Mercurial > games > semicongine
view examples/E04_input.nim @ 1022:f888ac4825b8
did: refactor input system, did some renaming, add quering of keys in key-value-store
author | sam <sam@basx.dev> |
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date | Wed, 15 May 2024 19:51:23 +0700 |
parents | c66503386e8b |
children | d6c27f0ed3e4 |
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import std/enumerate import std/tables import std/typetraits import std/math import ../src/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 material = Material(name: "default") cursormesh = newMesh( positions=positions, colors=arrow_colors, material=material, ) keyboardmesh = newMesh( positions=keyvertexpos, colors=keyvertexcolor, indices=keymeshindices, material=material, ) 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]], material=material, ) # define mesh objects var keyboard_center = translate( -float32(rowWidth) / 2'f32, -float32(tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32, 0'f32 ) scene = Scene(name: "scene", meshes: @[backgroundmesh, keyboardmesh, cursormesh]) # shaders const shaderConfiguration = createShaderConfiguration( inputs=[ attr[Vec3f]("position"), attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), ], intermediates=[attr[Vec4f]("outcolor")], uniforms=[attr[Mat4]("projection")], outputs=[attr[Vec4f]("color")], vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", fragmentCode="color = outcolor;", ) # set up rendering myengine.initRenderer({"default": shaderConfiguration}.toTable) scene.addShaderGlobal("projection", Unit4f32) myengine.addScene(scene) myengine.hideSystemCursor() # mainloop while myengine.updateInputs() == Running: if myengine.windowWasResized(): scene.setShaderGlobal("projection", ortho( 0, float32(myengine.getWindow().size[0]), 0, float32(myengine.getWindow().size[1]), 0, 1, ) ) let winsize = myengine.getWindow().size center = translate(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) keyboardmesh.transform = keyboard_center * center backgroundmesh.transform = scale(float32(winsize[0]), float32(winsize[1]), 1'f32) let mousePos = translate(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32) cursormesh.transform = mousePos for (index, key) in enumerate(keyIndices): if myengine.keyWasPressed(key): let baseIndex = index * 4 keyboardmesh["color", baseIndex + 0] = activeColor keyboardmesh["color", baseIndex + 1] = activeColor keyboardmesh["color", baseIndex + 2] = activeColor keyboardmesh["color", baseIndex + 3] = activeColor if myengine.keyWasReleased(key): let baseIndex = index * 4 keyboardmesh["color", baseIndex + 0] = baseColor keyboardmesh["color", baseIndex + 1] = baseColor keyboardmesh["color", baseIndex + 2] = baseColor keyboardmesh["color", baseIndex + 3] = baseColor myengine.renderScene(scene) myengine.destroy()