Mercurial > games > semicongine
view examples/E04_input.nim @ 710:e1a789902e4f
fix: api change of texture
author | Sam <sam@basx.dev> |
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date | Tue, 23 May 2023 16:29:01 +0700 |
parents | 3bb199dd45ba |
children | 5f7ec8d1bd33 |
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import std/enumerate import std/typetraits import std/math import semicongine const arrow = @[ newVec3f(-1, -1), newVec3f(1, -1), newVec3f(-0.3, -0.3), newVec3f(-0.3, -0.3), newVec3f(-1, 1), newVec3f(-1, -1), ] # keyboard layout, specifying rows with key widths, negative numbers are empty spaces keyrows = ( [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], [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], [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], [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], [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], [1.5, 1.5, 1.5, 6, 1.5, 1.5, -1.2, 1.5, -0.1, 1.0, 1.0, 1.0], ) keyDimension = 50'f32 keyGap = 10'f32 backgroundColor = newVec4f(0.6705882352941176, 0.6078431372549019, 0.5882352941176471, 1) baseColor = newVec4f(0.9411764705882353, 0.9058823529411765, 0.8470588235294118, 1) activeColor = newVec4f(0.6509803921568628, 0.22745098039215686, 0.3137254901960784, 1) arrow_colors = @[ baseColor * 0.9'f32, baseColor * 0.9'f32, baseColor * 0.9'f32, baseColor * 0.8'f32, baseColor * 0.8'f32, baseColor * 0.8'f32, ] keyIndices = [ Escape, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, PrintScreen, ScrollLock, Pause, NumberRowExtra1, `1`, `2`, `3`, `4`, `5`, `6`, `7`, `8`, `9`, `0`, NumberRowExtra2, NumberRowExtra3, Backspace, Insert, Home, PageUp, Tab, Q, W, Key.E, R, T, Key.Y, U, I, O, P, LetterRow1Extra1, LetterRow1Extra2, Delete, End, PageDown, CapsLock, A, S, D, F, G, H, J, K, L, LetterRow2Extra1, LetterRow2Extra2, LetterRow2Extra3, Enter, ShiftL, Key.Z, Key.X, C, V, B, N, M, LetterRow3Extra1, LetterRow3Extra2, LetterRow3Extra3, ShiftR, Up, CtrlL, SuperL, AltL, Space, AltR, SuperR, CtrlR, Left, Down, Right ] # build keyboard and cursor meshes var scene: Scene keyvertexpos: seq[Vec3f] keyvertexcolor: seq[Vec4f] keymeshindices: seq[array[3, uint16]] rowpos = newVec2f(0, 0) i = 0'u16 firstRow = true rowWidth = 0'f32 for row in keyrows.fields: for key in row: let keySpace = float32(keyDimension * key) if key > 0: if keyIndices[i div 4] == Enter: keyvertexpos.add newVec3f(rowpos[0], rowpos[1] - keyDimension - keyGap) keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] - keyDimension - keyGap) else: keyvertexpos.add newVec3f(rowpos[0], rowpos[1]) keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1]) keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] + keyDimension) keyvertexpos.add newVec3f(rowpos[0], rowpos[1] + keyDimension) keyvertexcolor.add [baseColor, baseColor, baseColor, baseColor] keymeshindices.add [i, i + 1, i + 2] keymeshindices.add [i + 2, i + 3, i] rowpos[0] += keySpace + keyGap i += 4 else: rowpos[0] += -keySpace + keyGap if firstRow: rowWidth = rowpos[0] rowpos[0] = 0 rowpos[1] += keyDimension + keyGap * (if firstRow: 2'f32 else: 1'f32) firstRow = false when isMainModule: var myengine = initEngine("Input") # 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) ) var positions = arrow for i in 0 ..< positions.len: positions[i] = cursorscale * newVec3f(positions[i].x, positions[i].y) # define mesh objects var cursormesh = newMesh( positions=positions, colors=arrow_colors, instanceCount=1, ) keyboardmesh = newMesh( positions=keyvertexpos, colors=keyvertexcolor, indices=keymeshindices ) backgroundmesh = newMesh( positions= @[ newVec3f(0'f32, 0'f32), newVec3f(1'f32, 0'f32), newVec3f(1'f32, 1'f32), newVec3f(0'f32, 1'f32), ], colors= @[ backgroundColor, backgroundColor, backgroundColor, backgroundColor, ], indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], ) # define mesh objects scene = newScene("scene", newEntity("scene")) scene.root.add newEntity("background", backgroundmesh) let keyboard = newEntity("keyboard", keyboardmesh) keyboard.transform = translate3d( -float32(rowWidth) / 2'f32, -float32(tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32, 0'f32 ) scene.root.add newEntity("keyboard-center", keyboard) scene.root.add newEntity("cursor", cursormesh) # shaders const vertexInput = @[ attr[Vec3f]("position"), attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), ] vertexOutput = @[attr[Vec4f]("outcolor")] uniforms = @[attr[Mat4]("projection")] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, uniforms=uniforms, outputs=vertexOutput, main="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, uniforms=uniforms, outputs=fragOutput, main="color = outcolor;" ) # set up rendering myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0.5))) myengine.addScene(scene, vertexInput, transformAttribute="transform") scene.addShaderGlobal("projection", Unit4f32) # mainloop while myengine.updateInputs() == Running: if myengine.windowWasResized(): setShaderGlobal(scene, "projection", ortho( 0, float32(myengine.getWindow().size[0]), 0, float32(myengine.getWindow().size[1]), 0, 1, ) ) let winsize = myengine.getWindow().size center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) scene.root.firstWithName("keyboard-center").transform = center scene.root.firstWithName("background").transform = scale3d(float32(winsize[0]), float32(winsize[1]), 1'f32) let mousePos = translate3d(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32) scene.root.firstWithName("cursor").transform = mousePos var mesh = Mesh(scene.root.firstWithName("keyboard").components[0]) for (index, key) in enumerate(keyIndices): if myengine.keyWasPressed(key): let baseIndex = uint32(index * 4) mesh.updateMeshData("color", baseIndex + 0, activeColor) mesh.updateMeshData("color", baseIndex + 1, activeColor) mesh.updateMeshData("color", baseIndex + 2, activeColor) mesh.updateMeshData("color", baseIndex + 3, activeColor) if myengine.keyWasReleased(key): let baseIndex = uint32(index * 4) mesh.updateMeshData("color", baseIndex + 0, baseColor) mesh.updateMeshData("color", baseIndex + 1, baseColor) mesh.updateMeshData("color", baseIndex + 2, baseColor) mesh.updateMeshData("color", baseIndex + 3, baseColor) myengine.renderScene(scene) myengine.destroy()