Mercurial > games > semicongine
view 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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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[Vec3] color: ColorAttribute[Vec4] transform: ModelTransformAttribute Uniforms = object projection: Descriptor[Mat44] 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 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) = uniforms.projection.value = ortho[float32]( 0'f32, float32(engine.vulkan.frameSize.x), 0'f32, float32(engine.vulkan.frameSize.y), 0'f32, 1'f32, ) engine.vulkan.device.updateUniformData(pipeline, uniforms) 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) when isMainModule: var myengine = igniteEngine("Input") var cursormesh = new Mesh[VertexDataA, uint16] cursormesh.vertexData = VertexDataA( 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 pos = Vec3([cursormesh.vertexData.position.data[i][0], cursormesh.vertexData.position.data[i][1], 0'f32]) cursormesh.vertexData.position.data[i] = (cursorscale * pos) 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]), ) 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) # upload data, prepare shaders, etc const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" out_position = uniforms.projection * transform * vec4(position, 1); """) const fragmentShader = generateFragmentShaderCode[VertexDataA]() pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( myengine, scene, vertexShader, fragmentShader ) # show something myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()