diff options
author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-18 21:14:17 +0100 |
---|---|---|
committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-18 21:14:17 +0100 |
commit | 6d333439fa955d2da69dac72ec2470e1bfc2e63d (patch) | |
tree | a58ae1644abc5e931fad1899d25a87e9e6a6bd3e /src/crepe/system | |
parent | 3855044ad97a41ca71b0d3ea2240f4eee93cc86f (diff) | |
parent | 4dd30ea92296892c9a9bd94787531d6a1319d8ac (diff) |
Merge branch 'jaro/collision-system-handeling' of github.com:lonkaars/crepe into jaro/collision-system-handeling
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/InputSystem.cpp | 259 | ||||
-rw-r--r-- | src/crepe/system/InputSystem.h | 40 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 26 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 10 |
4 files changed, 202 insertions, 133 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index a710ae2..fca540f 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -1,7 +1,7 @@ #include "../api/Button.h" +#include "../facade/SDLContext.h" #include "../manager/ComponentManager.h" #include "../manager/EventManager.h" -#include "facade/SDLContext.h" #include "util/Log.h" #include "InputSystem.h" @@ -10,12 +10,13 @@ using namespace crepe; void InputSystem::update() { ComponentManager & mgr = this->mediator.component_manager; - EventManager & event_mgr = this->mediator.event_manager; + SDLContext & context = this->mediator.sdl_context; - std::vector<SDLContext::EventData> event_list = context.get_events(); + std::vector<EventData> event_list = context.get_events(); RefVector<Button> buttons = mgr.get_components_by_type<Button>(); RefVector<Camera> cameras = mgr.get_components_by_type<Camera>(); OptionalRef<Camera> curr_cam_ref; + // Find the active camera for (Camera & cam : cameras) { if (!cam.active) continue; @@ -23,150 +24,185 @@ void InputSystem::update() { break; } 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(); - int camera_origin_x = cam_transform.position.x + current_cam.data.postion_offset.x - - (current_cam.viewport_size.x / 2); - int camera_origin_y = cam_transform.position.y + current_cam.data.postion_offset.y - - (current_cam.viewport_size.y / 2); - - for (const SDLContext::EventData & event : event_list) { - int world_mouse_x = event.mouse_position.x + camera_origin_x; - int world_mouse_y = event.mouse_position.y + camera_origin_y; - // check if the mouse is within the viewport - bool mouse_in_viewport - = !(world_mouse_x < camera_origin_x - || world_mouse_x > camera_origin_x + current_cam.viewport_size.x - || world_mouse_y < camera_origin_y - || world_mouse_y > camera_origin_y + current_cam.viewport_size.y); - - switch (event.event_type) { - case SDLContext::EventType::KEYDOWN: - event_mgr.queue_event<KeyPressEvent>(KeyPressEvent{ - .repeat = event.key_repeat, - .key = event.key, - }); - break; - case SDLContext::EventType::KEYUP: - event_mgr.queue_event<KeyReleaseEvent>(KeyReleaseEvent{ - .key = event.key, - }); - break; - case SDLContext::EventType::MOUSEDOWN: - if (!mouse_in_viewport) { - break; - } - event_mgr.queue_event<MousePressEvent>(MousePressEvent{ - .mouse_x = world_mouse_x, - .mouse_y = world_mouse_y, - .button = event.mouse_button, - }); - this->last_mouse_down_position = {world_mouse_x, world_mouse_y}; - this->last_mouse_button = event.mouse_button; - break; - case SDLContext::EventType::MOUSEUP: { - if (!mouse_in_viewport) { - break; - } - event_mgr.queue_event<MouseReleaseEvent>(MouseReleaseEvent{ - .mouse_x = world_mouse_x, - .mouse_y = world_mouse_y, - .button = event.mouse_button, - }); - //check if its a click by checking the last button down - int delta_x = world_mouse_x - this->last_mouse_down_position.x; - int delta_y = world_mouse_y - this->last_mouse_down_position.y; - - if (this->last_mouse_button == event.mouse_button - && std::abs(delta_x) <= click_tolerance - && std::abs(delta_y) <= click_tolerance) { - event_mgr.queue_event<MouseClickEvent>(MouseClickEvent{ - .mouse_x = world_mouse_x, - .mouse_y = world_mouse_y, - .button = event.mouse_button, - }); - - this->handle_click(event.mouse_button, world_mouse_x, world_mouse_y); - } - } break; - case SDLContext::EventType::MOUSEMOVE: - if (!mouse_in_viewport) { - break; - } - event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{ - .mouse_x = world_mouse_x, - .mouse_y = world_mouse_y, - .delta_x = event.rel_mouse_move.x, - .delta_y = event.rel_mouse_move.y, - }); - this->handle_move(event, world_mouse_x, world_mouse_y); - break; - case SDLContext::EventType::MOUSEWHEEL: - event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{ - .mouse_x = world_mouse_x, - .mouse_y = world_mouse_y, - .scroll_direction = event.scroll_direction, - .scroll_delta = event.scroll_delta, + + vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset + - (current_cam.viewport_size / 2); + + for (const EventData & event : event_list) { + // Only calculate mouse coordinates for relevant events + if (event.event_type == EventType::MOUSE_DOWN + || event.event_type == EventType::MOUSE_UP + || event.event_type == EventType::MOUSE_MOVE + || event.event_type == EventType::MOUSE_WHEEL) { + this->handle_mouse_event(event, camera_origin, current_cam); + + } else { + this->handle_non_mouse_event(event); + } + } +} + +void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camera_origin, + const Camera & current_cam) { + 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; + // 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 + || adjusted_mouse.y < camera_origin.y + || adjusted_mouse.y > camera_origin.y + current_cam.viewport_size.y)) + return; + + // Handle mouse-specific events + switch (event.event_type) { + case EventType::MOUSE_DOWN: + event_mgr.queue_event<MousePressEvent>({ + .mouse_pos = adjusted_mouse, + .button = event.data.mouse_data.mouse_button, + }); + this->last_mouse_down_position = adjusted_mouse; + this->last_mouse_button = event.data.mouse_data.mouse_button; + break; + + case EventType::MOUSE_UP: { + event_mgr.queue_event<MouseReleaseEvent>({ + .mouse_pos = adjusted_mouse, + .button = event.data.mouse_data.mouse_button, + }); + vec2 delta_move = adjusted_mouse - this->last_mouse_down_position; + int click_tolerance = Config::get_instance().input.click_tolerance; + if (this->last_mouse_button == event.data.mouse_data.mouse_button + && std::abs(delta_move.x) <= click_tolerance + && std::abs(delta_move.y) <= click_tolerance) { + event_mgr.queue_event<MouseClickEvent>({ + .mouse_pos = adjusted_mouse, + .button = event.data.mouse_data.mouse_button, }); - break; - case SDLContext::EventType::SHUTDOWN: - event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{}); - break; - default: - break; + this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse); + } + break; } + + case EventType::MOUSE_MOVE: + event_mgr.queue_event<MouseMoveEvent>({ + .mouse_pos = adjusted_mouse, + .mouse_delta = event.data.mouse_data.rel_mouse_move, + }); + this->handle_move(event, adjusted_mouse); + break; + + case EventType::MOUSE_WHEEL: + event_mgr.queue_event<MouseScrollEvent>({ + .mouse_pos = adjusted_mouse, + .scroll_direction = event.data.mouse_data.scroll_direction, + .scroll_delta = event.data.mouse_data.scroll_delta, + }); + break; + + default: + break; + } +} + +void InputSystem::handle_non_mouse_event(const EventData & event) { + EventManager & event_mgr = this->mediator.event_manager; + switch (event.event_type) { + case EventType::KEY_DOWN: + + event_mgr.queue_event<KeyPressEvent>( + {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key}); + break; + case EventType::KEY_UP: + event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key}); + break; + case EventType::SHUTDOWN: + event_mgr.queue_event<ShutDownEvent>({}); + break; + case EventType::WINDOW_EXPOSE: + event_mgr.queue_event<WindowExposeEvent>({}); + break; + case EventType::WINDOW_RESIZE: + event_mgr.queue_event<WindowResizeEvent>( + WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension}); + break; + case EventType::WINDOW_MOVE: + event_mgr.queue_event<WindowMoveEvent>( + {.delta_move = event.data.window_data.move_delta}); + break; + case EventType::WINDOW_MINIMIZE: + event_mgr.queue_event<WindowMinimizeEvent>({}); + break; + case EventType::WINDOW_MAXIMIZE: + event_mgr.queue_event<WindowMaximizeEvent>({}); + break; + case EventType::WINDOW_FOCUS_GAIN: + event_mgr.queue_event<WindowFocusGainEvent>({}); + break; + case