Mercurial > games > semicongine
annotate examples/E04_input.nim @ 1139:114f395b9144
did: finish refactoring and updated all tests accordingly
author | sam <sam@basx.dev> |
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date | Sat, 08 Jun 2024 14:58:25 +0700 |
parents | 71315636ba82 |
children | 5934c5615f13 |
rev | line source |
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527 | 1 import std/enumerate |
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2 import std/tables |
525 | 3 import std/typetraits |
4 import std/math | |
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5 |
1027 | 6 import ../semicongine |
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7 |
525 | 8 const |
9 arrow = @[ | |
1136 | 10 NewVec3f(-1, -1), |
11 NewVec3f(1, -1), | |
12 NewVec3f(-0.3, -0.3), | |
13 NewVec3f(-0.3, -0.3), | |
14 NewVec3f(-1, 1), | |
15 NewVec3f(-1, -1), | |
525 | 16 ] |
527 | 17 # keyboard layout, specifying rows with key widths, negative numbers are empty spaces |
525 | 18 keyrows = ( |
604 | 19 [1.0, -0.6, 1.0, 1.0, 1.0, 1.0, -0.5, 1.0, 1.0, 1.0, 1.0, -0.5, 1.0, 1.0, 1.0, 1.0, -0.1, 1.0, 1.0, 1.0], |
20 [1.2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.8, -0.1, 1.0, 1.0, 1.0], | |
21 [1.8, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.5, 1.0, 1.0, 1.0], | |
527 | 22 [2.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0], |
23 [2.6, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 2.8, -1.3, 1.0], | |
24 [1.5, 1.5, 1.5, 6, 1.5, 1.5, -1.2, 1.5, -0.1, 1.0, 1.0, 1.0], | |
525 | 25 ) |
527 | 26 keyDimension = 50'f32 |
525 | 27 keyGap = 10'f32 |
1136 | 28 backgroundColor = NewVec4f(0.6705882352941176, 0.6078431372549019, 0.5882352941176471, 1) |
29 baseColor = NewVec4f(0.9411764705882353, 0.9058823529411765, 0.8470588235294118, 1) | |
30 activeColor = NewVec4f(0.6509803921568628, 0.22745098039215686, 0.3137254901960784, 1) | |
530 | 31 arrow_colors = @[ |
32 baseColor * 0.9'f32, | |
33 baseColor * 0.9'f32, | |
34 baseColor * 0.9'f32, | |
35 baseColor * 0.8'f32, | |
36 baseColor * 0.8'f32, | |
37 baseColor * 0.8'f32, | |
38 ] | |
527 | 39 keyIndices = [ |
40 Escape, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, PrintScreen, | |
41 ScrollLock, Pause, | |
42 | |
43 NumberRowExtra1, `1`, `2`, `3`, `4`, `5`, `6`, `7`, `8`, `9`, `0`, | |
44 | |
45 NumberRowExtra2, NumberRowExtra3, Backspace, Insert, Home, PageUp, | |
46 Tab, Q, W, Key.E, R, T, Key.Y, U, I, O, P, LetterRow1Extra1, | |
47 LetterRow1Extra2, Delete, End, PageDown, | |
48 | |
49 CapsLock, A, S, D, F, G, H, J, K, L, LetterRow2Extra1, LetterRow2Extra2, | |
50 LetterRow2Extra3, Enter, | |
51 | |
52 ShiftL, Key.Z, Key.X, C, V, B, N, M, LetterRow3Extra1, LetterRow3Extra2, | |
53 LetterRow3Extra3, ShiftR, Up, | |
54 | |
55 CtrlL, SuperL, AltL, Space, AltR, SuperR, CtrlR, Left, Down, Right | |
56 ] | |
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57 |
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58 # build keyboard and cursor meshes |
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59 var |
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60 scene: Scene |
604 | 61 keyvertexpos: seq[Vec3f] |
671 | 62 keyvertexcolor: seq[Vec4f] |
527 | 63 keymeshindices: seq[array[3, uint16]] |
1136 | 64 rowpos = NewVec2f(0, 0) |
525 | 65 i = 0'u16 |
527 | 66 firstRow = true |
67 rowWidth = 0'f32 | |
525 | 68 for row in keyrows.fields: |
69 for key in row: | |
527 | 70 let keySpace = float32(keyDimension * key) |
71 if key > 0: | |
72 if keyIndices[i div 4] == Enter: | |
1136 | 73 keyvertexpos.add NewVec3f(rowpos[0], rowpos[1] - keyDimension - keyGap) |
74 keyvertexpos.add NewVec3f(rowpos[0] + keySpace, rowpos[1] - keyDimension - keyGap) | |
527 | 75 else: |
1136 | 76 keyvertexpos.add NewVec3f(rowpos[0], rowpos[1]) |
77 keyvertexpos.add NewVec3f(rowpos[0] + keySpace, rowpos[1]) | |
78 keyvertexpos.add NewVec3f(rowpos[0] + keySpace, rowpos[1] + keyDimension) | |
79 keyvertexpos.add NewVec3f(rowpos[0], rowpos[1] + keyDimension) | |
527 | 80 keyvertexcolor.add [baseColor, baseColor, baseColor, baseColor] |
81 keymeshindices.add [i, i + 1, i + 2] | |
82 keymeshindices.add [i + 2, i + 3, i] | |
83 rowpos[0] += keySpace + keyGap | |
84 i += 4 | |
85 else: | |
86 rowpos[0] += -keySpace + keyGap | |
87 if firstRow: | |
88 rowWidth = rowpos[0] | |
525 | 89 rowpos[0] = 0 |
527 | 90 rowpos[1] += keyDimension + keyGap * (if firstRow: 2'f32 else: 1'f32) |
91 firstRow = false | |
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92 |
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93 |
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94 when isMainModule: |
604 | 95 var myengine = initEngine("Input") |
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96 |
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97 # transform the cursor a bit to make it look nice |
525 | 98 let cursorscale = ( |
99 scale2d(20'f32, 20'f32) * | |
100 translate2d(1'f32, 1'f32) * | |
101 rotate2d(-float32(PI) / 4'f32) * | |
102 scale2d(0.5'f32, 1'f32) * | |
103 rotate2d(float32(PI) / 4'f32) | |
104 ) | |
604 | 105 var positions = arrow |
106 for i in 0 ..< positions.len: | |
1136 | 107 positions[i] = cursorscale * NewVec3f(positions[i].x, positions[i].y) |
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108 |
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109 # define mesh objects |
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110 var |
1027 | 111 matDef = MaterialType(name: "default", vertexAttributes: { |
112 "position": Vec3F32, | |
113 "color": Vec4F32, | |
114 }.toTable) | |
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115 cursormesh = newMesh( |
1027 | 116 positions = positions, |
117 colors = arrow_colors, | |
