Mouse click input

This commit is contained in:
Kevin Trogant 2022-12-08 12:05:54 +01:00
parent 31cd55cf1f
commit 232494cc46

View File

@ -4,6 +4,8 @@
#include "Renderer.h"
#include "Win32AssetManager.h"
#include "TouchInput.h"
#include "Position.h"
#undef APIENTRY
#define WIN32_LEAN_AND_MEAN
@ -44,22 +46,65 @@ int main()
Renderer::create();
// BEISPIELCODE
Position smiley_pos = {512, 384};
StringHandle smiley = StringRepository::global->internString("smiley_PNG42.png");
// ENDE BEISPIELCODE
glfwSwapInterval(1);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
Renderer::ptr->addRect(100,
100,
500,
500,
0.3,
0.3,
0.3,
1.0f,
StringRepository::global->internString("smiley_PNG42.png"));
/* Gather keyboard input */
/* Gather mouse input */
TouchInputEvent touch_event = {};
int input_event_count = 0;
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) {
double x, y;
glfwGetCursorPos(window, &x, &y);
touch_event.kind = TouchInputEventKind::Tap;
touch_event.start = {static_cast<float>(x), static_cast<float>(y)};
touch_event.end = touch_event.start;
input_event_count = 1;
}
int w, h;
glfwGetFramebufferSize(window, &w, &h);
// INTEGRATION Rufe hier deine "gameloop"/"update" funktion auf, die als Parameter
// den GameState, input_events und input_event_count und die Displaygröße bekommen sollte:
//
// kUpdate(&m_state, input_events, input_event_count, m_display_width, m_display_height)
//
//
// Die Funktion könnte folgende Definition haben:
// void kUpdate(GameState* state,
// const TouchInputEvent* touch_events,
// unsigned int touch_event_count,
// float display_width,
// float display_height)
// ENDE INTEGRATION
// BEISPIELCODE
static float x = 1.f;
static float d = -0.01f;
x += d;
if (x <= 0.f)
d *= -1.f;
else if (x >= 1.f)
d *= -1.f;
if (input_event_count > 0) {
smiley_pos = touch_event.end;
smiley_pos.x -= 250;
smiley_pos.y -= 250;
}
Renderer::ptr->addRect(100, 100, 500, 500, 0.3f, 0.3f, 0.3f, 1.f);
Renderer::ptr->addRect(smiley_pos.x, smiley_pos.y, 500, 500, 0.f, x * x, 1.f - x * x, 1.f, smiley);
// ENDE BEISPIELCODE
Renderer::ptr->renderFrame(static_cast<float>(w), static_cast<float>(h));
glfwSwapBuffers(window);