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render: Refactor Events System to Make Module Standalone

* Refactor the events used in lib/render/sdl to be more general-purpose
  to make librender a stand-alone library separate from Doodle.
menus
Noah Petherbridge 2 years ago
parent
commit
5450f40b3c
  1. 2
      main_window.go
  2. 12
      supervisor.go

2
main_window.go

@ -100,7 +100,7 @@ func (mw *MainWindow) Loop() error {
return fmt.Errorf("event poll error: %s", err)
}
if ev.Resized.Now {
if ev.WindowResized {
w, h := mw.engine.WindowSize()
if w != mw.w || h != mw.h {
mw.w = w

12
supervisor.go

@ -4,8 +4,8 @@ import (
"errors"
"sync"
"git.kirsle.net/apps/doodle/lib/events"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/lib/render/event"
)
// Event is a named event that the supervisor will send.
@ -79,11 +79,11 @@ var (
//
// Useful errors returned by this may be:
// - ErrStopPropagation
func (s *Supervisor) Loop(ev *events.State) error {
func (s *Supervisor) Loop(ev *event.State) error {
var (
XY = render.Point{
X: ev.CursorX.Now,
Y: ev.CursorY.Now,
X: int32(ev.CursorX),
Y: int32(ev.CursorY),
}
)
@ -93,7 +93,7 @@ func (s *Supervisor) Loop(ev *events.State) error {
// If we are dragging something around, do not trigger any mouse events
// to other widgets but DO notify any widget we dropped on top of!
if s.dd.IsDragging() {
if !ev.Button1.Now && !ev.Button2.Now {
if !ev.Button1 && !ev.Button3 {
// The mouse has been released. TODO: make mouse button important?
for _, child := range hovering {
child.widget.Event(Drop, XY)
@ -121,7 +121,7 @@ func (s *Supervisor) Loop(ev *events.State) error {
}
_, isClicked := s.clicked[id]
if ev.Button1.Now {
if ev.Button1 {
if !isClicked {
w.Event(MouseDown, XY)
s.clicked[id] = nil

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