#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; } } } } }