render/canvas/events.go
Noah Petherbridge 03b4441eaa 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.
2019-06-26 20:33:24 -07:00

213 lines
4.1 KiB
Go

package canvas
import (
"syscall/js"
"git.kirsle.net/apps/doodle/lib/events"
"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() {
// Mouse movement.
e.canvas.Value.Call(
"addEventListener",
"mousemove",
js.FuncOf(func(this js.Value, args []js.Value) interface{} {
var (
x = args[0].Get("pageX").Int()
y = args[0].Get("pageY").Int()
)
e.queue <- Event{
Name: "mousemove",
Class: MouseEvent,
X: x,
Y: y,
}
return nil
}),
)
// Mouse clicks.
for _, ev := range []string{"mouseup", "mousedown"} {
ev := ev
e.canvas.Value.Call(
"addEventListener",
ev,
js.FuncOf(func(this js.Value, args []js.Value) interface{} {
var (
x = args[0].Get("pageX").Int()
y = args[0].Get("pageY").Int()
which = args[0].Get("which").Int()
)
log.Info("Clicked at %d,%d", x, y)
// Is a mouse button pressed down?
checkDown := func(number int) bool {
if which == number {
return ev == "mousedown"
}
return false
}
e.queue <- Event{
Name: ev,
Class: MouseEvent,
X: x,
Y: y,
LeftClick: checkDown(1),
RightClick: checkDown(3),
}
return false
}),
)
}
// Supress context menu.
e.canvas.Value.Call(
"addEventListener",
"contextmenu",
js.FuncOf(func(this js.Value, args []js.Value) interface{} {
args[0].Call("preventDefault")
return false
}),
)
// Keyboard keys
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
}