added documentation; added input event functions

This commit is contained in:
Thomas Friedel 2018-03-28 11:29:58 +02:00
parent 95e59ccb5f
commit 1703c1a8fd
2 changed files with 221 additions and 24 deletions

140
sdlcanvas/keynames.go Normal file
View file

@ -0,0 +1,140 @@
package sdlcanvas
import "github.com/veandco/go-sdl2/sdl"
var keyMap [262]string
func init() {
keyMap[sdl.SCANCODE_ESCAPE] = "Escape"
keyMap[sdl.SCANCODE_0] = "Digit0"
keyMap[sdl.SCANCODE_1] = "Digit1"
keyMap[sdl.SCANCODE_2] = "Digit2"
keyMap[sdl.SCANCODE_3] = "Digit3"
keyMap[sdl.SCANCODE_4] = "Digit4"
keyMap[sdl.SCANCODE_5] = "Digit5"
keyMap[sdl.SCANCODE_6] = "Digit6"
keyMap[sdl.SCANCODE_7] = "Digit7"
keyMap[sdl.SCANCODE_8] = "Digit8"
keyMap[sdl.SCANCODE_9] = "Digit9"
keyMap[sdl.SCANCODE_MINUS] = "Minus"
keyMap[sdl.SCANCODE_EQUALS] = "Equal"
keyMap[sdl.SCANCODE_BACKSPACE] = "Backspace"
keyMap[sdl.SCANCODE_TAB] = "Tab"
keyMap[sdl.SCANCODE_Q] = "KeyQ"
keyMap[sdl.SCANCODE_W] = "KeyW"
keyMap[sdl.SCANCODE_E] = "KeyE"
keyMap[sdl.SCANCODE_R] = "KeyR"
keyMap[sdl.SCANCODE_T] = "KeyT"
keyMap[sdl.SCANCODE_Y] = "KeyY"
keyMap[sdl.SCANCODE_U] = "KeyU"
keyMap[sdl.SCANCODE_I] = "KeyI"
keyMap[sdl.SCANCODE_O] = "KeyO"
keyMap[sdl.SCANCODE_P] = "KeyP"
keyMap[sdl.SCANCODE_LEFTBRACKET] = "BracketLeft"
keyMap[sdl.SCANCODE_RIGHTBRACKET] = "BracketRight"
keyMap[sdl.SCANCODE_RETURN] = "Enter"
keyMap[sdl.SCANCODE_LCTRL] = "ControlLeft"
keyMap[sdl.SCANCODE_A] = "KeyA"
keyMap[sdl.SCANCODE_S] = "KeyS"
keyMap[sdl.SCANCODE_D] = "KeyD"
keyMap[sdl.SCANCODE_F] = "KeyF"
keyMap[sdl.SCANCODE_G] = "KeyG"
keyMap[sdl.SCANCODE_H] = "KeyH"
keyMap[sdl.SCANCODE_J] = "KeyJ"
keyMap[sdl.SCANCODE_K] = "KeyK"
keyMap[sdl.SCANCODE_L] = "KeyL"
keyMap[sdl.SCANCODE_SEMICOLON] = "Semicolon"
keyMap[sdl.SCANCODE_APOSTROPHE] = "Quote"
keyMap[sdl.SCANCODE_GRAVE] = "Backquote"
keyMap[sdl.SCANCODE_LSHIFT] = "ShiftLeft"
keyMap[sdl.SCANCODE_BACKSLASH] = "Backslash"
keyMap[sdl.SCANCODE_Z] = "KeyZ"
keyMap[sdl.SCANCODE_X] = "KeyX"
keyMap[sdl.SCANCODE_C] = "KeyC"
keyMap[sdl.SCANCODE_V] = "KeyV"
keyMap[sdl.SCANCODE_B] = "KeyB"
keyMap[sdl.SCANCODE_N] = "KeyN"
keyMap[sdl.SCANCODE_M] = "KeyM"
keyMap[sdl.SCANCODE_COMMA] = "Comma"
keyMap[sdl.SCANCODE_PERIOD] = "Period"
keyMap[sdl.SCANCODE_SLASH] = "Slash"
keyMap[sdl.SCANCODE_RSHIFT] = "RightShift"
keyMap[sdl.SCANCODE_KP_MULTIPLY] = "NumpadMultiply"
keyMap[sdl.SCANCODE_LALT] = "AltLeft"
keyMap[sdl.SCANCODE_SPACE] = "Space"
keyMap[sdl.SCANCODE_CAPSLOCK] = "CapsLock"
keyMap[sdl.SCANCODE_F1] = "F1"
keyMap[sdl.SCANCODE_F2] = "F2"
keyMap[sdl.SCANCODE_F3] = "F3"
