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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-18 14:44:01 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-18 14:44:01 +0100
commite20263f4c6b4c354baa301b21a6ac1fb0a7d5848 (patch)
treeaa78cf45d09340559e6789d8fd452ddbd09a8207 /src
parent45c799f71e6f0db1de27bdd601c0d441f0012468 (diff)
make format
Diffstat (limited to 'src')
-rw-r--r--src/crepe/system/InputSystem.cpp39
-rw-r--r--src/crepe/system/InputSystem.h6
-rw-r--r--src/test/InputTest.cpp3
3 files changed, 30 insertions, 18 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index 12437f7..2d21572 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -26,8 +26,9 @@ void InputSystem::update() {
if (!curr_cam_ref) return;
Camera & current_cam = curr_cam_ref;
- Transform & cam_transform = mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
-
+ 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);
@@ -83,7 +84,8 @@ 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,current_cam);
+ this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse,
+ current_cam);
}
break;
}
@@ -93,7 +95,7 @@ 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,current_cam);
+ this->handle_move(event, adjusted_mouse, current_cam);
break;
case EventType::MOUSE_WHEEL:
@@ -151,7 +153,8 @@ void InputSystem::handle_non_mouse_event(const EventData & event) {
}
}
-void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos, const Camera & current_cam) {
+void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos,
+ const Camera & current_cam) {
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
@@ -159,10 +162,11 @@ void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_p
for (Button & button : buttons) {
if (!button.active) continue;
- Transform & transform = mgr.get_components_by_id<Transform>(button.game_object_id).front();
- Transform & cam_transform = mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
- if(!button.world_space){
-
+ Transform & transform
+ = mgr.get_components_by_id<Transform>(button.game_object_id).front();
+ Transform & cam_transform
+ = mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
+ if (!button.world_space) {
}
bool was_hovering = button.hover;
@@ -183,11 +187,13 @@ void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_p
}
}
-void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos, const Camera & current_cam) {
+void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos,
+ const Camera & current_cam) {
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
- Transform & cam_transform = mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
+ Transform & cam_transform
+ = mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
for (Button & button : buttons) {
if (!button.active) continue;
if (!button.on_click) continue;
@@ -202,13 +208,16 @@ void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mo
}
bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button & button,
- const Transform & transform, const Transform & cam_transform) {
+ const Transform & transform,
+ const Transform & cam_transform) {
vec2 actual_pos = transform.position + button.offset;
- if(!button.world_space){
+ if (!button.world_space) {
actual_pos += cam_transform.position;
}
vec2 half_dimensions = button.dimensions / 2;
- 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;
+ 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 52b1cc4..9ab76f6 100644
--- a/src/crepe/system/InputSystem.h
+++ b/src/crepe/system/InputSystem.h
@@ -65,7 +65,8 @@ 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,const Camera & current_cam);
+ void handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos,
+ const Camera & current_cam);
/**
* \brief Handles the mouse movement event.
@@ -76,7 +77,8 @@ private:
*
* This method processes the mouse movement event and updates the button hover state.
*/
- void handle_move(const EventData & event_data, const vec2 & mouse_pos,const Camera & current_cam);
+ 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.
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
index a7b1b25..975dbd6 100644
--- a/src/test/InputTest.cpp
+++ b/src/test/InputTest.cpp
@@ -38,6 +38,7 @@ public:
EventManager event_manager{mediator};
//GameObject camera;
int offset = 100;
+
protected:
void SetUp() override {
GameObject obj = mgr.new_object("camera", "camera", vec2{offset, offset}, 0, 1);
@@ -216,7 +217,7 @@ TEST_F(InputTest, testButtonClick) {
bool button_clicked = false;
std::function<void()> on_click = [&]() { button_clicked = true; };
auto & button = button_obj.add_component<Button>(vec2{10, 10}, vec2{0, 0}, on_click);
- // button.world_space =
+ // button.world_space =
bool hover = false;
button.active = true;
this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);