Add demo.nim to be used for active (keyboard, mouse, screen) demos. (#151)

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treeform 2021-03-11 20:09:12 -08:00 committed by GitHub
parent 26bd527edb
commit 38bcd8973c
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src/pixie/demo.nim Normal file
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import staticglfw, opengl, pixie
export pixie, staticglfw
var
screen* = newImage(800, 600)
window*: Window
proc getMousePos*(): Vec2 =
## Get the mouse position.
var xpos, ypos: float64
getCursorPos(window, xpos.addr, ypos.addr)
vec2(xpos, ypos)
proc isMouseDown*(): bool =
## Get if the left mouse button is down.
getMouseButton(window, MOUSE_BUTTON_LEFT) == PRESS
proc isKeyDown*(keyCode: int): bool =
## Get if the key is currently being held down.
## See key codes: https://www.glfw.org/docs/3.3/group__keys.html
## Examples: KEY_SPACE, KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT
getKey(window, keyCode.cint) == PRESS
proc tick*() =
## Called this every frame in a while loop.
# Update texture with new pixels from surface.
var dataPtr = screen.data[0].addr
glTexSubImage2D(
GL_TEXTURE_2D, 0, 0, 0,
screen.width.GLsizei, screen.height.GLsizei,
GL_RGBA, GL_UNSIGNED_BYTE, dataPtr
)
# Draw a quad over the whole screen.
glClear(GL_COLOR_BUFFER_BIT)
glBegin(GL_QUADS)
glTexCoord2d(0.0, 0.0); glVertex2d(-1.0, +1.0)
glTexCoord2d(1.0, 0.0); glVertex2d(+1.0, +1.0)
glTexCoord2d(1.0, 1.0); glVertex2d(+1.0, -1.0)
glTexCoord2d(0.0, 1.0); glVertex2d(-1.0, -1.0)
glEnd()
swapBuffers(window)
pollEvents()
if windowShouldClose(window) == 1:
quit()
proc start*(title = "Demo") =
## Start the demo.
if init() == 0:
quit("Failed to Initialize GLFW.")
windowHint(RESIZABLE, false.cint)
window = createWindow(screen.width.cint, screen.height.cint, title, nil, nil)
if window == nil:
quit("Failed to create window.")
makeContextCurrent(window)
loadExtensions()
# Allocate a texture and bind it.
var dataPtr = screen.data[0].addr
glTexImage2D(
GL_TEXTURE_2D, 0, 3,
screen.width.GLsizei, screen.height.GLsizei,
0, GL_RGBA, GL_UNSIGNED_BYTE, dataPtr
)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
glEnable(GL_TEXTURE_2D)