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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-25 11:48:01 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-25 11:48:01 +0100
commitea7d7ec301968f3a542de93f487f9501b70c0cd4 (patch)
treec2a81d117f62c06d369a8e6336a4ecac675df508 /src
parent596358ffea72aec48b389609349f717e76396ae2 (diff)
code standard fixing
Diffstat (limited to 'src')
-rw-r--r--src/crepe/api/Button.cpp5
-rw-r--r--src/crepe/api/Button.h49
-rw-r--r--src/crepe/api/CMakeLists.txt2
-rw-r--r--src/crepe/api/EventManager.hpp2
-rw-r--r--src/crepe/api/UiObject.cpp5
-rw-r--r--src/crepe/api/UiObject.h32
-rw-r--r--src/crepe/facade/SDLContext.cpp4
-rw-r--r--src/crepe/system/InputSystem.cpp131
-rw-r--r--src/crepe/system/InputSystem.h74
-rw-r--r--src/test/inputTest.cpp22
10 files changed, 216 insertions, 110 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
diff --git a/src/test/inputTest.cpp b/src/test/inputTest.cpp
index 0ca415a..8f3eb48 100644
--- a/src/test/inputTest.cpp
+++ b/src/test/inputTest.cpp
@@ -214,29 +214,35 @@ TEST_F(InputTest, testButtonHover) {
GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
auto& button = obj.add_component<Button>();
bool button_clicked = false;
- bool hover = false;
button.active = true;
button.interactable = true;
button.width = 100;
button.height = 100;
button.is_pressed = false;
button.is_toggle = false;
-
+ //mouse not on button
SDL_Event event;
SDL_zero(event);
event.type = SDL_MOUSEMOTION;
- event.motion.x = 10;
- event.motion.y = 10;
+ event.motion.x = 200;
+ event.motion.y = 200;
event.motion.xrel = 10;
event.motion.yrel = 10;
SDL_PushEvent(&event);
- this->simulate_mouse_click(101,101, SDL_BUTTON_LEFT);
input_system.update();
event_manager.dispatch_events();
- EXPECT_FALSE(button_clicked);
- this->simulate_mouse_click(10,10, SDL_BUTTON_LEFT);
+ EXPECT_FALSE(button.hover);
+ //mouse on button
+ SDL_Event hover_event;
+ SDL_zero(hover_event);
+ hover_event.type = SDL_MOUSEMOTION;
+ hover_event.motion.x = 10;
+ hover_event.motion.y = 10;
+ hover_event.motion.xrel = 10;
+ hover_event.motion.yrel = 10;
+ SDL_PushEvent(&hover_event);
input_system.update();
event_manager.dispatch_events();
- EXPECT_TRUE(button_clicked);
+ EXPECT_TRUE(button.hover);
}