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118 material = matDef.InitMaterialData(), |
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119 ) |
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120 keyboardmesh = newMesh( |
1027 | 121 positions = keyvertexpos, |
122 colors = keyvertexcolor, | |
123 indices = keymeshindices, | |
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124 material = matDef.InitMaterialData(), |
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125 ) |
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126 backgroundmesh = newMesh( |
1027 | 127 positions = @[ |
1136 | 128 NewVec3f(0'f32, 0'f32), |
129 NewVec3f(1'f32, 0'f32), | |
130 NewVec3f(1'f32, 1'f32), | |
131 NewVec3f(0'f32, 1'f32), | |
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132 ], |
1027 | 133 colors = @[ |
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134 backgroundColor, |
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135 backgroundColor, |
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136 backgroundColor, |
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137 backgroundColor, |
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138 ], |
1027 | 139 indices = @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], |
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140 material = matDef.InitMaterialData(), |
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141 ) |
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142 |
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143 # define mesh objects |
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144 var keyboard_center = translate( |
604 | 145 -float32(rowWidth) / 2'f32, |
146 -float32(tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32, | |
147 0'f32 | |
148 ) | |
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149 scene = Scene(name: "scene", meshes: @[backgroundmesh, keyboardmesh, cursormesh]) |
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150 |
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151 # shaders |
604 | 152 const |
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153 shaderConfiguration = createShaderConfiguration( |
1027 | 154 name = "default shader", |
155 inputs = [ | |
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156 attr[Vec3f]("position"), |
1027 | 157 attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), |
158 attr[Mat4]("transform", memoryPerformanceHint = PreferFastWrite, perInstance = true), | |
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159 ], |
1027 | 160 intermediates = [attr[Vec4f]("outcolor")], |
161 uniforms = [attr[Mat4]("projection")], | |
162 outputs = [attr[Vec4f]("color")], | |
163 vertexCode = """outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", | |
164 fragmentCode = "color = outcolor;", | |
604 | 165 ) |
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166 |
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167 # set up rendering |
1027 | 168 myengine.initRenderer({matDef: shaderConfiguration}) |
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169 scene.addShaderGlobal("projection", Unit4f32) |
1027 | 170 myengine.loadScene(scene) |
171 myengine.HideSystemCursor() | |
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172 |
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173 # mainloop |
1027 | 174 while myengine.UpdateInputs(): |
175 if WindowWasResized(): | |
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176 scene.setShaderGlobal("projection", |
708 | 177 ortho( |
1027 | 178 0, float32(myengine.GetWindow().size[0]), |
179 0, float32(myengine.GetWindow().size[1]), | |
708 | 180 0, 1, |
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181 ) |
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182 ) |
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183 let |
1027 | 184 winsize = myengine.GetWindow().size |
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185 center = translate(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) |
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186 keyboardmesh.transform = keyboard_center * center |
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187 backgroundmesh.transform = scale(float32(winsize[0]), float32(winsize[1]), 1'f32) |
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188 |
1027 | 189 let mousePos = translate(MousePosition().x + 20, MousePosition().y + 20, 0'f32) |
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190 cursormesh.transform = mousePos |
604 | 191 |
192 for (index, key) in enumerate(keyIndices): | |
1027 | 193 if KeyWasPressed(key): |
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194 let baseIndex = index * 4 |
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195 keyboardmesh["color", baseIndex + 0] = activeColor |
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196 keyboardmesh["color", baseIndex + 1] = activeColor |
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197 keyboardmesh["color", baseIndex + 2] = activeColor |
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198 keyboardmesh["color", baseIndex + 3] = activeColor |
1027 | 199 if KeyWasReleased(key): |
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200 let baseIndex = index * 4 |
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201 keyboardmesh["color", baseIndex + 0] = baseColor |
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202 keyboardmesh["color", baseIndex + 1] = baseColor |
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203 keyboardmesh["color", baseIndex + 2] = baseColor |
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204 keyboardmesh["color", baseIndex + 3] = baseColor |
604 | 205 |
206 myengine.renderScene(scene) | |
207 | |
208 myengine.destroy() |