Example #1
0
func moveCamera(camera *trace.FreeFlightCamera, dtf float32) {
	state := sdl.GetKeyboardState()
	switch {
	case state[sdl.GetScancodeFromKey(sdl.K_UP)] != 0:
		camera.YRot += dtf * cameraSpeed
	case state[sdl.GetScancodeFromKey(sdl.K_DOWN)] != 0:
		camera.YRot -= dtf * cameraSpeed
	case state[sdl.GetScancodeFromKey(sdl.K_LEFT)] != 0:
		camera.XRot += dtf * cameraSpeed
	case state[sdl.GetScancodeFromKey(sdl.K_RIGHT)] != 0:
		camera.XRot -= dtf * cameraSpeed
	case state[sdl.GetScancodeFromKey(sdl.K_w)] != 0:
		camera.Move(dtf * cameraSpeed)
	case state[sdl.GetScancodeFromKey(sdl.K_s)] != 0:
		camera.Move(dtf * -cameraSpeed)
	case state[sdl.GetScancodeFromKey(sdl.K_a)] != 0:
		camera.Strafe(dtf * cameraSpeed)
	case state[sdl.GetScancodeFromKey(sdl.K_d)] != 0:
		camera.Strafe(dtf * -cameraSpeed)
	case state[sdl.GetScancodeFromKey(sdl.K_e)] != 0:
		camera.Lift(dtf * cameraSpeed)
	case state[sdl.GetScancodeFromKey(sdl.K_q)] != 0:
		camera.Lift(dtf * -cameraSpeed)
	}
}
Example #2
0
// Key returns the state of a keyboard button
func Key(key sdl.Scancode) bool {
	keyState := sdl.GetKeyboardState()

	if keyState[key] == 1 {
		return true
	}

	return false
}
Example #3
0
func IsKeyPressed(b byte) bool {
	keyboardState := sdl.GetKeyboardState()
	code := KeyMap[b]
	pressed := keyboardState[code]
	if pressed == 1 {
		return true
	} else {
		return false
	}
}
Example #4
0
File: input.go Project: fmd/gogol
func NewInput() *Input {
	i := &Input{
		KeyDownHandlers:   make(InputEventHandlers),
		KeyUpHandlers:     make(InputEventHandlers),
		MouseDownHandlers: make(InputEventHandlers),
		MouseUpHandlers:   make(InputEventHandlers),
		KeyStates:         sdl.GetKeyboardState(),
	}
	i.oldKeyStates = make([]uint8, len(i.KeyStates))

	return i
}
Example #5
0
func main() {

	start()
	defer window.Destroy()
	defer renderer.Destroy()

	screens := loadScreens()

	quit := false

	cur := screens["main"]

	for !quit {
		for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() {
			switch e.(type) {
			case *sdl.QuitEvent:
				quit = true

			}
		}
		curKeyState := sdl.GetKeyboardState()
		switch {
		case curKeyState[sdl.SCANCODE_UP] != 0:
			cur = screens["up"]
		case curKeyState[sdl.SCANCODE_DOWN] != 0:
			cur = screens["down"]
		case curKeyState[sdl.SCANCODE_LEFT] != 0:
			cur = screens["left"]
		case curKeyState[sdl.SCANCODE_RIGHT] != 0:
			cur = screens["right"]
		default:
			cur = screens["main"]
		}

		renderer.SetDrawColor(0xFF, 0xFF, 0xFF, 0xFF)
		renderer.Clear()

		renderer.Copy(cur, nil, nil)

		renderer.Present()
	}
}
Example #6
0
func main() {
	fmt.Print()

	sdl.SetHint(sdl.HINT_RENDER_VSYNC, "1")

	check(sdl.Init(sdl.INIT_EVERYTHING))
	defer sdl.Quit()

	window, r, err := sdl.CreateWindowAndRenderer(
		640, 480,
		sdl.WINDOW_RESIZABLE,
	)
	check(err)
	renderer = r
	defer renderer.Destroy()
	defer window.Destroy()
	window.SetTitle("Gophette's Adventures - Level Editor")
	window.SetPosition(50, 50)
	window.SetSize(1800, 900)
	window.SetFullscreen(sdl.WINDOW_FULLSCREEN_DESKTOP)
	renderer.SetDrawBlendMode(sdl.BLENDMODE_BLEND)

	if len(LevelImages) == 0 {
		for i, id := range []string{
			"grass left",
			"grass right",
			"grass center 1",
			"grass center 2",
			"grass center 3",
			"small tree",
		} {
			images = append(images, image{id, loadImage(id), 0, i * 50})
		}
	} else {
		for i := range LevelImages {
			id := LevelImages[i].ID
			x, y := LevelImages[i].X, LevelImages[i].Y
			img := loadImage(id)
			images = append(images, image{id, img, x, y})
		}
	}

