Mercurial > games > semicongine
diff examples/E04_input.nim @ 525:0285ff2281b1
add: keyboard/mouse inpute test
author | Sam <sam@basx.dev> |
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date | Sat, 04 Feb 2023 02:24:41 +0700 |
parents | f2c97bdbb0b3 |
children | de433a47e635 |
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--- a/examples/E04_input.nim Sat Feb 04 02:24:15 2023 +0700 +++ b/examples/E04_input.nim Sat Feb 04 02:24:41 2023 +0700 @@ -1,28 +1,96 @@ +import std/tables import std/strutils +import std/typetraits import std/times +import std/math import semicongine type # define type of vertex VertexDataA = object - position: PositionAttribute[Vec2] - color: ColorAttribute[Vec3] + position: PositionAttribute[Vec3] + color: ColorAttribute[Vec4] transform: ModelTransformAttribute Uniforms = object projection: Descriptor[Mat44] - cursor: Descriptor[Vec2] + +const + arrow = @[ + Vec3([-1'f32, -1'f32, 0'f32]), + Vec3([1'f32, -1'f32, 0'f32]), + Vec3([-0.3'f32, -0.3'f32, 0'f32]), + Vec3([-0.3'f32, -0.3'f32, 0'f32]), + Vec3([-1'f32, 1'f32, 0'f32]), + Vec3([-1'f32, -1'f32, 0'f32]), + ] + arrow_colors = @[ + Vec4([1'f32, 0'f32, 0'f32, 1'f32]), + Vec4([1'f32, 0'f32, 0'f32, 1'f32]), + Vec4([1'f32, 0'f32, 0'f32, 1'f32]), + Vec4([0.8'f32, 0'f32, 0'f32, 1'f32]), + Vec4([0.8'f32, 0'f32, 0'f32, 1'f32]), + Vec4([0.8'f32, 0'f32, 0'f32, 1'f32]), + ] + # row width is 15, should sum up + keyrows = ( + [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 3.0], + [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], + [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, 1.2], + [2.1, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0], + [3.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 3.0], + [1.5, 1.5, 1.5, 6, 1.5, 1.5, 1.5], + ) + rowWidth = 900 + keyHeight = 50'f32 + keyGap = 10'f32 + baseColor = Vec4([1'f32, 0'f32, 0'f32, 0'f32]) + activeColor = Vec4([1'f32, 1'f32, 1'f32, 0'f32]) + keyMap = { + Escape: 0, F1: 1, F2: 2, F3: 3, F4: 4, F5: 5, F6: 6, F7: 7, F8: 8, F9: 9, + F10: 10, F11: 11, F12: 12, + NumberRowExtra1: 13, `1`: 14, `2`: 15, `3`: 16, `4`: 17, `5`: 18, `6`: 19, + `7`: 20, `8`: 21, `9`: 22, `0`: 23, NumberRowExtra2: 24, + NumberRowExtra3: 25, Backspace: 26, + Tab: 27, Q: 28, W: 29, Key.E: 30, R: 31, T: 32, Key.Y: 33, U: 34, I: 35, O: 36, + P: 37, LetterRow1Extra1: 38, LetterRow1Extra2: 39, LetterRow1Extra3: 40, + CapsLock: 41, A: 42, S: 43, D: 44, F: 45, G: 46, H: 47, J: 48, K: 49, L: 50, + LetterRow2Extra1: 51, LetterRow2Extra2: 52, + ShiftL: 53, Key.Z: 54, Key.X: 55, C: 56, V: 57, B: 58, N: 59, M: 60, + LetterRow3Extra1: 61, LetterRow3Extra2: 62, LetterRow3Extra3: 63, + ShiftR: 64, + CtrlL: 65, SuperL: 66, AltL: 67, Space: 68, AltR: 69, SuperR: 70, CtrlR: 71, + }.toTable var pipeline: RenderPipeline[VertexDataA, Uniforms] uniforms: Uniforms scene: Thing - time: float + keyvertexpos: seq[Vec3] + keyvertexcolor: seq[Vec4] + keyindices: seq[array[3, uint16]] + rowpos = Vec2([0'f32, 0'f32]) + i = 0'u16 +for row in keyrows.fields: + let + rowSpacePx = rowWidth - (row.len - 1) * keyGap + rowSpace = sum(row) + for key in row: + let keySpace = float32((key / rowSpace) * rowSpacePx) + keyvertexpos.add Vec3([rowpos[0], rowpos[1], 0'f32]) + keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1], 0'f32]) + keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1] + keyHeight, 0'f32]) + keyvertexpos.add Vec3([rowpos[0], rowpos[1] + keyHeight, 0'f32]) + keyvertexcolor.add [baseColor, baseColor, baseColor, baseColor] + keyindices.add [i, i + 1, i + 2] + keyindices.add [i + 2, i + 3, i] + rowpos[0] += keySpace + keyGap + i += 4 + rowpos[0] = 0 + rowpos[1] += keyHeight + keyGap proc globalUpdate(engine: var Engine, dt: float32) = - time += dt - uniforms.cursor.value = engine.input.mousePos uniforms.projection.value = ortho[float32]( 0'f32, float32(engine.vulkan.frameSize.x), 0'f32, float32(engine.vulkan.frameSize.y), @@ -30,79 +98,78 @@ ) engine.vulkan.device.updateUniformData(pipeline, uniforms) - let cursor = firstPartWithName[Mesh[VertexDataA]](scene, "cursor") - if cursor != nil: - for c in cursor.vertexData.color.data.mitems: - c[1] = (sin(time * 8) * 0.5 + 0.5) * 0.2 - c[2] = (sin(time * 8) * 0.5 + 0.5) * 0.2 - engine.vulkan.device.updateVertexData(cursor.vertexData.color) - - var trans = translate3d(engine.input.mousePos.x, engine.input.mousePos.y, 0'f32) - # cursor.vertexData.transform.data = @[trans.transposed()] - engine.vulkan.device.updateVertexData(cursor.vertexData.transform) - + let + mousePos = translate3d(engine.input.mousePos.x, engine.input.mousePos.y, 0'f32) + winsize = engine.window.size + center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / + 2'f32, 0.1'f32) + scene.firstWithName("cursor").transform = mousePos + scene.firstWithName("keyboard-center").transform = center + var mesh = Mesh[VertexDataA, uint16](scene.firstWithName("keyboard").parts[0]) + var hadUpdate = false + for key, index in keyMap.pairs: + if key in engine.input.keysPressed: + echo "Pressed ", key + let baseIndex = index * 4 + mesh.vertexData.color.data[baseIndex + 0] = activeColor + mesh.vertexData.color.data[baseIndex + 1] = activeColor + mesh.vertexData.color.data[baseIndex + 2] = activeColor + mesh.vertexData.color.data[baseIndex + 3] = activeColor + hadUpdate = true + if key in engine.input.keysReleased: + echo "Released ", key + let baseIndex = index * 4 + mesh.vertexData.color.data[baseIndex + 0] = baseColor + mesh.vertexData.color.data[baseIndex + 1] = baseColor + mesh.vertexData.color.data[baseIndex + 2] = baseColor + mesh.vertexData.color.data[baseIndex + 3] = baseColor + hadUpdate = true + if hadUpdate: + engine.vulkan.device.updateVertexData(mesh.vertexData.color) -const - shape = @[ - Vec2([ - 1'f32, - 1'f32]), - Vec2([1'f32, - 1'f32]), - Vec2([-0.3'f32, -0.3'f32]), - Vec2([-0.3'f32, -0.3'f32]), - Vec2([ - 1'f32, 1'f32]), - Vec2([ - 1'f32, - 1'f32]), - ] - colors = @[ - Vec3([1'f32, 0'f32, 0'f32]), - Vec3([1'f32, 0'f32, 0'f32]), - Vec3([1'f32, 0'f32, 0'f32]), - Vec3([0.8'f32, 