Mercurial > games > semicongine
annotate examples/E04_input.nim @ 530:cfa230e1f3b9
fix: mouse coord, colors
author | Sam <sam@basx.dev> |
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date | Sun, 05 Feb 2023 00:46:40 +0700 |
parents | 3ec1be39e1ad |
children | 5d457f7bb624 |
rev | line source |
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525 | 1 import std/tables |
527 | 2 import std/enumerate |
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3 import std/strutils |
525 | 4 import std/typetraits |
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5 import std/times |
525 | 6 import std/math |
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7 |
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8 import semicongine |
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9 |
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10 type |
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11 # define type of vertex |
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12 VertexDataA = object |
525 | 13 position: PositionAttribute[Vec3] |
14 color: ColorAttribute[Vec4] | |
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15 transform: ModelTransformAttribute |
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16 Uniforms = object |
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17 projection: Descriptor[Mat44] |
525 | 18 |
19 const | |
20 arrow = @[ | |
21 Vec3([-1'f32, -1'f32, 0'f32]), | |
22 Vec3([1'f32, -1'f32, 0'f32]), | |
23 Vec3([-0.3'f32, -0.3'f32, 0'f32]), | |
24 Vec3([-0.3'f32, -0.3'f32, 0'f32]), | |
25 Vec3([-1'f32, 1'f32, 0'f32]), | |
26 Vec3([-1'f32, -1'f32, 0'f32]), | |
27 ] | |
527 | 28 # keyboard layout, specifying rows with key widths, negative numbers are empty spaces |
525 | 29 keyrows = ( |
527 | 30 [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, |
31 1.0, 1.0, -0.1, 1.0, 1.0, 1.0], | |
32 [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, | |
33 1.0, 1.0, 1.0], | |
34 [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, | |
35 1.0, 1.0], | |
36 [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], | |
37 [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], | |
38 [1.5, 1.5, 1.5, 6, 1.5, 1.5, -1.2, 1.5, -0.1, 1.0, 1.0, 1.0], | |
525 | 39 ) |
527 | 40 keyDimension = 50'f32 |
525 | 41 keyGap = 10'f32 |
530 | 42 backgroundColor = Vec4([0.6705882352941176'f32, 0.6078431372549019'f32, |
43 0.5882352941176471'f32, 0'f32]) | |
44 baseColor = Vec4([0.9411764705882353'f32, 0.9058823529411765'f32, | |
45 0.8470588235294118'f32, 0'f32]) | |
46 activeColor = Vec4([0.6509803921568628'f32, 0.22745098039215686'f32, | |
47 0.3137254901960784'f32, 0'f32]) | |
48 | |
49 arrow_colors = @[ | |
50 baseColor * 0.9'f32, | |
51 baseColor * 0.9'f32, | |
52 baseColor * 0.9'f32, | |
53 baseColor * 0.8'f32, | |
54 baseColor * 0.8'f32, | |
55 baseColor * 0.8'f32, | |
56 ] | |
527 | 57 keyIndices = [ |
58 Escape, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, PrintScreen, | |
59 ScrollLock, Pause, | |
60 | |
61 NumberRowExtra1, `1`, `2`, `3`, `4`, `5`, `6`, `7`, `8`, `9`, `0`, | |
62 | |
63 NumberRowExtra2, NumberRowExtra3, Backspace, Insert, Home, PageUp, | |
64 Tab, Q, W, Key.E, R, T, Key.Y, U, I, O, P, LetterRow1Extra1, | |
65 LetterRow1Extra2, Delete, End, PageDown, | |
66 | |
67 CapsLock, A, S, D, F, G, H, J, K, L, LetterRow2Extra1, LetterRow2Extra2, | |
68 LetterRow2Extra3, Enter, | |
69 | |
70 ShiftL, Key.Z, Key.X, C, V, B, N, M, LetterRow3Extra1, LetterRow3Extra2, | |
71 LetterRow3Extra3, ShiftR, Up, | |
72 | |
73 CtrlL, SuperL, AltL, Space, AltR, SuperR, CtrlR, Left, Down, Right | |
74 ] | |
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75 |
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76 var |
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77 pipeline: RenderPipeline[VertexDataA, Uniforms] |
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78 uniforms: Uniforms |
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79 scene: Thing |
525 | 80 keyvertexpos: seq[Vec3] |
81 keyvertexcolor: seq[Vec4] | |
527 | 82 keymeshindices: seq[array[3, uint16]] |
525 | 83 rowpos = Vec2([0'f32, 0'f32]) |
