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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-20 11:12:51 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-20 11:12:51 +0100
commit5c65e3e5662e261311a2a544d00a9eabbf632198 (patch)
tree9e9a71f6d2ab2e4f9e9ccfe101ad5256f9dde33c
parent44741315c6d2df9bd6591c19ea189163e5c70add (diff)
parent31ffbbbab541760b0574c6e6819a99575c1ce8b1 (diff)
Merge branch 'wouter/relative_ui' of github.com:lonkaars/crepe
-rw-r--r--src/crepe/api/UIObject.h2
-rw-r--r--src/crepe/system/InputSystem.cpp66
-rw-r--r--src/crepe/system/InputSystem.h11
-rw-r--r--src/test/InputTest.cpp64
4 files changed, 102 insertions, 41 deletions
diff --git a/src/crepe/api/UIObject.h b/src/crepe/api/UIObject.h
index f7f4fba..f1318ab 100644
--- a/src/crepe/api/UIObject.h
+++ b/src/crepe/api/UIObject.h
@@ -20,6 +20,8 @@ public:
vec2 dimensions;
//! Position offset relative to this GameObjects Transform
vec2 offset;
+ //! variable indicating if transform is relative to camera(false) or world(true)
+ bool world_space = false;
};
} // namespace crepe
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index d209282..858a645 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -12,7 +12,7 @@ void InputSystem::fixed_update() {
ComponentManager & mgr = this->mediator.component_manager;
SDLContext & context = this->mediator.sdl_context;
std::vector<EventData> event_list = context.get_events();
- RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
+ const RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
OptionalRef<Camera> curr_cam_ref;
// Find the active camera
@@ -24,9 +24,8 @@ void InputSystem::fixed_update() {
if (!curr_cam_ref) return;
Camera & current_cam = curr_cam_ref;
- RefVector<Transform> transform_vec
- = mgr.get_components_by_id<Transform>(current_cam.game_object_id);
- Transform & cam_transform = transform_vec.front().get();
+ const Transform & cam_transform
+ = mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset
- (current_cam.viewport_size / 2);
@@ -50,7 +49,7 @@ void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camer
EventManager & event_mgr = this->mediator.event_manager;
vec2 adjusted_mouse;
adjusted_mouse.x = event.data.mouse_data.mouse_position.x + camera_origin.x;
- adjusted_mouse.x = event.data.mouse_data.mouse_position.y + camera_origin.y;
+ adjusted_mouse.y = event.data.mouse_data.mouse_position.y + camera_origin.y;
// Check if the mouse is within the viewport
if ((adjusted_mouse.x < camera_origin.x
|| adjusted_mouse.x > camera_origin.x + current_cam.viewport_size.x
@@ -83,7 +82,8 @@ void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camer
.mouse_pos = adjusted_mouse,
.button = event.data.mouse_data.mouse_button,
});
- this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse);
+ this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse,
+ current_cam);
}
break;
}
@@ -93,7 +93,7 @@ void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camer
.mouse_pos = adjusted_mouse,
.mouse_delta = event.data.mouse_data.rel_mouse_move,
});
- this->handle_move(event, adjusted_mouse);
+ this->handle_move(event, adjusted_mouse, current_cam);
break;
case EventType::MOUSE_WHEEL:
@@ -151,19 +151,24 @@ void InputSystem::handle_non_mouse_event(const EventData & event) {
}
}
-void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos) {
+void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos,
+ const Camera & current_cam) {
ComponentManager & mgr = this->mediator.component_manager;
EventManager & event_mgr = this->mediator.event_manager;
- RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+ const RefVector<Button> buttons = mgr.get_components_by_type<Button>();
for (Button & button : buttons) {
if (!button.active) continue;
- Metadata & metadata
- = mgr.get_components_by_id<Metadata>(button.game_object_id).front();
- Transform & transform
+
+ const Transform & transform
= mgr.get_components_by_id<Transform>(button.game_object_id).front();
+ const Transform & cam_transform
+ = mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
+ const Metadata & metadata
+ = mgr.get_components_by_id<Metadata>(button.game_object_id).front();
bool was_hovering = button.hover;
- if (this->is_mouse_inside_button(mouse_pos, button, transform)) {