EventType::WINDOW_FOCUS_LOST: + event_mgr.queue_event<WindowFocusLostEvent>({}); + break; + default: + break; } } -void InputSystem::handle_move(const SDLContext::EventData & event_data, - const int world_mouse_x, const int world_mouse_y) { + +void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos) { ComponentManager & mgr = this->mediator.component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); for (Button & button : buttons) { + if (!button.active) continue; RefVector<Transform> transform_vec = mgr.get_components_by_id<Transform>(button.game_object_id); Transform & transform(transform_vec.front().get()); bool was_hovering = button.hover; - if (button.active - && this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) { + if (this->is_mouse_inside_button(mouse_pos, button, transform)) { button.hover = true; - if (!was_hovering && button.on_mouse_enter) { + if (!button.on_mouse_enter) continue; + if (!was_hovering) { button.on_mouse_enter(); } } else { button.hover = false; // Trigger the on_exit callback if the hover state just changed to false - if (was_hovering && button.on_mouse_exit) { + if (!button.on_mouse_exit) continue; + if (was_hovering) { button.on_mouse_exit(); } } } } -void InputSystem::handle_click(const MouseButton & mouse_button, const int world_mouse_x, - const int world_mouse_y) { +void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos) { ComponentManager & mgr = this->mediator.component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); for (Button & button : buttons) { + if (!button.active) continue; + if (!button.on_click) continue; RefVector<Transform> transform_vec = mgr.get_components_by_id<Transform>(button.game_object_id); Transform & transform = transform_vec.front().get(); - if (button.active - && this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) { - this->handle_button_press(button); + if (this->is_mouse_inside_button(mouse_pos, button, transform)) { + + button.on_click(); } } } -bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y, - const Button & button, const Transform & transform) { +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; @@ -174,17 +210,6 @@ bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y, int half_height = button.dimensions.y / 2; // Check if the mouse is within the button's boundaries - return mouse_x >= actual_x - half_width && mouse_x <= actual_x + half_width - && mouse_y >= actual_y - half_height && mouse_y <= actual_y + half_height; -} - -void InputSystem::handle_button_press(Button & button) { - if (button.is_toggle) { - if (!button.is_pressed && button.on_click) { - button.on_click(); - } - button.is_pressed = !button.is_pressed; - } else if (button.on_click) { - button.on_click(); - } + 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; } diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index 87e86f8..eefd9fe 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -1,6 +1,8 @@ #pragma once -#include "../facade/SDLContext.h" +#include "../api/Config.h" +#include "../facade/EventData.h" + #include "../types.h" #include "../util/OptionalRef.h" @@ -11,7 +13,6 @@ namespace crepe { class Camera; class Button; class Transform; - /** * \brief Handles the processing of input events created by SDLContext * @@ -31,15 +32,30 @@ public: private: //! Stores the last position of the mouse when the button was pressed. - ivec2 last_mouse_down_position; + vec2 last_mouse_down_position; // TODO: specify world/hud space and make regular `vec2` //! Stores the last mouse button pressed. MouseButton last_mouse_button = MouseButton::NONE; - - //! The maximum allowable distance between mouse down and mouse up to register as a click. - const int click_tolerance = 5; - + /** + * \brief Handles mouse-related events. + * \param event The event data for the mouse event. + * \param camera_origin The origin position of the camera in world space. + * \param current_cam The currently active camera. + * + * This method processes mouse events, adjusts the mouse position to world coordinates, + * and triggers the appropriate mouse-specific event handling logic. + */ + void handle_mouse_event(const EventData & event, const vec2 & camera_origin, + const Camera & current_cam); + /** + * \brief Handles non-mouse-related events. + * \param event The event data for the non-mouse event. + * + * This method processes events that do not involve the mouse, such as keyboard events, + * window events, and shutdown events, and triggers the corresponding event actions. + */ + void handle_non_mouse_event(const EventData & event); /** * \brief Handles the mouse click event. * \param mouse_button The mouse button involved in the click. @@ -48,8 +64,7 @@ private: * * This method processes the mouse click event and triggers the corresponding button action. */ - void handle_click(const MouseButton & mouse_button, const int world_mouse_x, - const int world_mouse_y); + void handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos); /** * \brief Handles the mouse movement event. @@ -59,8 +74,7 @@ private: * * This method processes the mouse movement event and updates the button hover state. */ - void handle_move(const SDLContext::EventData & event_data, const int world_mouse_x, - const int world_mouse_y); + void handle_move(const EventData & event_data, const vec2 & mouse_pos); /** * \brief Checks if the mouse position is inside the bounds of the button. @@ -70,8 +84,8 @@ private: * \param transform The transform component of the button. * \return True if the mouse is inside the button, false otherwise. */ - bool is_mouse_inside_button(const int world_mouse_x, const int world_mouse_y, - const Button & button, const Transform & transform); + bool is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, + const Transform & transform); /** * \brief Handles the button press event, calling the on_click callback if necessary. diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 7c48d10..d76a122 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -2,13 +2,16 @@ #include <cassert> #include <cmath> #include <functional> +#include <optional> #include <stdexcept> #include <vector> #include "../api/Camera.h" #include "../api/ParticleEmitter.h" #include "../api/Sprite.h" +#include "../api/Text.h" #include "../api/Transform.h" +#include "../facade/Font.h" #include "../facade/SDLContext.h" #include "../facade/Texture.h" #include "../manager/ComponentManager.h" @@ -121,8 +124,14 @@ void RenderSystem::render() { this->update_camera(); RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>(); + ResourceManager & resource_manager = this->mediator.resource_manager; RefVector<Sprite> sorted_sprites = this->sort(sprites); - + RefVector<Text> text_components = mgr.get_components_by_type<Text>(); + for (Text & text : text_components) { + const Transform & transform + = mgr.get_components_by_id<Transform>(text.game_object_id).front().get(); + this->render_text(text, transform); + } for (const Sprite & sprite : sorted_sprites) { if (!sprite.active) continue; const Transform & transform @@ -135,3 +144,18 @@ void RenderSystem::render() { this->render_normal(sprite, transform); } } +void RenderSystem::render_text(Text & text, const Transform & tm) { + SDLContext & ctx = this->mediator.sdl_context; + + if (!text.font.has_value()) { + text.font.emplace(ctx.get_font_from_name(text.font_family)); + } + + ResourceManager & resource_manager = this->mediator.resource_manager; + + if (!text.font.has_value()) { + return; + } + const Asset & font_asset = text.font.value(); + const Font & res = resource_manager.get<Font>(font_asset); +} diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index fc7b46e..56a0553 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -10,7 +10,7 @@ namespace crepe { class Camera; class Sprite; class Transform; - +class Text; /** * \brief Manages rendering operations for all game objects. * @@ -50,7 +50,13 @@ private: * \return true if particles have been rendered */ bool render_particle(const Sprite & sprite, const double & scale); - + /** + * \brief Renders all Text components + * + * \param text The text component to be rendered. + * \param tm the Transform component that holds the position,rotation and scale + */ + void render_text(Text & text, const Transform & tm); /** * \brief renders a sprite with a Transform component on the screen * |