Zooming and rect/line drawing

main
Cameron Murphy Reikes 2 years ago
commit 8d54015a5d

3
.gitignore vendored

@ -0,0 +1,3 @@
physics.exe
*.pdb
.build/

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#import "Basic";
#import "Math";
#import "Window_Creation";
Input :: #import "Input";
Simp :: #import "Simp";
window_width : s32 = 1280;
window_height : s32 = 720;
xy :: (x: int, y: int) -> Vector2 {
return xy(cast(float)x, cast(float)y);
}
drawing_in_world_space: bool = false;
line :: (_from: Vector2, _to: Vector2, width: float = 1.0) {
from := _from;
to := _to;
if drawing_in_world_space {
from = world_to_screen(from);
to = world_to_screen(to);
}
Simp.set_shader_for_color();
normal := rotate(unit_vector(to - from), PI/2.0);
Simp.immediate_quad(from + normal*width, from - normal*width, to + normal*width, to - normal*width);
}
Rect :: struct {
pos, halfsize: Vector2; // pos is in world space
rotation: float;
};
draw_rect :: (using r: Rect) {
facing_to_right := rotate(xy(halfsize.x,0.0), rotation);
facing_to_up := rotate(xy(0.0,halfsize.y), rotation);
upper_right := pos + facing_to_right + facing_to_up;
upper_left := pos - facing_to_right + facing_to_up;
lower_left := pos - facing_to_right - facing_to_up;
lower_right := pos + facing_to_right - facing_to_up;
line(upper_left, upper_right);
line(upper_right, lower_right);
line(lower_right, lower_left);
line(lower_left, upper_left);
}
mouse :: () -> Vector2 {
x, y := get_mouse_pointer_position();
pos: Vector2 = xy(cast(float)x, cast(float)y);
// simp is lower left is (0, 0) and y+ is up
pos.y = window_height - pos.y;
return pos;
}
Camera :: struct {
pos: Vector2;
zoom: float = 1.0;
};
camera : Camera;
screen_to_world :: (screen: Vector2) -> Vector2 {
using camera;
return (screen + pos)*zoom;
}
world_to_screen :: (world: Vector2) -> Vector2 {
using camera;
// world = (screen + pos)*zoom;
// world/zoom = screen + pos;
// world/zoom - pos = screen;
return (world/zoom) - pos;
}
main :: () {
window := create_window(window_width, window_height, "A Window");
// Actual render size in pixels can be different from the window dimensions we specified above (for example on high-resolution displays on macOS/iOS).
window_width, window_height = Simp.get_render_dimensions(window);
Simp.set_render_target(window);
rects: [..]Rect;
array_add(*rects, .{pos = #run xy(0.0, 0.0), halfsize = #run xy(30.0)});
array_add(*rects, .{pos = #run xy(40.0, 0.0), halfsize = #run xy(30.0)});
quit := false;
last_time := get_time();
panning: bool = false;
last_mouse_pos := mouse();
while !quit {
dt := cast(float)(get_time() - last_time);
last_time = get_time();
Input.update_window_events();
mouse_delta := mouse() - last_mouse_pos; // using Input.mouse_delta_x seems to incorrectly accumulate
last_mouse_pos = mouse();
for Input.get_window_resizes() {
Simp.update_window(it.window); // Simp will do nothing if it doesn't care about this window.
if it.window == window {
should_reinit := (it.width != window_width) || (it.height != window_height);
window_width = it.width;
window_height = it.height;
//if should_reinit my_init_fonts(); // Resize the font for the new window size.
}
}
print("%\n", Input.mouse_delta_z);
camera.zoom *= 1.0 - 0.1*Input.mouse_delta_z/120.0;
if panning {
camera.pos -= mouse_delta;
//camera.pos -= xy(Input.mouse_delta_x, -Input.mouse_delta_y);
// this doesn't fix it
//Input.mouse_delta_x = 0;
//Input.mouse_delta_y = 0;
}
rects[0].rotation += dt * 1.0;
Simp.clear_render_target(0.0, 0.0, 0.0, 1.0);
drawing_in_world_space = true;
for rects draw_rect(it);
line(xy(0.0, 0.0), screen_to_world(mouse()));
drawing_in_world_space = false;
Simp.swap_buffers(window);
for Input.events_this_frame {
if it.type == .QUIT then quit = true;
if it.type == {
case .KEYBOARD;
if it.key_pressed && it.key_code == .ESCAPE {
quit = true;
}
if it.key_code == .MOUSE_BUTTON_LEFT {
panning = cast(bool)it.key_pressed;
}
}
}
}
}
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