annotate examples/E04_input.nim @ 336:887ddc8d45fd

did: update examples to work with improved scenegraph/material api, notice removed complexity!
author Sam <sam@basx.dev>
date Tue, 05 Sep 2023 00:28:35 +0700
parents b145a05c2459
children 55c9183f7ece
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1 import std/enumerate
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2 import std/tables
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3 import std/typetraits
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4 import std/math
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6 import ../src/semicongine
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7
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8 const
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9 arrow = @[
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10 newVec3f(-1, -1),
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11 newVec3f(1, -1),
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12 newVec3f(-0.3, -0.3),
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13 newVec3f(-0.3, -0.3),
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14 newVec3f(-1, 1),
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15 newVec3f(-1, -1),
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16 ]
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17 # keyboard layout, specifying rows with key widths, negative numbers are empty spaces
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18 keyrows = (
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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],
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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],
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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],
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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],
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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],
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24 [1.5, 1.5, 1.5, 6, 1.5, 1.5, -1.2, 1.5, -0.1, 1.0, 1.0, 1.0],
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25 )
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26 keyDimension = 50'f32
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27 keyGap = 10'f32
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28 backgroundColor = newVec4f(0.6705882352941176, 0.6078431372549019, 0.5882352941176471, 1)
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29 baseColor = newVec4f(0.9411764705882353, 0.9058823529411765, 0.8470588235294118, 1)
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30 activeColor = newVec4f(0.6509803921568628, 0.22745098039215686, 0.3137254901960784, 1)
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31 arrow_colors = @[
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32 baseColor * 0.9'f32,
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33 baseColor * 0.9'f32,
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34 baseColor * 0.9'f32,
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35 baseColor * 0.8'f32,
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36 baseColor * 0.8'f32,
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37 baseColor * 0.8'f32,
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38 ]
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39 keyIndices = [
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40 Escape, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, PrintScreen,
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41 ScrollLock, Pause,
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43 NumberRowExtra1, `1`, `2`, `3`, `4`, `5`, `6`, `7`, `8`, `9`, `0`,
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45 NumberRowExtra2, NumberRowExtra3, Backspace, Insert, Home, PageUp,
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46 Tab, Q, W, Key.E, R, T, Key.Y, U, I, O, P, LetterRow1Extra1,
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47 LetterRow1Extra2, Delete, End, PageDown,
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48
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49 CapsLock, A, S, D, F, G, H, J, K, L, LetterRow2Extra1, LetterRow2Extra2,
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50 LetterRow2Extra3, Enter,
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51
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52 ShiftL, Key.Z, Key.X, C, V, B, N, M, LetterRow3Extra1, LetterRow3Extra2,
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53 LetterRow3Extra3, ShiftR, Up,
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54
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55 CtrlL, SuperL, AltL, Space, AltR, SuperR, CtrlR, Left, Down, Right
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56 ]
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58 # build keyboard and cursor meshes
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59 var
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60 scene: Scene
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61 keyvertexpos: seq[Vec3f]
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62 keyvertexcolor: seq[Vec4f]
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63 keymeshindices: seq[array[3, uint16]]
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64 rowpos = newVec2f(0, 0)
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65 i = 0'u16
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66 firstRow = true
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67 rowWidth = 0'f32
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68 for row in keyrows.fields:
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69 for key in row:
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70 let keySpace = float32(keyDimension * key)
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71 if key > 0:
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72 if keyIndices[i div 4] == Enter:
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73 keyvertexpos.add newVec3f(rowpos[0], rowpos[1] - keyDimension - keyGap)
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74 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] - keyDimension - keyGap)
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75 else:
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76 keyvertexpos.add newVec3f(rowpos[0], rowpos[1])
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77 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1])
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78 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] + keyDimension)
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79 keyvertexpos.add newVec3f(rowpos[0], rowpos[1] + keyDimension)
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80 keyvertexcolor.add [baseColor, baseColor, baseColor, baseColor]
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81 keymeshindices.add [i, i + 1, i + 2]
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82 keymeshindices.add [i + 2, i + 3, i]
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83 rowpos[0] += keySpace + keyGap
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84 i += 4
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85 else:
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86 rowpos[0] += -keySpace + keyGap
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87 if firstRow:
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88 rowWidth = rowpos[0]
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89 rowpos[0] = 0
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90 rowpos[1] += keyDimension + keyGap * (if firstRow: 2'f32 else: 1'f32)
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91 firstRow = false
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94 when isMainModule:
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95 var myengine = initEngine("Input")
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97 # transform the cursor a bit to make it look nice
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98 let cursorscale = (
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99 scale2d(20'f32, 20'f32) *
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100 translate2d(1'f32, 1'f32) *
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101 rotate2d(-float32(PI) / 4'f32) *