	leftDown := false
	middleDown := false
	rightDown := false
	selectedImage := -1
	selectedObject := -1
	var lastX, lastY int

	moveImage := func(dx, dy int) {
		if selectedImage != -1 {
			images[selectedImage].x += dx
			images[selectedImage].y += dy
		}
	}

	stretchObject := func(dx, dy int) {
		if selectedObject != -1 {
			if sdl.GetKeyboardState()[sdl.SCANCODE_LCTRL] != 0 {
				dx *= 20
				dy *= 20
			}
			obj := &LevelObjects[selectedObject]
			obj.W += dx
			obj.H += dy
		}
	}

	running := true
	for running {
		for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() {
			switch event := e.(type) {
			case *sdl.QuitEvent:
				running = false
			case *sdl.MouseButtonEvent:
				if event.Button == sdl.BUTTON_LEFT {
					leftDown = event.State == sdl.PRESSED
					if !leftDown {
						draggingImage = false
						draggingObject = false
					} else {
						selectedObject = -1
						selectedImage = -1
						for i := range images {
							if images[i].contains(
								int(event.X)-cameraX,
								int(event.Y)-cameraY,
							) {
								draggingImage = true
								selectedImage = i
							}
						}

						if selectedImage == -1 {
							for i := range LevelObjects {
								if contains(LevelObjects[i],
									int(event.X)-cameraX,
									int(event.Y)-cameraY,
								) {
									draggingObject = true
									selectedObject = i
								}
							}
						}
					}
				}
				if event.Button == sdl.BUTTON_MIDDLE {
					middleDown = event.State == sdl.PRESSED
				}
				if event.Button == sdl.BUTTON_RIGHT {
					rightDown = event.State == sdl.PRESSED
					LevelObjects = append(LevelObjects, LevelObject{
						int(event.X) - cameraX,
						int(event.Y) - cameraY,
						0,
						0,
						true,
					})
					selectedObject = -1
				}
			case *sdl.MouseMotionEvent:
				dx, dy := int(event.X)-lastX, int(event.Y)-lastY
				if selectedImage != -1 && draggingImage {
					img := &images[selectedImage]
					img.x += dx
					img.y += dy
				}
				if selectedObject != -1 && draggingObject {
					obj := &LevelObjects[selectedObject]
					obj.X += dx
					obj.Y += dy
				}
				lastX, lastY = int(event.X), int(event.Y)

				if middleDown {
					cameraX += dx
					cameraY += dy
				}

				if rightDown {
					last := &LevelObjects[len(LevelObjects)-1]
					last.W += dx
					last.H += dy
				}
			case *sdl.KeyDownEvent:
				switch event.Keysym.Sym {
				case sdl.K_ESCAPE:
					running = false
				case sdl.K_LEFT:
					cameraX += 100
				case sdl.K_RIGHT:
					cameraX -= 100
				case sdl.K_UP:
					cameraY += 100
				case sdl.K_DOWN:
					cameraY -= 100
				case sdl.K_a:
					moveImage(-1, 0)
				case sdl.K_d:
					moveImage(1, 0)
				case sdl.K_w:
					moveImage(0, -1)
				case sdl.K_s:
					moveImage(0, 1)
				case sdl.K_j:
					stretchObject(-1, 0)
				case sdl.K_l:
					stretchObject(1, 0)
				case sdl.K_i:
					stretchObject(0, -1)
				case sdl.K_k:
					stretchObject(0, 1)
				case sdl.K_MINUS:
					if selectedImage != -1 && selectedImage != 0 {
						images = append(append(
							[]image{images[selectedImage]},
							images[0:selectedImage]...),
							images[selectedImage+1:]...,
						)
						selectedImage = 0
					}
				case sdl.K_PLUS:
					last := len(images) - 1
					fmt.Println("last", last, len(images))
					fmt.Println("selectedImage", selectedImage)
					if selectedImage != -1 && selectedImage != last {
						images = append(append(
							images[0:selectedImage],
							images[selectedImage+1:]...),
							images[selectedImage],
						)
						selectedImage = last
						fmt.Println("selectedImage after", selectedImage)
					}
				case sdl.K_SPACE:
					if selectedObject != -1 {
						obj := &LevelObjects[selectedObject]
						obj.Solid = !obj.Solid
					}
				case sdl.K_c:
					if selectedImage != -1 {
						copy := images[selectedImage]
						copy.x += 10
						copy.y += 10
						images = append(images, copy)
					}
				case sdl.K_DELETE:
					if selectedImage != -1 {
						images = append(images[:selectedImage], images[selectedImage+1:]...)
						selectedImage = -1
					} else if selectedObject != -1 {
						LevelObjects = append(
							LevelObjects[:selectedObject],
							LevelObjects[selectedObject+1:]...,
						)
						selectedObject = -1
					}
				case sdl.K_F3:
					saveLevel()
				}
			}
		}

