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-rw-r--r--src/crepe/facade/SDLContext.cpp88
-rw-r--r--src/crepe/facade/SDLContext.h61
2 files changed, 120 insertions, 29 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 20bb030..4552605 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -75,11 +75,12 @@ SDLContext::~SDLContext() {
SDL_Quit();
}
-Keycode SDLContext::sdl_to_keycode(SDL_Keycode sdl_key) {
+Keycode SDLContext::sdl_to_keycode(SDL_Scancode sdl_key) {
static const std::array<Keycode, SDL_NUM_SCANCODES> LOOKUP_TABLE = [] {
std::array<Keycode, SDL_NUM_SCANCODES> table{};
table.fill(Keycode::NONE);
+ // Map all SDL scancodes to Keycodes
table[SDL_SCANCODE_SPACE] = Keycode::SPACE;
table[SDL_SCANCODE_APOSTROPHE] = Keycode::APOSTROPHE;
table[SDL_SCANCODE_COMMA] = Keycode::COMMA;
@@ -181,13 +182,27 @@ Keycode SDLContext::sdl_to_keycode(SDL_Keycode sdl_key) {
return table;
}();
-
if (sdl_key < 0 || sdl_key >= SDL_NUM_SCANCODES) {
return Keycode::NONE;
}
-
return LOOKUP_TABLE[sdl_key];
}
+std::array<bool, Keycode::NUM_KEYCODES> SDLContext::get_keyboard_state() {
+ // Array to hold the key states (true if pressed, false if not)
+ std::array<bool, Keycode::NUM_KEYCODES> keyState{};
+ SDL_PumpEvents();
+ const Uint8 * current_state = SDL_GetKeyboardState(nullptr);
+
+ for (int i = 0; i < SDL_NUM_SCANCODES; ++i) {
+ Keycode key = sdl_to_keycode(static_cast<SDL_Scancode>(i));
+
+ if (key != Keycode::NONE) {
+ keyState[key] = current_state[i] != 0;
+ }
+ }
+
+ return keyState;
+}
MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) {
static const std::array<MouseButton, 5> MOUSE_BUTTON_LOOKUP_TABLE = [] {
@@ -368,35 +383,32 @@ ivec2 SDLContext::get_size(const Texture & ctx) {
std::vector<SDLContext::EventData> SDLContext::get_events() {
std::vector<SDLContext::EventData> event_list;
SDL_Event event;
- const CameraAuxiliaryData & cam = this->cam_aux_data;
while (SDL_PollEvent(&event)) {
ivec2 mouse_pos;
mouse_pos.x = (event.button.x - cam.bar_size.x) / cam.render_scale.x;
mouse_pos.y = (event.button.y - cam.bar_size.y) / cam.render_scale.y;
switch (event.type) {
case SDL_QUIT:
- event_list.push_back(EventData{
- .event_type = SDLContext::EventType::SHUTDOWN,
- });
+ event_list.push_back({SDLContext::EventType::SHUTDOWN, {}, {}, {}});
break;
case SDL_KEYDOWN:
- event_list.push_back(EventData{
- .event_type = SDLContext::EventType::KEYDOWN,
- .key = sdl_to_keycode(event.key.keysym.scancode),
- .key_repeat = (event.key.repeat != 0),
- });
+ event_list.push_back(
+ {SDLContext::EventType::KEYDOWN,
+ {sdl_to_keycode(event.key.keysym.scancode), event.key.repeat != 0},
+ {},
+ {}});
break;
case SDL_KEYUP:
- event_list.push_back(EventData{
- .event_type = SDLContext::EventType::KEYUP,
- .key = sdl_to_keycode(event.key.keysym.scancode),
- });
+ event_list.push_back({SDLContext::EventType::KEYUP,
+ {sdl_to_keycode(event.key.keysym.scancode), false},
+ {},
+ {}});
break;
case SDL_MOUSEBUTTONDOWN:
event_list.push_back(EventData{
.event_type = SDLContext::EventType::MOUSEDOWN,
.mouse_button = sdl_to_mousebutton(event.button.button),
- .mouse_position = mouse_pos,
+ .mouse_position = {event.button.x, event.button.y},
});
break;
case SDL_MOUSEBUTTONUP: {
@@ -405,21 +417,21 @@ std::vector<SDLContext::EventData> SDLContext::get_events() {
event_list.push_back(EventData{
.event_type = SDLContext::EventType::MOUSEUP,
.mouse_button = sdl_to_mousebutton(event.button.button),
- .mouse_position = mouse_pos,
+ .mouse_position = {event.button.x, event.button.y},
});
} break;
case SDL_MOUSEMOTION: {
event_list.push_back(
EventData{.event_type = SDLContext::EventType::MOUSEMOVE,
- .mouse_position = mouse_pos,
+ .mouse_position = {event.motion.x, event.motion.y},
.rel_mouse_move = {event.motion.xrel, event.motion.yrel}});
} break;
case SDL_MOUSEWHEEL: {
event_list.push_back(EventData{
.event_type = SDLContext::EventType::MOUSEWHEEL,
- .mouse_position = mouse_pos,
+ .mouse_position = {event.motion.x, event.motion.y},
// TODO: why is this needed?
