Mercurial > games > semicongine
changeset 1305:21c4e598d820
did: work on cursor issues, but now sync unfinished things to notebook
author | sam <sam@basx.dev> |
---|---|
date | Wed, 07 Aug 2024 19:09:03 +0700 |
parents | 49428fc7921c |
children | 7be3628298f5 |
files | semicongine/input.nim semicongine/rendering/platform/linux.nim semicongine/rendering/platform/windows.nim tests/test_gltf.nim |
diffstat | 4 files changed, 26 insertions(+), 29 deletions(-) [+] |
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--- a/semicongine/input.nim Wed Aug 07 17:26:25 2024 +0700 +++ b/semicongine/input.nim Wed Aug 07 19:09:03 2024 +0700 @@ -14,8 +14,8 @@ mouseIsDown: set[MouseButton] mouseWasPressed: set[MouseButton] mouseWasReleased: set[MouseButton] - mousePosition: Vec2f - mouseMove: Vec2f + mousePosition: Vec2i + mouseMove: Vec2i mouseWheel: float32 windowWasResized: bool = true windowIsMinimized: bool = false @@ -35,8 +35,12 @@ input.mouseMove = vec2(0, 0) input.windowWasResized = false - if input.lockMouse: - lockMouse(vulkan.window, input.hasFocus) + # if input.lockMouse and input.hasFocus: + # setMousePosition(vulkan.window, x=int(vulkan.swapchain.width div 2), y=int(vulkan.swapchain.height div 2)) + + let newMousePos = getMousePosition(vulkan.window) + input.mouseMove = newPos - input.mousePosition + input.mousePosition = newPos var killed = false for event in vulkan.window.pendingEvents(): @@ -57,10 +61,6 @@ of MouseReleased: input.mouseWasReleased.incl event.button input.mouseIsDown.excl event.button - of MouseMoved: - let newPos = vec2(event.x, event.y) - input.mouseMove = newPos - input.mousePosition - input.mousePosition = newPos of MouseWheel: input.mouseWheel = event.amount of MinimizedWindow: @@ -85,10 +85,10 @@ proc mouseWasReleased*(): bool = input.mouseWasReleased.len > 0 proc mouseWasReleased*(button: MouseButton): bool = button in input.mouseWasReleased proc mouseReleasedButtons*(): set[MouseButton] = input.mouseWasReleased -proc mousePosition*(): Vec2f = input.mousePosition -proc mousePositionNormalized*(size: (int, int)): Vec2f = - result.x = (input.mousePosition.x / float32(size[0])) * 2.0 - 1.0 - result.y = (input.mousePosition.y / float32(size[1])) * 2.0 - 1.0 +proc mousePositionPixel*(): Vec2i = input.mousePosition +proc mousePosition*(size: (int, int)): Vec2f = + result.x = (input.mousePosition.x.float32 / float32(size[0])) * 2.0 - 1.0 + result.y = (input.mousePosition.y.float32 / float32(size[1])) * 2.0 - 1.0 proc mouseMove*(): Vec2f = input.mouseMove proc mouseWheel*(): float32 = input.mouseWheel proc windowWasResized*(): auto = input.windowWasResized
--- a/semicongine/rendering/platform/linux.nim Wed Aug 07 17:26:25 2024 +0700 +++ b/semicongine/rendering/platform/linux.nim Wed Aug 07 19:09:03 2024 +0700 @@ -181,7 +181,8 @@ result.add Event(eventType: MouseReleased, button: MouseButtonTypeMap.getOrDefault(button, MouseButton.UNKNOWN)) of MotionNotify: let motion = cast[PXMotionEvent](addr(event)) - result.add Event(eventType: MouseMoved, x: motion.x, y: motion.y) + if motion.x > 0 or motion.y > 0: + result.add Event(eventType: MouseMoved, x: motion.x, y: motion.y) of FocusIn: result.add Event(eventType: GotFocus) of FocusOut: @@ -192,7 +193,7 @@ discard -proc getMousePosition*(window: NativeWindow): Option[Vec2f] = +proc getMousePosition*(window: NativeWindow): Option[Vec2i] = var root: x11.Window win: x11.Window @@ -213,7 +214,7 @@ addr(mask), ) if onscreen != 0: - result = some(Vec2f([float32(winX), float32(winY)])) + result = some(vec2(winX, winY)) proc lockMouse*(window: NativeWindow, lock: bool) = if lock:
--- a/semicongine/rendering/platform/windows.nim Wed Aug 07 17:26:25 2024 +0700 +++ b/semicongine/rendering/platform/windows.nim Wed Aug 07 19:09:03 2024 +0700 @@ -186,7 +186,7 @@ proc size*(window: NativeWindow): (int, int) = var rect: RECT - checkWin32Result GetClientRect(window.hwnd, addr(rect)) + checkWin32Result GetWindowRect(window.hwnd, addr(rect)) (int(rect.right - rect.left), int(rect.bottom - rect.top)) proc pendingEvents*(window: NativeWindow): seq[Event] = @@ -199,19 +199,15 @@ result = currentEvents currentEvents.setLen(0) -proc lockMouse*(window: NativeWindow, lock: bool) = - if lock: - let s = window.size() - var p = POINT(x: s[0].clong div 2, y: s[1].clong div 2) - ClientToScreen(window.hwnd, p) - checkWin32Result SetCursorPos(p.x.int32, p.y.int32) +proc getMousePosition*(window: NativeWindow): Option[Vec2i] = + var p: POINT + let res = GetCursorPos(addr(p)) + if res: + return some(vec2i(p.x, p.y)) + return none(Vec2i) -proc getMousePosition*(window: NativeWindow): Option[Vec2f] = - var p: POINT - if GetCursorPos(addr(p)): - if ScreenToClient(window.hwnd, p) - return some(Vec2f([float32(p.x), float32(p.y)])) - return none(Vec2f) +proc setMousePosition*(window: NativeWindow, x, y: int) = + checkWin32Result SetCursorPos(x.int32, y.int32) proc createNativeSurface*(instance: VkInstance, window: NativeWindow): VkSurfaceKHR = assert instance.Valid
--- a/tests/test_gltf.nim Wed Aug 07 17:26:25 2024 +0700 +++ b/tests/test_gltf.nim Wed Aug 07 19:09:03 2024 +0700 @@ -206,7 +206,7 @@ var renderpass = createDirectPresentationRenderPass(depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT) setupSwapchain(renderpass = renderpass) lockMouse(true) - showSystemCursor(false) + # showSystemCursor(false) # tests a simple triangle with minimalistic shader and vertex format test_gltf(time)