0'f32, 0'f32]), - Vec3([0.8'f32, 0'f32, 0'f32]), - Vec3([0.8'f32, 0'f32, 0'f32]), - ] when isMainModule: var myengine = igniteEngine("Input") - var cursormesh = new Mesh[VertexDataA] + var cursormesh = new Mesh[VertexDataA, uint16] cursormesh.vertexData = VertexDataA( - position: PositionAttribute[Vec2](data: shape, useOnDeviceMemory: true), - color: ColorAttribute[Vec3](data: colors), + position: PositionAttribute[Vec3](data: arrow, useOnDeviceMemory: true), + color: ColorAttribute[Vec4](data: arrow_colors), transform: ModelTransformAttribute(data: @[Unit44]), ) # transform the cursor a bit to make it look nice + let cursorscale = ( + scale2d(20'f32, 20'f32) * + translate2d(1'f32, 1'f32) * + rotate2d(-float32(PI) / 4'f32) * + scale2d(0.5'f32, 1'f32) * + rotate2d(float32(PI) / 4'f32) + ) for i in 0 ..< cursormesh.vertexData.position.data.len: - let cursorscale = ( - scale2d(20'f32, 20'f32) * - translate2d(1'f32, 1'f32) * - rotate2d(-float32(PI) / 4'f32) * - scale2d(0.5'f32, 1'f32) * - rotate2d(float32(PI) / 4'f32) - ) let pos = Vec3([cursormesh.vertexData.position.data[i][0], - cursormesh.vertexData.position.data[i][1], 1'f32]) - cursormesh.vertexData.position.data[i] = (cursorscale * pos).xy + cursormesh.vertexData.position.data[i][1], 0'f32]) + cursormesh.vertexData.position.data[i] = (cursorscale * pos) - var boxmesh = new Mesh[VertexDataA] - boxmesh.vertexData = VertexDataA( - position: PositionAttribute[Vec2](data: shape), - color: ColorAttribute[Vec3](data: colors), + var keyboardmesh = new Mesh[VertexDataA, uint16] + keyboardmesh.indexed = true + keyboardmesh.vertexData = VertexDataA( + position: PositionAttribute[Vec3](data: keyvertexpos, + useOnDeviceMemory: true), + color: ColorAttribute[Vec4](data: keyvertexcolor), transform: ModelTransformAttribute(data: @[Unit44]), ) - for i in 0 ..< boxmesh.vertexData.position.data.len: - let boxscale = translate2d(100'f32, 100'f32) * scale2d(100'f32, 100'f32) - let pos = Vec3([boxmesh.vertexData.position.data[i][0], - boxmesh.vertexData.position.data[i][1], 1'f32]) - boxmesh.vertexData.position.data[i] = (boxscale * pos).xy + keyboardmesh.indices = keyindices scene = newThing("scene") + let keyboard = newThing("keyboard", keyboardmesh) + keyboard.transform = translate3d(-float32(rowWidth) / 2'f32, -float32( + tupleLen(keyRows) * (keyHeight + keyGap) - keyGap) / 2'f32, 0'f32) + scene.add newThing("keyboard-center", keyboard) scene.add newThing("cursor", cursormesh) - scene.add newThing("a box", boxmesh, newTransform(Unit44), newTransform( - translate3d(1'f32, 0'f32, 0'f32))) - scene.add newTransform(scale3d(1.5'f32, 1.5'f32, 1.5'f32)) # upload data, prepare shaders, etc const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" - out_position = uniforms.projection * transform * vec4(position, 0, 1); + out_position = uniforms.projection * transform * vec4(position, 1); """) const fragmentShader = generateFragmentShaderCode[VertexDataA]() pipeline = setupPipeline[VertexDataA, Uniforms, uint16](