84 i = 0'u16 | |
527 | 85 firstRow = true |
86 rowWidth = 0'f32 | |
525 | 87 for row in keyrows.fields: |
88 for key in row: | |
527 | 89 let keySpace = float32(keyDimension * key) |
90 if key > 0: | |
91 if keyIndices[i div 4] == Enter: | |
92 keyvertexpos.add Vec3([rowpos[0], rowpos[1] - keyDimension - keyGap, 0'f32]) | |
93 keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1] - keyDimension - | |
94 keyGap, 0'f32]) | |
95 else: | |
96 keyvertexpos.add Vec3([rowpos[0], rowpos[1], 0'f32]) | |
97 keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1], 0'f32]) | |
98 keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1] + keyDimension, 0'f32]) | |
99 keyvertexpos.add Vec3([rowpos[0], rowpos[1] + keyDimension, 0'f32]) | |
100 keyvertexcolor.add [baseColor, baseColor, baseColor, baseColor] | |
101 keymeshindices.add [i, i + 1, i + 2] | |
102 keymeshindices.add [i + 2, i + 3, i] | |
103 rowpos[0] += keySpace + keyGap | |
104 i += 4 | |
105 else: | |
106 rowpos[0] += -keySpace + keyGap | |
107 if firstRow: | |
108 rowWidth = rowpos[0] | |
525 | 109 rowpos[0] = 0 |
527 | 110 rowpos[1] += keyDimension + keyGap * (if firstRow: 2'f32 else: 1'f32) |
111 firstRow = false | |
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112 |
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113 |
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114 proc globalUpdate(engine: var Engine, dt: float32) = |
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115 uniforms.projection.value = ortho[float32]( |
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116 0'f32, float32(engine.vulkan.frameSize.x), |
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117 0'f32, float32(engine.vulkan.frameSize.y), |
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118 0'f32, 1'f32, |
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119 ) |
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120 engine.vulkan.device.updateUniformData(pipeline, uniforms) |
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121 |
525 | 122 let |
530 | 123 mousePos = translate3d(engine.input.mousePos.x + 20, |
124 engine.input.mousePos.y + 20, 0'f32) | |
525 | 125 winsize = engine.window.size |
126 center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / | |
127 2'f32, 0.1'f32) | |
128 scene.firstWithName("cursor").transform = mousePos | |
129 scene.firstWithName("keyboard-center").transform = center | |
527 | 130 scene.firstWithName("background").transform = scale3d(float32(winsize[0]), |
131 float32(winsize[1]), 0'f32) | |
525 | 132 var mesh = Mesh[VertexDataA, uint16](scene.firstWithName("keyboard").parts[0]) |
133 var hadUpdate = false | |
527 | 134 for (index, key) in enumerate(keyIndices): |
525 | 135 if key in engine.input.keysPressed: |
136 let baseIndex = index * 4 | |
137 mesh.vertexData.color.data[baseIndex + 0] = activeColor | |
138 mesh.vertexData.color.data[baseIndex + 1] = activeColor | |
139 mesh.vertexData.color.data[baseIndex + 2] = activeColor | |
140 mesh.vertexData.color.data[baseIndex + 3] = activeColor | |
141 hadUpdate = true | |
142 if key in engine.input.keysReleased: | |
143 let baseIndex = index * 4 | |
144 mesh.vertexData.color.data[baseIndex + 0] = baseColor | |
145 mesh.vertexData.color.data[baseIndex + 1] = baseColor | |
146 mesh.vertexData.color.data[baseIndex + 2] = baseColor | |
147 mesh.vertexData.color.data[baseIndex + 3] = baseColor | |
148 hadUpdate = true | |
149 if hadUpdate: | |
150 engine.vulkan.device.updateVertexData(mesh.vertexData.color) | |
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151 |
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152 |
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153 when isMainModule: |
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154 var myengine = igniteEngine("Input") |
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155 |
527 | 156 # cursor |
525 | 157 var cursormesh = new Mesh[VertexDataA, uint16] |
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158 cursormesh.vertexData = VertexDataA( |
525 | 159 position: PositionAttribute[Vec3](data: arrow, useOnDeviceMemory: true), |