.scroll_direction = event.wheel.y < 0 ? -1 : 1,
.scroll_delta = event.wheel.preciseY,
@@ -427,8 +439,44 @@ std::vector<SDLContext::EventData> SDLContext::get_events() {
} break;
}
}
+
return event_list;
}
+
+// Separate function for SDL_WINDOWEVENT subtypes
+void SDLContext::handle_window_event(const SDL_WindowEvent & window_event,
+ std::vector<SDLContext::EventData> & event_list) {
+ switch (window_event.event) {
+ case SDL_WINDOWEVENT_EXPOSED:
+ event_list.push_back({SDLContext::EventType::WINDOW_EXPOSE, {}, {}, {}});
+ break;
+ case SDL_WINDOWEVENT_RESIZED:
+ event_list.push_back({SDLContext::EventType::WINDOW_RESIZE,
+ {},
+ {},
+ {{}, {window_event.data1, window_event.data2}}});
+ break;
+ case SDL_WINDOWEVENT_MOVED:
+ event_list.push_back({SDLContext::EventType::WINDOW_MOVE,
+ {},
+ {},
+ {{window_event.data1, window_event.data2}, {}}});
+ break;
+ case SDL_WINDOWEVENT_MINIMIZED:
+ event_list.push_back({SDLContext::EventType::WINDOW_MINIMIZE, {}, {}, {}});
+ break;
+ case SDL_WINDOWEVENT_MAXIMIZED:
+ event_list.push_back({SDLContext::EventType::WINDOW_MAXIMIZE, {}, {}, {}});
+ break;
+ case SDL_WINDOWEVENT_FOCUS_GAINED:
+ event_list.push_back({SDLContext::EventType::WINDOW_FOCUS_GAIN, {}, {}, {}});
+ break;
+ case SDL_WINDOWEVENT_FOCUS_LOST:
+ event_list.push_back({SDLContext::EventType::WINDOW_FOCUS_LOST, {}, {}, {}});
+ break;
+ }
+}
+
void SDLContext::set_color_texture(const Texture & texture, const Color & color) {
SDL_SetTextureColorMod(texture.get_img(), color.r, color.g, color.b);
SDL_SetTextureAlphaMod(texture.get_img(), color.a);
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index bcadf87..0a2456d 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -5,6 +5,7 @@
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_video.h>
+#include <array>
#include <cmath>
#include <functional>
#include <memory>
@@ -79,19 +80,54 @@ public:
KEYUP,
KEYDOWN,
SHUTDOWN,
-
+ WINDOW_MINIMIZE,
+ WINDOW_MAXIMIZE,
+ WINDOW_FOCUS_GAIN,
+ WINDOW_FOCUS_LOST,
+ WINDOW_MOVE,
+ WINDOW_RESIZE,
+ WINDOW_EXPOSE,
};
- //! EventData struct for passing event data from facade
- struct EventData {
- SDLContext::EventType event_type = SDLContext::EventType::NONE;
+ struct KeyData {
Keycode key = Keycode::NONE;
bool key_repeat = false;
+ };
+ struct MouseData {
MouseButton mouse_button = MouseButton::NONE;
ivec2 mouse_position = {-1, -1};
int scroll_direction = -1;
float scroll_delta = INFINITY;
ivec2 rel_mouse_move = {-1, -1};
};
+ struct WindowData {
+ ivec2 move_delta;
+ ivec2 resize_dimension;
+ };
+ //! EventData struct for passing event data from facade
+ struct EventData {
+ SDLContext::EventType event_type = SDLContext::EventType::NONE;
+ KeyData key_data;
+ MouseData mouse_data;
+ WindowData window_data;
+ };
+ /**
+ * \brief Retrieves the current state of the keyboard.
+ *
+ * This method returns the state of all keys on the keyboard, represented as a
+ * `std::array` of boolean values. Each element of the array corresponds to a
+ * specific key defined in the `Keycode` enum, and the value indicates whether
+ * the key is currently pressed (true) or not pressed (false).
+ *
+ * \return A `std::array<bool, Keycode::NUM_KEYCODES>` representing the state of
+ * each key on the keyboard, where `true` means the key is pressed, and
+ * `false` means it is not pressed.
+ */
+ std::array<bool, Keycode::NUM_KEYCODES> get_keyboard_state();
+ /**
+ * \brief Gets the singleton instance of SDLContext.
+ * \return Reference to the SDLContext instance.
+ */
+ static SDLContext & get_instance();
public:
SDLContext(const SDLContext &) = delete;
@@ -123,17 +159,24 @@ public:
* \return Events that occurred since last call to `get_events()`
*/
std::vector<SDLContext::EventData> get_events();
-
/**
- * \brief Converts an SDL key code to the custom Keycode type.
+ * \brief Fills event_list with triggered window events
+ *
+ * This method checks if any window events are triggered and adds them to the event_list.
+ *
+ */
+ void handle_window_event(const SDL_WindowEvent & window_event,
+ std::vector<SDLContext::EventData> & event_list);
+ /**
+ * \brief Converts an SDL scan code to the custom Keycode type.
*
- * This method maps an SDL key code to the corresponding `Keycode` enum value,
+ * This method maps an SDL scan code to the corresponding `Keycode` enum value,
* which is used internally by the system to identify the keys.
*
- * \param sdl_key The SDL key code to convert.
+ * \param sdl_key The SDL scan code to convert.
* \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.
*/
- Keycode sdl_to_keycode(SDL_Keycode sdl_key);
+ Keycode sdl_to_keycode(SDL_Scancode sdl_key);
/**
* \brief Converts an SDL mouse button code to the custom MouseButton type.