		renderer.SetDrawColor(backColor[0], backColor[1], backColor[2], 255)
		renderer.Clear()

		for i, img := range images {
			img.render(i == selectedImage)
		}

		for i, obj := range LevelObjects {
			var g uint8 = 0
			var a uint8 = 100
			if i == selectedObject {
				g = 255
			}
			renderer.SetDrawColor(0, g, 0, a)
			if obj.Solid {
				renderer.SetDrawColor(0, g, 255, a)
			}
			obj.X += cameraX
			obj.Y += cameraY
			r := sdl.Rect{int32(obj.X), int32(obj.Y), int32(obj.W), int32(obj.H)}
			renderer.FillRect(&r)
		}

		renderer.Present()
	}
}
Example #7
0
// IsScancodeDown checks whether a certain scancode is down.
func IsScancodeDown(scancode Scancode) bool {
	state := sdl.GetKeyboardState()
	return state[int(scancode)] == 1
}
Example #8
0
func (m *machine) Key(code int) bool {
	scan := sdl.GetScancodeFromName(keymap[code])
	state := sdl.GetKeyboardState()
	return state[scan] != 0
}
Example #9
0
// returns false if the player wants to quit
func Input(gs *gamestate.GameState, worldRenderer *rendering.WorldRenderer) bool {
	running := true
	window := gs.Window
	inp := gamestate.PlayerInput{}

	for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
		consumeEvent := true
		if !sdl.GetRelativeMouseMode() {
			consumeEvent = tw.EventSDL(event, 2, 0)
		}
		if consumeEvent {
			switch e := event.(type) {
			case *sdl.WindowEvent:
				switch e.Event {
				case sdl.WINDOWEVENT_CLOSE:
					running = false
				case sdl.WINDOWEVENT_RESIZED:
					width, height := int(e.Data1), int(e.Data2)
					worldRenderer.Resize(width, height)
					tw.WindowSize(width, height)
				}
			case *sdl.MouseButtonEvent:
				button := e.Button

				if e.State == sdl.PRESSED && drag == 255 {
					drag = e.Button
				}
				if e.State == sdl.RELEASED && drag == button {
					drag = 255
				}

				if e.State == sdl.PRESSED && button == sdl.BUTTON_RIGHT {
					GrabCursor()
				}

				// ray cast testing
				if e.State == sdl.PRESSED && button == sdl.BUTTON_LEFT {
					dir_cs := GetMouseDirection(window, int(e.X), int(e.Y))
					out, hit := RayCastInCameraSpace(gs, dir_cs)
					if hit {
						n := helpers.Vector(gs.World.HeightMap.Normal2f(out[0], out[1]))
						debug.Color(mgl.Vec4{0, 1, 0, 1})
						debug.Line(out, out.Add(n))
					}
				}
			case *sdl.KeyDownEvent:
				switch e.Keysym.Scancode {
				case sdl.SCANCODE_RETURN:
					GrabCursor()
				case sdl.SCANCODE_SPACE:
				case sdl.SCANCODE_ESCAPE:
					running = false
				}
			case *sdl.KeyUpEvent:
			}
		}
	}

	if sdl.GetRelativeMouseMode() {
		x, y, _ := sdl.GetRelativeMouseState()
		inp.Rotate[0] = -float32(y) / 500
		inp.Rotate[1] = -float32(x) / 500
	}

	keyState := sdl.GetKeyboardState()

	if keyState[sdl.SCANCODE_E] == 1 {
		inp.Move[2] -= 1
	}
	if keyState[sdl.SCANCODE_D] == 1 {
		inp.Move[2] += 1
	}
	if keyState[sdl.SCANCODE_S] == 1 {
		inp.Move[0] -= 1
	}
	if keyState[sdl.SCANCODE_F] == 1 {
		inp.Move[0] += 1
	}
	if keyState[sdl.SCANCODE_R] == 1 {
		inp.Rotate[2] -= 0.01
	}
	if keyState[sdl.SCANCODE_W] == 1 {
		inp.Rotate[2] += 0.01
	}

	x, y, button_state := sdl.GetMouseState()
	if button_state&sdl.BUTTON_LEFT != 0 {
		dir_cs := GetMouseDirection(window, x, y)
		out, hit := RayCastInCameraSpace(gs, dir_cs)
		if hit {
			heightMap := gs.World.HeightMap
			heightMap.Bump(mgl.Vec2{out[0], out[1]}, 3)
		}
	}

	gs.World.Player.Input = inp

	return running
}