160 color: ColorAttribute[Vec4](data: arrow_colors), | |
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161 transform: ModelTransformAttribute(data: @[Unit44]), |
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162 ) |
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163 # transform the cursor a bit to make it look nice |
525 | 164 let cursorscale = ( |
165 scale2d(20'f32, 20'f32) * | |
166 translate2d(1'f32, 1'f32) * | |
167 rotate2d(-float32(PI) / 4'f32) * | |
168 scale2d(0.5'f32, 1'f32) * | |
169 rotate2d(float32(PI) / 4'f32) | |
170 ) | |
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171 for i in 0 ..< cursormesh.vertexData.position.data.len: |
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172 let pos = Vec3([cursormesh.vertexData.position.data[i][0], |
525 | 173 cursormesh.vertexData.position.data[i][1], 0'f32]) |
174 cursormesh.vertexData.position.data[i] = (cursorscale * pos) | |
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175 |
527 | 176 # keyboard |
525 | 177 var keyboardmesh = new Mesh[VertexDataA, uint16] |
178 keyboardmesh.indexed = true | |
179 keyboardmesh.vertexData = VertexDataA( | |
180 position: PositionAttribute[Vec3](data: keyvertexpos, | |
181 useOnDeviceMemory: true), | |
182 color: ColorAttribute[Vec4](data: keyvertexcolor), | |
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183 transform: ModelTransformAttribute(data: @[Unit44]), |
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184 ) |
527 | 185 keyboardmesh.indices = keymeshindices |
186 | |
187 # background | |
188 var backgroundmesh = new Mesh[VertexDataA, uint16] | |
189 backgroundmesh.indexed = true | |
190 backgroundmesh.indices = @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]] | |
191 backgroundmesh.vertexData = VertexDataA( | |
192 position: PositionAttribute[Vec3](data: @[ | |
193 Vec3([0'f32, 0'f32, 0'f32]), | |
194 Vec3([1'f32, 0'f32, 0'f32]), | |
195 Vec3([1'f32, 1'f32, 0'f32]), | |
196 Vec3([0'f32, 1'f32, 0'f32]), | |
197 ], useOnDeviceMemory: true), | |
198 color: ColorAttribute[Vec4](data: @[ | |
528 | 199 backgroundColor, |
200 backgroundColor, | |
201 backgroundColor, | |
202 backgroundColor, | |
527 | 203 ]), |
204 transform: ModelTransformAttribute(data: @[Unit44]), | |
205 ) | |
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206 |
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207 scene = newThing("scene") |
527 | 208 scene.add newThing("background", backgroundmesh) |
525 | 209 let keyboard = newThing("keyboard", keyboardmesh) |
210 keyboard.transform = translate3d(-float32(rowWidth) / 2'f32, -float32( | |
527 | 211 tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32, 0'f32) |
525 | 212 scene.add newThing("keyboard-center", keyboard) |
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213 scene.add newThing("cursor", cursormesh) |
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214 |
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215 # upload data, prepare shaders, etc |
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216 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" |
525 | 217 out_position = uniforms.projection * transform * vec4(position, 1); |
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218 """) |
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219 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
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220 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( |
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221 myengine, |
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222 scene, |
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223 vertexShader, |
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224 fragmentShader |
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225 ) |
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226 # show something |
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227 myengine.run(pipeline, globalUpdate) |
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228 pipeline.trash() |
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229 myengine.trash() |