
case *sdl.KeyboardEvent:
if DebugKeyEvents {
fmt.Printf("[%d ms] tick:%d Keyboard type:%d sym:%c modifiers:%d state:%d repeat:%d\n",
t.Timestamp, sdl.GetTicks(), 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.Escape = t.State == 1
case sdl.SCANCODE_RETURN:
if t.Repeat == 1 {
continue
}
s.Enter = t.State == 1
case sdl.SCANCODE_F1:
pushKey("F1", t.State)
case sdl.SCANCODE_F2:
pushKey("F2", t.State)
case sdl.SCANCODE_F3:
pushKey("F3", t.State)
case sdl.SCANCODE_F4:
pushKey("F4", t.State)
case sdl.SCANCODE_F5:
pushKey("F5", t.State)
case sdl.SCANCODE_F6:
pushKey("F6", t.State)
case sdl.SCANCODE_F7:
pushKey("F7", t.State)
case sdl.SCANCODE_F8:
pushKey("F8", t.State)
case sdl.SCANCODE_F9:
pushKey("F9", t.State)
case sdl.SCANCODE_F10:
pushKey("F10", t.State)
case sdl.SCANCODE_F11:
pushKey("F11", t.State)
case sdl.SCANCODE_F12:
pushKey("F12", t.State)
case sdl.SCANCODE_UP:
s.Up = t.State == 1
case sdl.SCANCODE_LEFT:
s.Left = t.State == 1
case sdl.SCANCODE_RIGHT:
s.Right = t.State == 1
case sdl.SCANCODE_DOWN:
s.Down = t.State == 1
case sdl.SCANCODE_LSHIFT:
fallthrough
case sdl.SCANCODE_RSHIFT:
s.Shift = t.State == 1
case sdl.SCANCODE_LALT:
case sdl.SCANCODE_RALT:
s.Alt = t.State == 1
case sdl.SCANCODE_LCTRL:
s.Ctrl = t.State == 1
case sdl.SCANCODE_RCTRL:
s.Ctrl = t.State == 1
case sdl.SCANCODE_SPACE:
s.Space = t.State == 1
s.SetKeyDown(" ", t.State == 1 || t.Repeat == 1)
case sdl.SCANCODE_BACKSPACE:
// Make it a key event with "\b" as the sequence.
s.SetKeyDown(`\b`, t.State == 1 || t.Repeat == 1)
default:
// Push the string value of the key.
s.SetKeyDown(string(t.Keysym.Sym), t.State == 1 || t.Repeat == 1)
}
case *sdl.ControllerDeviceEvent:
if DebugControllerEvents {
fmt.Printf("[%d ms] tick:%d ControllerDevice type:%d timestamp:%d which:%d\n",
t.Timestamp, sdl.GetTicks(), t.Type, t.Timestamp, t.Which,
)
}
var index = int(t.Which)
// Update the catalog of available controllers.
switch t.Type {
case sdl.CONTROLLERDEVICEADDED:
if DebugControllerEvents {
fmt.Printf("[%d ms] tick:%d AddController: %s\n",
t.Timestamp, sdl.GetTicks(), sdl.GameControllerNameForIndex(index),
)
}
// Add and open the GameController.
var (
name = sdl.GameControllerNameForIndex(index)
ctrlImpl = sdl.GameControllerOpen(index)
ctrl = NewGameController(index, name, ctrlImpl)
)
s.AddController(index, ctrl)
case sdl.CONTROLLERDEVICEREMOVED:
if DebugControllerEvents {
fmt.Printf("[%d ms] tick:%d RemoveController: %s\n",
t.Timestamp, sdl.GetTicks(), sdl.GameControllerNameForIndex(index),
)
}
s.RemoveController(index)
}
case *sdl.ControllerButtonEvent:
if DebugControllerEvents {
fmt.Printf("[%d ms] tick:%d ControllerButton type:%d timestamp:%d which:%d btn:%d state:%d\n",
t.Timestamp, sdl.GetTicks(), t.Type, t.Timestamp, t.Which, t.Button, t.State,
)
}
var (
index = int(t.Which)
buttonName = sdl.GameControllerGetStringForButton(sdl.GameControllerButton(t.Button))
)
if DebugControllerEvents {
fmt.Printf("[%d ms] tick:%d ControllerButton: index:%d name:%s pressed:%d\n",
t.Timestamp, sdl.GetTicks(), index, buttonName, t.State,
)
}
if ctrl, ok := s.GetController(index); ok {
ctrl.SetButtonState(buttonName, t.State == sdl.PRESSED)
}
case *sdl.ControllerAxisEvent:
if DebugControllerEvents {
fmt.Printf("[%d ms] tick:%d ControllerAxis type:%d timestamp:%d which:%d axis:%d value:%d\n",
t.Timestamp, sdl.GetTicks(), t.Type, t.Timestamp, t.Which, t.Axis, t.Value,
)
}
var (
index = int(t.Which)
axisName = sdl.GameControllerGetStringForAxis(sdl.GameControllerAxis(t.Axis))
value = int(t.Value)
)
if DebugControllerEvents {
fmt.Printf("[%d ms] tick:%d ControllerAxis: index:%d name:%s value:%d\n",
t.Timestamp, sdl.GetTicks(), index, axisName, value,
)
}
if ctrl, ok := s.GetController(index); ok {
ctrl.SetAxisState(axisName, value)
}
}
}
return s, nil
}