diff options
author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-11-25 11:48:01 +0100 |
---|---|---|
committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-11-25 11:48:01 +0100 |
commit | ea7d7ec301968f3a542de93f487f9501b70c0cd4 (patch) | |
tree | c2a81d117f62c06d369a8e6336a4ecac675df508 /src/crepe | |
parent | 596358ffea72aec48b389609349f717e76396ae2 (diff) |
code standard fixing
Diffstat (limited to 'src/crepe')
-rw-r--r-- | src/crepe/api/Button.cpp | 5 | ||||
-rw-r--r-- | src/crepe/api/Button.h | 49 | ||||
-rw-r--r-- | src/crepe/api/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/crepe/api/EventManager.hpp | 2 | ||||
-rw-r--r-- | src/crepe/api/UiObject.cpp | 5 | ||||
-rw-r--r-- | src/crepe/api/UiObject.h | 32 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 4 | ||||
-rw-r--r-- | src/crepe/system/InputSystem.cpp | 131 | ||||
-rw-r--r-- | src/crepe/system/InputSystem.h | 74 |
9 files changed, 202 insertions, 102 deletions
diff --git a/src/crepe/api/Button.cpp b/src/crepe/api/Button.cpp new file mode 100644 index 0000000..70f749d --- /dev/null +++ b/src/crepe/api/Button.cpp @@ -0,0 +1,5 @@ +#include "Button.h" + +using namespace crepe; + +Button::Button(game_object_id_t id) : UiObject(id){} diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h index f533452..f769d58 100644 --- a/src/crepe/api/Button.h +++ b/src/crepe/api/Button.h @@ -1,19 +1,44 @@ #pragma once + #include <functional> -#include "Component.h" -#include "api/EventHandler.h" -#include "api/UiObject.h" +#include "UiObject.h" + namespace crepe { -class Button : public UiObject{ + +/** + * \class Button + * \brief Represents a clickable UI button, derived from the UiObject class. + */ +class Button : public UiObject { public: - Button(game_object_id_t id) : UiObject(id){}; - bool interactable = true; - bool is_toggle = false; - bool is_pressed = false; - bool hover = false; - std::function<void()> on_click; + /** + * \brief Constructs a Button with the specified game object ID. + * \param id The unique ID of the game object associated with this button. + */ + Button(game_object_id_t id); + + //! Indicates if the button is interactable (can be clicked). + bool interactable = true; + + //! Indicates if the button is a toggle button (can be pressed and released). + bool is_toggle = false; + + //! Indicates whether the button is currently pressed. + bool is_pressed = false; + + //! Indicates whether the mouse is currently hovering over the button. + bool hover = false; + + //! The callback function to be executed when the button is clicked. + std::function<void()> on_click; + public: -virtual int get_instances_max() const { return 1; } + /** + * \brief Retrieves the maximum number of instances allowed for this button type. + * \return Always returns 1, as only a single instance is allowed. + */ + virtual int get_instances_max() const override { return 1; } }; -} + +} // namespace crepe diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index fc27fa0..aeb451d 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -23,6 +23,8 @@ target_sources(crepe PUBLIC Asset.cpp EventHandler.cpp Script.cpp + Button.cpp + UiObject.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES diff --git a/src/crepe/api/EventManager.hpp b/src/crepe/api/EventManager.hpp index 3eae90a..a5f4556 100644 --- a/src/crepe/api/EventManager.hpp +++ b/src/crepe/api/EventManager.hpp @@ -1,5 +1,5 @@ #pragma once -#include <iostream> + #include "EventManager.h" namespace crepe { diff --git a/src/crepe/api/UiObject.cpp b/src/crepe/api/UiObject.cpp new file mode 100644 index 0000000..1c11fc3 --- /dev/null +++ b/src/crepe/api/UiObject.cpp @@ -0,0 +1,5 @@ +#include "UiObject.h" + +using namespace crepe; + +UiObject::UiObject(game_object_id_t id) : Component(id){}; diff --git a/src/crepe/api/UiObject.h b/src/crepe/api/UiObject.h index 82140a0..ae2e744 100644 --- a/src/crepe/api/UiObject.h +++ b/src/crepe/api/UiObject.h @@ -1,17 +1,33 @@ #pragma once -#include "Component.h" +#include "../Component.h" -#include "api/EventHandler.h" namespace crepe { -class UiObject : public Component{ +/** + * @class UiObject + * \brief Represents a UI object in the game, derived from the Component class. + */ +class UiObject : public Component { public: - UiObject(game_object_id_t id) : Component(id){}; - int width = 0; - int height = 0; + /** + * \brief Constructs a UiObject with the specified game object ID. + * \param id The unique ID of the game object associated with this UI object. + */ + UiObject(game_object_id_t id); + + //! The width of the UI object. + int width = 0; + + //! The height of the UI object. + int height = 0; + public: -virtual int get_instances_max() const { return 1; } + /** + * \brief Retrieves the maximum number of instances allowed for this UI object type. + * /return Always returns 1, as only a single instance is allowed. + */ + virtual int get_instances_max() const override { return 1; } }; -} +} // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 6371a51..a37392f 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -360,8 +360,8 @@ std::vector<SDLContext::EventData> SDLContext::get_events(){ { event_list.push_back(EventData{ .event_type = SDLContext::Event::MOUSEMOVE, - .mouse_position = {event.button.x,event.button.y}, - .rel_mouse_move = {event.motion.yrel,event.motion.xrel} + .mouse_position = {event.motion.x,event.motion.y}, + .rel_mouse_move = {event.motion.xrel,event.motion.yrel} }); } break; diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index a3e28e4..1b455cd 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -1,25 +1,22 @@ -#include "ComponentManager.h" +#include "ComponentManager.h" #include "../api/EventManager.h" - -#include "../facade/SDLContext.h" #include "../api/Event.h" + #include "system/InputSystem.h" using namespace crepe; - - void InputSystem::update() { - EventManager& event_mgr = EventManager::get_instance(); + EventManager &event_mgr = EventManager::get_instance(); std::vector<SDLContext::EventData> event_list = SDLContext::get_instance().get_events(); - - for (SDLContext::EventData event : event_list) { + + for (const SDLContext::EventData &event : event_list) { switch (event.event_type) { case SDLContext::Event::KEYDOWN: { event_mgr.queue_event<KeyPressEvent>(KeyPressEvent{ - .repeat = event.key_repeat, + .repeat = event.key_repeat, .key = event.key, }); break; @@ -36,51 +33,49 @@ void InputSystem::update() { .mouse_y = event.mouse_position.second, .button = event.mouse_button, }); - last_mouse_down_position = {event.mouse_position.first,event.mouse_position.second}; - last_mouse_button = event.mouse_button; + last_mouse_down_position = event.mouse_position; + last_mouse_button = event.mouse_button; + break; + } + case SDLContext::Event::MOUSEUP: { + MouseReleaseEvent mouse_release_event = MouseReleaseEvent{ + .mouse_x = event.mouse_position.first, + .mouse_y = event.mouse_position.second, + .button = event.mouse_button, + }; + event_mgr.queue_event<MouseReleaseEvent>(mouse_release_event); + + // Calculate deltas for click detection + int delta_x = event.mouse_position.first - last_mouse_down_position.first; + int delta_y = event.mouse_position.second - last_mouse_down_position.second; + + if (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 = event.mouse_position.first, + .mouse_y = event.mouse_position.second, + .button = event.mouse_button, + }); + + handle_click(event); + } break; } - case SDLContext::Event::MOUSEUP: { - MouseReleaseEvent mouse_release_event = MouseReleaseEvent{ - .mouse_x = event.mouse_position.first, - .mouse_y = event.mouse_position.second, - .button = event.mouse_button, - }; - event_mgr.queue_event<MouseReleaseEvent>(mouse_release_event); - - // Calculate deltas for click detection - int delta_x = event.mouse_position.first - last_mouse_down_position.first; - int delta_y = event.mouse_position.second - last_mouse_down_position.second; - - // Ensure last_mouse_button is properly set and matches the current mouse button - if (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 = event.mouse_position.first, - .mouse_y = event.mouse_position.second, - .button = event.mouse_button, - }); - - this->handle_click(mouse_release_event); - } - - break; - } case SDLContext::Event::MOUSEMOVE: { event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{ .mouse_x = event.mouse_position.first, .mouse_y = event.mouse_position.second, - .rel_x = event.rel_mouse_move.first, + .rel_x = event.rel_mouse_move.first, .rel_y = event.rel_mouse_move.second, }); + handle_move(event); break; } - case SDLContext::Event::MOUSEWHEEL: { event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{ - .scroll_x = event.mouse_position.first, - .scroll_y = event.mouse_position.second, + .scroll_x = event.wheel_delta, + .scroll_y = 0, .direction = event.wheel_delta, }); break; @@ -95,43 +90,43 @@ void InputSystem::update() { } } -void InputSystem::handle_move(const MouseMoveEvent){ - ComponentManager &mgr = this->component_manager; +void InputSystem::handle_move(const SDLContext::EventData &event_data) { + ComponentManager &mgr = this->component_manager; - // Get the buttons and transforms std::vector<std::reference_wrapper<Button>> buttons = mgr.get_components_by_type<Button>(); std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_type<Transform>(); for (Button &button : buttons) { - Transform* transform = find_transform_for_button(button, transforms); - if (!transform) continue; - - if (button.interactable && is_mouse_inside_button(event, button, *transform)) { - button.hover = true; - }else{ - button.hover = false; - } + Transform *transform = find_transform_for_button(button, transforms); + if (!transform) + continue; + + if (button.interactable && is_mouse_inside_button(event_data, button, *transform)) { + button.hover = true; + } else { + button.hover = false; + } } } -void InputSystem::handle_click(const MouseReleaseEvent event) { +void InputSystem::handle_click(const SDLContext::EventData &event_data) { ComponentManager &mgr = this->component_manager; - // Get the buttons and transforms std::vector<std::reference_wrapper<Button>> buttons = mgr.get_components_by_type<Button>(); std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_type<Transform>(); for (Button &button : buttons) { - Transform* transform = find_transform_for_button(button, transforms); - if (!transform) continue; - - if (button.interactable && is_mouse_inside_button(event, button, *transform)) { - handle_button_press(button, event); + Transform *transform = find_transform_for_button(button, transforms); + if (!transform) + continue; + + if (button.interactable && is_mouse_inside_button(event_data, button, *transform)) { + handle_button_press(button); } } } -Transform* InputSystem::find_transform_for_button(Button &button, std::vector<std::reference_wrapper<Transform>> &transforms) { +Transform *InputSystem::find_transform_for_button(Button &button, std::vector<std::reference_wrapper<Transform>> &transforms) { for (Transform &transform : transforms) { if (button.game_object_id == transform.game_object_id) { return &transform; @@ -140,18 +135,20 @@ Transform* InputSystem::find_transform_for_button(Button &button, std::vector<st return nullptr; } -bool InputSystem::is_mouse_inside_button(const MouseReleaseEvent &event, const Button &button, const Transform &transform) { - return event.mouse_x >= transform.position.x && event.mouse_x <= transform.position.x + button.width && - event.mouse_y >= transform.position.y && event.mouse_y <= transform.position.y + button.height; +bool InputSystem::is_mouse_inside_button(const SDLContext::EventData &event_data, const Button &button, const Transform &transform) { + return event_data.mouse_position.first >= transform.position.x && + event_data.mouse_position.first <= transform.position.x + button.width && + event_data.mouse_position.second >= transform.position.y && + event_data.mouse_position.second <= transform.position.y + button.height; } -void InputSystem::handle_button_press(Button &button, const MouseReleaseEvent &event) { +void InputSystem::handle_button_press(Button &button) { if (button.is_toggle) { if (!button.is_pressed && button.on_click) { - button.on_click(); + button.on_click(); } button.is_pressed = !button.is_pressed; - } else if(button.on_click) { + } else if (button.on_click) { button.on_click(); } } diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index 5f71687..672f225 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -1,32 +1,82 @@ #pragma once -#include <utility> - #include "System.h" #include "../api/Event.h" #include "../api/Button.h" #include "../api/Transform.h" +#include "../facade/SDLContext.h" namespace crepe { +/** + * \class InputSystem + * \brief Handles the processing of input events like mouse and keyboard interactions. + * + * This system processes events such as mouse clicks, mouse movement, and keyboard + * actions. It is responsible for detecting interactions with UI buttons and + * passing the corresponding events to the registered listeners. + */ class InputSystem : public System { public: - using System::System; - void update() override; - void process_events(); - + using System::System; + + /** + * \brief Updates the system, processing all input events. + * This method processes all events and triggers corresponding actions. + */ + void update() override; + private: - std::pair<int, int> last_mouse_down_position{-1, -1}; + //! Stores the last position of the mouse when the button was pressed. + std::pair<int, int> last_mouse_down_position{-1, -1}; + + //! Stores the last mouse button pressed. MouseButton last_mouse_button = MouseButton::NONE; - const int click_tolerance = 5; - void handle_click(const MouseReleaseEvent); - void handle_move(const MouseMoveEvent); + + //! The tolerance in pixels for detecting a mouse click. + const int click_tolerance = 5; + + /** + * \brief Handles the click event. + * \param eventData The event data containing information about the mouse click. + * + * This method processes the mouse click event and triggers the corresponding button action. + */ + void handle_click(const SDLContext::EventData &eventData); + + /** + * \brief Handles the mouse movement event. + * \param eventData The event data containing information about the mouse movement. + * + * This method processes the mouse movement event and updates the button hover state. + */ + void handle_move(const SDLContext::EventData &eventData); + + /** + * \brief Finds the transform component associated with a button. + * \param button The button to find the associated transform for. + * \param transforms A list of transforms to search through. + * \return A pointer to the transform of the button, or nullptr if not found. + */ Transform* find_transform_for_button(Button &button, std::vector<std::reference_wrapper<Transform>> &transforms); - bool is_mouse_inside_button(const MouseReleaseEvent &event, const Button &button, const Transform &transform); + /** + * \brief Checks if the mouse position is inside the bounds of the button. + * \param eventData The event data containing the mouse position. + * \param button The button to check. + * \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 SDLContext::EventData &eventData, const Button &button, const Transform &transform); - void handle_button_press(Button &button, const MouseReleaseEvent &event); + /** + * \brief Handles the button press event, calling the on_click callback if necessary. + * \param button The button being pressed. + * + * This method triggers the on_click action for the button when it is pressed. + */ + void handle_button_press(Button &button); }; } // namespace crepe |