keyMap[sdl.SCANCODE_F4] = "F4"
keyMap[sdl.SCANCODE_F5] = "F5"
keyMap[sdl.SCANCODE_F6] = "F6"
keyMap[sdl.SCANCODE_F7] = "F7"
keyMap[sdl.SCANCODE_F8] = "F8"
keyMap[sdl.SCANCODE_F9] = "F9"
keyMap[sdl.SCANCODE_F10] = "F10"
keyMap[sdl.SCANCODE_PAUSE] = "Pause"
keyMap[sdl.SCANCODE_SCROLLLOCK] = "ScrollLock"
keyMap[sdl.SCANCODE_KP_7] = "Numpad7"
keyMap[sdl.SCANCODE_KP_8] = "Numpad8"
keyMap[sdl.SCANCODE_KP_9] = "Numpad9"
keyMap[sdl.SCANCODE_KP_MINUS] = "NumpadSubtract"
keyMap[sdl.SCANCODE_KP_4] = "Numpad4"
keyMap[sdl.SCANCODE_KP_5] = "Numpad5"
keyMap[sdl.SCANCODE_KP_6] = "Numpad6"
keyMap[sdl.SCANCODE_KP_PLUS] = "NumpadAdd"
keyMap[sdl.SCANCODE_KP_1] = "Numpad1"
keyMap[sdl.SCANCODE_KP_2] = "Numpad2"
keyMap[sdl.SCANCODE_KP_3] = "Numpad3"
keyMap[sdl.SCANCODE_KP_0] = "Numpad0"
keyMap[sdl.SCANCODE_KP_DECIMAL] = "NumpadDecimal"
keyMap[sdl.SCANCODE_PRINTSCREEN] = "PrintScreen"
keyMap[sdl.SCANCODE_NONUSBACKSLASH] = "IntlBackslash"
keyMap[sdl.SCANCODE_F11] = "F11"
keyMap[sdl.SCANCODE_F12] = "F12"
keyMap[sdl.SCANCODE_KP_EQUALS] = "NumpadEqual"
keyMap[sdl.SCANCODE_F13] = "F13"
keyMap[sdl.SCANCODE_F14] = "F14"
keyMap[sdl.SCANCODE_F15] = "F15"
keyMap[sdl.SCANCODE_F16] = "F16"
keyMap[sdl.SCANCODE_F17] = "F17"
keyMap[sdl.SCANCODE_F18] = "F18"
keyMap[sdl.SCANCODE_F19] = "F19"
keyMap[sdl.SCANCODE_UNDO] = "Undo"
keyMap[sdl.SCANCODE_PASTE] = "Paste"
keyMap[sdl.SCANCODE_AUDIOPREV] = "MediaTrackPrevious"
keyMap[sdl.SCANCODE_CUT] = "Cut"
keyMap[sdl.SCANCODE_COPY] = "Copy"
keyMap[sdl.SCANCODE_AUDIONEXT] = "MediaTrackNext"
keyMap[sdl.SCANCODE_KP_ENTER] = "NumpadEnter"
keyMap[sdl.SCANCODE_RCTRL] = "ControlRight"
keyMap[sdl.SCANCODE_MUTE] = "AudioVolumeMute"
keyMap[sdl.SCANCODE_AUDIOPLAY] = "MediaPlayPause"
keyMap[sdl.SCANCODE_AUDIOSTOP] = "MediaStop"
keyMap[sdl.SCANCODE_VOLUMEDOWN] = "AudioVolumeDown"
keyMap[sdl.SCANCODE_VOLUMEUP] = "AudioVolumeUp"
keyMap[sdl.SCANCODE_KP_DIVIDE] = "NumpadDivide"
keyMap[sdl.SCANCODE_RALT] = "AltRight"
keyMap[sdl.SCANCODE_HELP] = "Help"
keyMap[sdl.SCANCODE_HOME] = "Home"
keyMap[sdl.SCANCODE_UP] = "ArrowUp"
keyMap[sdl.SCANCODE_PAGEUP] = "PageUp"
keyMap[sdl.SCANCODE_LEFT] = "ArrowLeft"
keyMap[sdl.SCANCODE_RIGHT] = "ArrowRight"
keyMap[sdl.SCANCODE_END] = "End"
keyMap[sdl.SCANCODE_DOWN] = "ArrowDown"
keyMap[sdl.SCANCODE_INSERT] = "Insert"
keyMap[sdl.SCANCODE_DELETE] = "Delete"
keyMap[sdl.SCANCODE_APPLICATION] = "ContextMenu"
}
func keyName(s sdl.Scancode) string {
if int(s) >= len(keyMap) {
return "Unidentified"
}
name := keyMap[s]
if name == "" {
return "Unidentified"
}
return name
}

