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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-13 09:19:55 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-13 09:19:55 +0100
commita03f90fa9bcbd5a0c5b5d1f2e50df183c7c3640c (patch)
tree2970cf9a1457cdd1f020e6edac868250777a8dcd /src/crepe/system
parent4b816c460d3b2fb81123ac7ce6113216fc7c9b17 (diff)
make format
Diffstat (limited to 'src/crepe/system')
-rw-r--r--src/crepe/system/InputSystem.cpp57
-rw-r--r--src/crepe/system/InputSystem.h14
2 files changed, 34 insertions, 37 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index bb454af..8de700b 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -10,7 +10,7 @@ using namespace crepe;
void InputSystem::update() {
ComponentManager & mgr = this->mediator.component_manager;
-
+
SDLContext & context = this->mediator.sdl_context;
std::vector<SDLContext::EventData> event_list = context.get_events();
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
@@ -31,31 +31,31 @@ void InputSystem::update() {
Transform & cam_transform = transform_vec.front().get();
vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset
- - (current_cam.viewport_size / 2);
+ - (current_cam.viewport_size / 2);
for (const SDLContext::EventData & event : event_list) {
// Only calculate mouse coordinates for relevant events
- if(this->is_mouse_event(event.event_type)) {
- this->handle_mouse_event(event,camera_origin,current_cam);
-
+ if (this->is_mouse_event(event.event_type)) {
+ this->handle_mouse_event(event, camera_origin, current_cam);
+
} else {
this->handle_non_mouse_event(event);
-
}
}
}
-void InputSystem::handle_mouse_event(const SDLContext::EventData &event, const vec2 &camera_origin,
- const Camera &current_cam){
+void InputSystem::handle_mouse_event(const SDLContext::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;
+ || 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) {
@@ -105,14 +105,14 @@ void InputSystem::handle_mouse_event(const SDLContext::EventData &event, const v
default:
break;
- }
+ }
}
-void InputSystem::handle_non_mouse_event(const SDLContext::EventData &event){
+void InputSystem::handle_non_mouse_event(const SDLContext::EventData & event) {
EventManager & event_mgr = this->mediator.event_manager;
switch (event.event_type) {
case SDLContext::EventType::KEYDOWN:
-
+
event_mgr.queue_event<KeyPressEvent>(
{.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key});
break;
@@ -150,7 +150,7 @@ void InputSystem::handle_non_mouse_event(const SDLContext::EventData &event){
}
}
-bool InputSystem::is_mouse_event(SDLContext::EventType event_type){
+bool InputSystem::is_mouse_event(SDLContext::EventType event_type) {
return (event_type == SDLContext::EventType::MOUSEDOWN
|| event_type == SDLContext::EventType::MOUSEUP
|| event_type == SDLContext::EventType::MOUSEMOVE
@@ -158,29 +158,28 @@ bool InputSystem::is_mouse_event(SDLContext::EventType event_type){
}
void InputSystem::handle_move(const SDLContext::EventData & event_data,
- const vec2& mouse_pos) {
+ 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.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 (this->is_mouse_inside_button(mouse_pos, button,
- transform)) {
+ if (this->is_mouse_inside_button(mouse_pos, button, transform)) {
button.hover = true;
- if(!button.on_mouse_enter) continue;
+ 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(!button.on_mouse_exit) continue;
+ if (!button.on_mouse_exit) continue;
if (was_hovering) {
button.on_mouse_exit();
}
@@ -188,28 +187,27 @@ void InputSystem::handle_move(const SDLContext::EventData & event_data,
}
}
-void InputSystem::handle_click(const MouseButton & mouse_button, const vec2& mouse_pos) {
+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.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 (this->is_mouse_inside_button(mouse_pos, button,
- transform)) {
-
+
+ if (this->is_mouse_inside_button(mouse_pos, button, transform)) {
+
button.on_click();
}
}
}
-bool InputSystem::is_mouse_inside_button(const vec2& mouse_pos,
- 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;
@@ -220,4 +218,3 @@ bool InputSystem::is_mouse_inside_button(const vec2& mouse_pos,
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 7b8f510..63dfae5 100644
--- a/src/crepe/system/InputSystem.h
+++ b/src/crepe/system/InputSystem.h
@@ -52,8 +52,8 @@ private:
* 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 SDLContext::EventData &event, const vec2 &camera_origin,
- const Camera &current_cam);
+ void handle_mouse_event(const SDLContext::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.
@@ -61,7 +61,7 @@ private:
* 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 SDLContext::EventData &event);
+ void handle_non_mouse_event(const SDLContext::EventData & event);
/**
* \brief Handles the mouse click event.
* \param mouse_button The mouse button involved in the click.
@@ -70,7 +70,7 @@ private:
*
* 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);
/**
* \brief Handles the mouse movement event.
@@ -80,7 +80,7 @@ private:
*
* This method processes the mouse movement event and updates the button hover state.
*/
- void handle_move(const SDLContext::EventData & event_data, const vec2& mouse_pos);
+ void handle_move(const SDLContext::EventData & event_data, const vec2 & mouse_pos);
/**
* \brief Checks if the mouse position is inside the bounds of the button.
@@ -90,8 +90,8 @@ 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 vec2& mouse_pos,
- 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.