A rendering engine library for Go supporting both SDL2 and WebAssembly (HTML Canvas) targets.
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package sdl
import (
"errors"
"fmt"
"git.kirsle.net/go/render/event"
"github.com/veandco/go-sdl2/sdl"
)
// Debug certain SDL events
var (
DebugWindowEvents = false
DebugMouseEvents = false
DebugClickEvents = true
DebugKeyEvents = false
)
// Poll for events.
func (r *Renderer) Poll() (*event.State, error) {
s := r.events
// 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",
t.Timestamp,
r.ticks,
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",
t.Timestamp, r.ticks, t.Type, t.Which, t.X, t.Y, t.XRel, t.YRel,
)
}
// 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, r.ticks, t.Type, t.Which, t.X, t.Y, t.Button, t.State,
)
}
// 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",
t.Timestamp, r.ticks, t.Type, t.Which, t.X, t.Y,
)
}
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, 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.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:
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_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)
}
}
}
return s, nil
}