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102 scale2d(0.5'f32, 1'f32) *
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103 rotate2d(float32(PI) / 4'f32)
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104 )
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105 var positions = arrow
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106 for i in 0 ..< positions.len:
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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
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111 material = Material(name: "default")
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112 cursormesh = newMesh(
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113 positions=positions,
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114 colors=arrow_colors,
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115 material=material,
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116 )
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117 keyboardmesh = newMesh(
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118 positions=keyvertexpos,
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119 colors=keyvertexcolor,
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120 indices=keymeshindices,
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121 material=material,
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122 )
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123 backgroundmesh = newMesh(
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124 positions= @[
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125 newVec3f(0'f32, 0'f32),
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126 newVec3f(1'f32, 0'f32),
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127 newVec3f(1'f32, 1'f32),
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128 newVec3f(0'f32, 1'f32),
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129 ],
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130 colors= @[
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131 backgroundColor,
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132 backgroundColor,
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133 backgroundColor,
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134 backgroundColor,
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135 ],
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136 indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
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137 material=material,
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138 )
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139
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140 # define mesh objects
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141 var keyboard_center = translate(
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142 -float32(rowWidth) / 2'f32,
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143 -float32(tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32,
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144 0'f32
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145 )
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146 scene = Scene(name: "scene", meshes: @[backgroundmesh, keyboardmesh, cursormesh])
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147
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148 # shaders
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149 const
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150 shaderConfiguration = createShaderConfiguration(
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151 inputs=[
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152 attr[Vec3f]("position"),
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153 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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154 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true),
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155 ],
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156 intermediates=[attr[Vec4f]("outcolor")],
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157 uniforms=[attr[Mat4]("projection")],
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158 outputs=[attr[Vec4f]("color")],
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159 vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""",
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160 fragmentCode="color = outcolor;",
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161 )
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162
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163 # set up rendering
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164 myengine.initRenderer({"default": shaderConfiguration}.toTable)
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165 scene.addShaderGlobal("projection", Unit4f32)
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166 myengine.addScene(scene)
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167 myengine.hideSystemCursor()
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168
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169 # mainloop
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170 while myengine.updateInputs() == Running:
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171 if myengine.windowWasResized():
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172 scene.setShaderGlobal("projection",
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173 ortho(
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174 0, float32(myengine.getWindow().size[0]),
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175 0, float32(myengine.getWindow().size[1]),
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176 0, 1,
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177 )
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178 )
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179 let
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180 winsize = myengine.getWindow().size
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181 center = translate(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32)
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182 keyboardmesh.transform = keyboard_center * center
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183 backgroundmesh.transform = scale(float32(winsize[0]), float32(winsize[1]), 1'f32)
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184
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185 let mousePos = translate(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32)
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186 cursormesh.transform = mousePos
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187
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188 for (index, key) in enumerate(keyIndices):
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189 if myengine.keyWasPressed(key):
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190 let baseIndex = index * 4
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191 keyboardmesh[].updateAttributeData("color", baseIndex + 0, activeColor)
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192 keyboardmesh[].updateAttributeData("color", baseIndex + 1, activeColor)
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193 keyboardmesh[].updateAttributeData("color", baseIndex + 2, activeColor)
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194 keyboardmesh[].updateAttributeData("color", baseIndex + 3, activeColor)
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195 if myengine.keyWasReleased(key):
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196 let baseIndex = index * 4
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197 keyboardmesh[].updateAttributeData("color", baseIndex + 0, baseColor)
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198 keyboardmesh[].updateAttributeData("color", baseIndex + 1, baseColor)
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199 keyboardmesh[].updateAttributeData("color", baseIndex + 2, baseColor)
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200 keyboardmesh[].updateAttributeData("color", baseIndex + 3, baseColor)
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201
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202 myengine.renderScene(scene)
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203
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204 myengine.destroy()