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crystal2d_event.cr
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enum LibSDL2::Key
def <=>(other)
self.value - other.value
end
end
enum SDL2::EventType
def <=>(other)
self.value - other.value
end
end
enum SDL2::Scancode
def <=>(other)
self.value - other.value
end
end
module Crystal2d
#A recopilation of all types which can be used to trigger an event
alias EventTrigger = SDL2::Scancode | LibSDL2::Key | SDL2::EventType
alias EventHandler = LibSDL2::Event -> Nil
#Which kind of input is it
enum EventAction
OnOff
Toggle
Bind
SetAbsolute
SetRelative
end
#Constants to make the application code prettier
OnOff = EventAction::OnOff
Toggle = EventAction::Toggle
Bind = EventAction::Bind
SetAbsolute = EventAction::SetAbsolute
SetRelative = EventAction::SetRelative
#FIXME:
#APP_TERMINATING
#APP_LOWMEMORY
#APP_WILLENTERBACKGROUND
#APP_DIDENTERBACKGROUND
#APP_WILLENTERFOREGROUND
#APP_DIDENTERFOREGROUND
#WINDOWEVENT = 0x200
#SYSWMEVENT
#KEYDOWN = 0x300
#KEYUP
#TEXTEDITING
#TEXTINPUT
#MOUSEMOTION = 0x400
#MOUSEBUTTONDOWN
#MOUSEBUTTONUP
#MOUSEWHEEL
#JOYAXISMOTION = 0x600
#JOYBALLMOTION
#JOYHATMOTION
#JOYBUTTONDOWN
#JOYBUTTONUP
#JOYDEVICEADDED
#JOYDEVICEREMOVED
#CONTROLLERAXISMOTION = 0x650
#CONTROLLERBUTTONDOWN
#CONTROLLERBUTTONUP
#CONTROLLERDEVICEADDED
#CONTROLLERDEVICEREMOVED
#CONTROLLERDEVICEREMAPPED
#FINGERDOWN = 0x700
#FINGERUP
#FINGERMOTION
#DOLLARGESTURE
#DOLLARRECORD
#MULTIGESTURE
#CLIPBOARDUPDATE = 0x900
#DROPFILE = 0x1000
#RENDER_TARGETS_RESET = 0x2000
#USEREVENT = 0x8000
#LASTEVENT = 0xFFFF
#Holds the data of the
class EventReg
property :type, :event_registered,:var
def initialize(@type : EventAction,@event_registered: EventTrigger, @bool_var : Pointer(Nil|Bool))
end
def initialize(@type : EventAction,@event_registered: EventTrigger, @integer_var : Pointer(Nil|Int))
end
def initialize(@type : EventAction,@event_registered: EventTrigger, &@func: EventHandler)
end
#A macro to simplify writing the handling of events
private macro set_value_false_events(*args)
case event.type
{%for when_filter in args%}
when {{when_filter}}
@bool_var.value = false
{%end%}
else
@bool_var.value = true
end
end
#MOUSEMOTION = 0x400
#MOUSEBUTTONDOWN
#MOUSEBUTTONUP
#MOUSEWHEEL
#
#JOYAXISMOTION = 0x600
#JOYBALLMOTION
#JOYHATMOTION
#JOYBUTTONDOWN
#JOYBUTTONUP
#
#CONTROLLERAXISMOTION = 0x650
#CONTROLLERBUTTONDOWN
#CONTROLLERBUTTONUP
#
#FINGERMOTION
#Where the events are handled and the desired action is done
def event_action(event)
case @type
when OnOff
@bool_var.value.try do
set_value_false_events SDL2::EventType::KEYUP, SDL2::EventType::MOUSEBUTTONUP, SDL2::EventType::JOYBUTTONUP, SDL2::EventType::CONTROLLERBUTTONUP
end
when Toggle
@bool_var.value = not @bool_var.value
when Bind
@func.try do
@func.call(event)
end
when SetAbsolute
case event.type
when SDL2::EventType::KEYUP
if @integer_var.is_a?(Int)
@integer_var.value = 0
end
when SDL2::EventType::KEYDOWN
@integer_var.value = 1
when SDL2::EventType::MOUSEBUTTONUP
end
when SetRelative
end
end
end #class EventReg
#A glorified hash of arrays which hold event registers
class EventHash
def initialize()
@hash = {} of EventTrigger => Array(EventReg)
end
#When a event happens
def on_event_received(event)
if @hash.has_key?(event.type)
@hash[event.type].each do |event_reg|
event_reg.event_action(event)
end
end
if event.type == SDL2::EventType::KEYDOWN || event.type == SDL2::EventType::KEYUP
if @hash.has_key?(event.key.key_sym.sym)
@hash[event.key.key_sym.sym].each do |event_reg|
event_reg.event_action(event)
end
end
if @hash.has_key?(event.key.key_sym.scan_code)
@hash[event.key.key_sym.scan_code].each do |event_reg|
event_reg.event_action(event)
end
end
end
end
#Add a event register to the hash
def add_register(register)
unless @hash.has_key?(register.event_registered)
@hash[register.event_registered] = Array(EventReg).new
end
@hash[register.event_registered].push(register)
end
end
class App
#Event handling
def on_event(event)
@__event_hash.on_event_received(event)
end
#Creates a method which register the signals told
macro signal(var,input,event_action)
{%if event_action.id == "OnOff".id || event_action== "Toggle".id || event_action == OnOff || event_action == Toggle%}
if @{{variable.id}} == nil
@{{variable.id}} = false
end
{%elsif event_action.id == "SetRelative".id || event_action== "SetAbsolute".id ||event_action.id== SetRelative || event_action.id == SetAbsolute%}
if @{{variable.id}} == nil
@{{variable.id}} = 0
end
{%end%}
add_new_signal(pointerof({{var}}),{{input}},{{event_action}})
end
#This function takes information packs them into event registers
# and finally,adds them to the hash
def add_new_signal(var, input, event_action)
@__event_hash.add_register EventReg.new(event_action,input,var)
end
def signal( input,&block : EventHandler)
add_new_signal(input, &block)
end
def add_new_signal( input, &block : EventHandler)
@__event_hash.add_register EventReg.new(Bind,input,&block)
end
#This function is meant to be used inside the class definition (but outside a method)
#Creates a hidden function which is called by run and does the actual registering
macro define_signals(*args)
{%if args.length % 3 != 0%}
{%raise "Wrong number of arguments"%}
{%end%}
private def __register_signals
{%for element,index in args%}
{%if index%3 == 0 %}
{%variable = element%}
{%elsif index%3 == 1 %}
{%input = element%}
{%else%}
{%event_action = element%}
#Initialize the variable if it must be assigned later
{%if event_action.id == "OnOff".id || event_action== "Toggle".id%}
if @{{variable.id}} == nil
@{{variable.id}} = false
end
{%end%}
add_new_signal(pointerof(@{{variable.id}}),{{input}}, {{event_action}} )
{%end%}
{%end%}
end
end
end
end