+
+ if (this->is_mouse_inside_button(mouse_pos, button, transform, cam_transform)) {
button.hover = true;
if (!was_hovering) {
event_mgr.trigger_event<ButtonEnterEvent>(metadata);
@@ -177,33 +182,36 @@ void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_p
}
}
-void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos) {
+void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos,
+ const Camera & current_cam) {
ComponentManager & mgr = this->mediator.component_manager;
EventManager & event_mgr = this->mediator.event_manager;
- RefVector<Button> buttons = mgr.get_components_by_type<Button>();
-
+ const RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+ const Transform & cam_transform
+ = mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
for (Button & button : buttons) {
if (!button.active) continue;
- Metadata & metadata
+ const Metadata & metadata
= mgr.get_components_by_id<Metadata>(button.game_object_id).front();
- Transform & transform
+ const Transform & transform
= mgr.get_components_by_id<Transform>(button.game_object_id).front();
-
- if (this->is_mouse_inside_button(mouse_pos, button, transform)) {
+ if (this->is_mouse_inside_button(mouse_pos, button, transform, cam_transform)) {
event_mgr.trigger_event<ButtonPressEvent>(metadata);
}
}
}
bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button & button,
- const Transform & transform) {
- int actual_x = transform.position.x + button.offset.x;
- int actual_y = transform.position.y + button.offset.y;
-
- int half_width = button.dimensions.x / 2;
- int half_height = button.dimensions.y / 2;
+ const Transform & transform,
+ const Transform & cam_transform) {
+ vec2 actual_pos = transform.position + button.offset;
+ if (!button.world_space) {
+ actual_pos += cam_transform.position;
+ }
+ vec2 half_dimensions = button.dimensions / 2;
- // Check if the mouse is within the button's boundaries
- return mouse_pos.x >= actual_x - half_width && mouse_pos.x <= actual_x + half_width
- && mouse_pos.y >= actual_y - half_height && mouse_pos.y <= actual_y + half_height;
+ return mouse_pos.x >= actual_pos.x - half_dimensions.x
+ && mouse_pos.x <= actual_pos.x + half_dimensions.x
+ && mouse_pos.y >= actual_pos.y - half_dimensions.y
+ && mouse_pos.y <= actual_pos.y + half_dimensions.y;
}
diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h
index 0f1bfa1..2cb80e5 100644
--- a/src/crepe/system/InputSystem.h
+++ b/src/crepe/system/InputSystem.h
@@ -94,20 +94,24 @@ private:
* \param mouse_button The mouse button involved in the click.
* \param world_mouse_x The X coordinate of the mouse in world space.
* \param world_mouse_y The Y coordinate of the mouse in world space.
+ * \param current_cam The current active camera.
*
* This method processes the mouse click event and triggers the corresponding button action.
*/
- void handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos);
+ void handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos,
+ const Camera & current_cam);
/**
* \brief Handles the mouse movement event.
* \param event_data The event data containing information about the mouse movement.
* \param world_mouse_x The X coordinate of the mouse in world space.
* \param world_mouse_y The Y coordinate of the mouse in world space.
+ * \param current_cam The current active camera.
*
* This method processes the mouse movement event and updates the button hover state.
*/
- void handle_move(const EventData & event_data, const vec2 & mouse_pos);
+ void handle_move(const EventData & event_data, const vec2 & mouse_pos,
+ const Camera & current_cam);
/**
* \brief Checks if the mouse position is inside the bounds of the button.
@@ -115,10 +119,11 @@ private:
* \param world_mouse_y The Y coordinate of the mouse in world space.
* \param button The button to check.
* \param transform The transform component of the button.
+ * \param cam_transform the transform of the current active camera
* \return True if the mouse is inside the button, false otherwise.
*/
bool is_mouse_inside_button(const vec2 & mouse_pos, const Button & button,
- const Transform & transform);
+ const Transform & transform, const Transform & cam_transform);
/**
* \brief Handles the button press event, calling the on_click callback if necessary.