View file

@ -14,6 +14,8 @@ import (
"github.com/veandco/go-sdl2/sdl"
)
// Window represents the opened window with GL context. The Mouse* and Key*
// functions can be set for callbacks
type Window struct {
Window *sdl.Window
GLContext sdl.GLContext
@ -22,9 +24,17 @@ type Window struct {
frameCount int
fps float32
close bool
events []sdl.Event
Event func(event sdl.Event)
MouseDown func(button, x, y int)
MouseMove func(x, y int)
MouseUp func(button, x, y int)
KeyDown func(scancode int, rune rune, name string)
KeyUp func(scancode int, rune rune, name string)
}
func CreateCanvasWindow(w, h int, title string) (*Window, *canvas.Canvas, error) {
// CreateWindow creates a window using SDL and initializes the OpenGL context
func CreateWindow(w, h int, title string) (*Window, *canvas.Canvas, error) {
runtime.LockOSThread()
// init SDL
@ -73,54 +83,87 @@ func CreateCanvasWindow(w, h int, title string) (*Window, *canvas.Canvas, error)
wnd := &Window{
Window: window,
GLContext: glContext,
events: make([]sdl.Event, 0, 100),
}
return wnd, cv, nil
}
// Destroy destroys the GL context and the window
func (wnd *Window) Destroy() {
sdl.GL_DeleteContext(wnd.GLContext)
wnd.Window.Destroy()
}
// FPS returns the frames per second (averaged over 10 frames)
func (wnd *Window) FPS() float32 {
return wnd.fps
}
// Close can be used to end a call to MainLoop
func (wnd *Window) Close() {
wnd.close = true
}
func (wnd *Window) IsClosed() bool {
return wnd.close
}
// StartFrame handles events and gets the window ready for rendering
func (wnd *Window) StartFrame() error {
for {
ei := sdl.PollEvent()
if ei == nil {
break
}
switch e := ei.(type) {
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_CLOSE {
wnd.close = true
}
case *sdl.KeyDownEvent:
if e.Keysym.Scancode == sdl.SCANCODE_ESCAPE {
wnd.close = true
}
}
}
err := sdl.GL_MakeCurrent(wnd.Window, wnd.GLContext)
if err != nil {
return err
}
wnd.events = wnd.events[:0]
for {
event := sdl.PollEvent()
if event == nil {
break
}
handled := false
switch e := event.(type) {
case *sdl.MouseButtonEvent:
if e.Type == sdl.MOUSEBUTTONDOWN {
if wnd.MouseDown != nil {
wnd.MouseDown(int(e.Button), int(e.X), int(e.Y))
handled = true
}
} else if e.Type == sdl.MOUSEBUTTONUP {
if wnd.MouseUp != nil {
wnd.MouseUp(int(e.Button), int(e.X), int(e.Y))
handled = true
}
}
case *sdl.MouseMotionEvent:
if wnd.MouseMove != nil {
wnd.MouseMove(int(e.X), int(e.Y))
handled = true
}
case *sdl.KeyDownEvent:
if wnd.KeyDown != nil {
wnd.KeyDown(int(e.Keysym.Scancode), rune(e.Keysym.Unicode), keyName(e.Keysym.Scancode))
handled = true
}
case *sdl.KeyUpEvent:
if wnd.KeyUp != nil {
wnd.KeyUp(int(e.Keysym.Scancode), rune(e.Keysym.Unicode), keyName(e.Keysym.Scancode))
handled = true
}
}
if !handled && wnd.Event != nil {
wnd.Event(event)
handled = true
}
if !handled {
wnd.events = append(wnd.events, event)
}
}
return nil
}
// FinishFrame updates the FPS count and displays the frame
func (wnd *Window) FinishFrame() {
now := time.Now()
wnd.frameTimes[wnd.frameIndex] = now
@ -136,7 +179,8 @@ func (wnd *Window) FinishFrame() {
sdl.GL_SwapWindow(wnd.Window)
}
func (wnd *Window) MainLoop(drawFunc func()) {
// MainLoop runs a main loop and calls run on every frame
func (wnd *Window) MainLoop(run func()) {
// main loop
for !wnd.close {
err := wnd.StartFrame()
@ -145,7 +189,20 @@ func (wnd *Window) MainLoop(drawFunc func()) {
continue
}
drawFunc()
for _, event := range wnd.events {
switch e := event.(type) {
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_CLOSE {
wnd.close = true
}
case *sdl.KeyDownEvent:
if e.Keysym.Scancode == sdl.SCANCODE_ESCAPE {
wnd.close = true
}
}
}
run()
wnd.FinishFrame()
}