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
index f5ebaf0..86afad9 100644
--- a/src/test/InputTest.cpp
+++ b/src/test/InputTest.cpp
@@ -36,10 +36,12 @@ public:
RenderSystem render{mediator};
EventManager event_manager{mediator};
//GameObject camera;
+ int offset_x = 100;
+ int offset_y = 200;
protected:
void SetUp() override {
- GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+ GameObject obj = mgr.new_object("camera", "camera", vec2{offset_x, offset_y}, 0, 1);
auto & camera
= obj.add_component<Camera>(ivec2{500, 500}, vec2{500, 500},
Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
@@ -75,8 +77,8 @@ TEST_F(InputTest, MouseDown) {
EventHandler<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) {
mouse_triggered = true;
//middle of the screen = 0,0
- EXPECT_EQ(event.mouse_pos.x, 0);
- EXPECT_EQ(event.mouse_pos.y, 0);
+ EXPECT_EQ(event.mouse_pos.x, offset_x);
+ EXPECT_EQ(event.mouse_pos.y, offset_y);
EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
return false;
};
@@ -100,8 +102,8 @@ TEST_F(InputTest, MouseUp) {
bool function_triggered = false;
EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) {
function_triggered = true;
- EXPECT_EQ(e.mouse_pos.x, 0);
- EXPECT_EQ(e.mouse_pos.y, 0);
+ EXPECT_EQ(e.mouse_pos.x, offset_x);
+ EXPECT_EQ(e.mouse_pos.y, offset_y);
EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);
return false;
};
@@ -124,8 +126,8 @@ TEST_F(InputTest, MouseMove) {
bool function_triggered = false;
EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) {
function_triggered = true;
- EXPECT_EQ(e.mouse_pos.x, 0);
- EXPECT_EQ(e.mouse_pos.y, 0);
+ EXPECT_EQ(e.mouse_pos.x, offset_x);
+ EXPECT_EQ(e.mouse_pos.y, offset_y);
EXPECT_EQ(e.mouse_delta.x, 10);
EXPECT_EQ(e.mouse_delta.y, 10);
return false;
@@ -198,8 +200,8 @@ TEST_F(InputTest, MouseClick) {
EventHandler<MouseClickEvent> on_mouse_click = [&](const MouseClickEvent & event) {
on_click_triggered = true;
EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
- EXPECT_EQ(event.mouse_pos.x, 0);
- EXPECT_EQ(event.mouse_pos.y, 0);
+ EXPECT_EQ(event.mouse_pos.x, offset_x);
+ EXPECT_EQ(event.mouse_pos.y, offset_y);
return false;
};
event_manager.subscribe<MouseClickEvent>(on_mouse_click);
@@ -232,7 +234,51 @@ TEST_F(InputTest, testButtonClick) {
event_manager.dispatch_events();
EXPECT_TRUE(button_clicked);
}
+TEST_F(InputTest, buttonPositionCamera) {
+ GameObject button_obj = mgr.new_object("body", "person", vec2{50, 50}, 0, 1);
+ bool button_clicked = false;
+ event_manager.subscribe<ButtonPressEvent>([&](const ButtonPressEvent & event) {
+ button_clicked = true;
+ EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
+ return false;
+ });
+ auto & button = button_obj.add_component<Button>(vec2{10, 10}, vec2{0, 0});
+
+ button.world_space = false;
+ bool hover = false;
+ button.active = true;
+ this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
+ input_system.update();
+ event_manager.dispatch_events();
+ EXPECT_FALSE(button_clicked);
+
+ this->simulate_mouse_click(300, 300, SDL_BUTTON_LEFT);
+ input_system.update();
+ event_manager.dispatch_events();
+ EXPECT_TRUE(button_clicked);
+}
+TEST_F(InputTest, buttonPositionWorld) {
+ GameObject button_obj = mgr.new_object("body", "person", vec2{50, 50}, 0, 1);
+ bool button_clicked = false;
+ event_manager.subscribe<ButtonPressEvent>([&](const ButtonPressEvent & event) {
+ button_clicked = true;
+ EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
+ return false;
+ });
+ auto & button = button_obj.add_component<Button>(vec2{10, 10}, vec2{0, 0});
+ button.world_space = true;
+ bool hover = false;
+ button.active = true;
+ this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
+ input_system.update();
+ event_manager.dispatch_events();
+ EXPECT_FALSE(button_clicked);
+ this->simulate_mouse_click(300, 300, SDL_BUTTON_LEFT);
+ input_system.update();
+ event_manager.dispatch_events();
+ EXPECT_FALSE(button_clicked);
+}
TEST_F(InputTest, testButtonHover) {
GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
bool button_hover = false;