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-rw-r--r--src/crepe/system/InputSystem.cpp144
1 files changed, 144 insertions, 0 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
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--- /dev/null
+++ b/src/crepe/system/InputSystem.cpp
@@ -0,0 +1,144 @@
+#include "ComponentManager.h"
+#include "api/Button.h"
+#include "api/EventManager.h"
+
+#include "InputSystem.h"
+
+using namespace crepe;
+
+void InputSystem::update() {
+ EventManager & event_mgr = EventManager::get_instance();
+ std::vector<SDLContext::EventData> event_list = SDLContext::get_instance().get_events();
+
+ for (const SDLContext::EventData & event : event_list) {
+ switch (event.event_type) {
+ case SDLContext::EventType::KEYDOWN:
+ event_mgr.queue_event<KeyPressEvent>(KeyPressEvent{
+ .repeat = event.key_repeat,
+ .key = event.key,
+ });
+ break;
+ case SDLContext::EventType::KEYUP:
+ event_mgr.queue_event<KeyReleaseEvent>(KeyReleaseEvent{
+ .key = event.key,
+ });
+ break;
+ case SDLContext::EventType::MOUSEDOWN:
+ event_mgr.queue_event<MousePressEvent>(MousePressEvent{
+ .mouse_x = event.mouse_position.first,
+ .mouse_y = event.mouse_position.second,
+ .button = event.mouse_button,
+ });
+ last_mouse_down_position = event.mouse_position;
+ last_mouse_button = event.mouse_button;
+ break;
+ case SDLContext::EventType::MOUSEUP: {
+ event_mgr.queue_event<MouseReleaseEvent>(MouseReleaseEvent{
+ .mouse_x = event.mouse_position.first,
+ .mouse_y = event.mouse_position.second,
+ .button = event.mouse_button,
+ });
+
+ 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::EventType::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_y = event.rel_mouse_move.second,
+ });
+ handle_move(event);
+ break;
+ case SDLContext::EventType::MOUSEWHEEL:
+ event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{
+ .scroll_x = event.wheel_delta,
+ .scroll_y = 0,
+ .direction = event.wheel_delta,
+ });
+ break;
+ case SDLContext::EventType::SHUTDOWN:
+ event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{});
+ break;
+ default:
+ break;
+ }
+ }
+}
+
+void InputSystem::handle_move(const SDLContext::EventData & event_data) {
+ ComponentManager & mgr = this->component_manager;
+
+ RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+ RefVector<Transform> transforms = mgr.get_components_by_type<Transform>();
+
+ for (Button & button : buttons) {
+ OptionalRef<Transform> transform = find_transform_for_button(button, transforms);
+ if (!transform) continue;
+
+ if (button.active && is_mouse_inside_button(event_data, button, transform)) {
+ button.hover = true;
+ } else {
+ button.hover = false;
+ }
+ }
+}
+
+void InputSystem::handle_click(const SDLContext::EventData & event_data) {
+ ComponentManager & mgr = this->component_manager;
+
+ RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+ RefVector<Transform> transforms = mgr.get_components_by_type<Transform>();
+
+ for (Button & button : buttons) {
+ OptionalRef<Transform> transform_ref = find_transform_for_button(button, transforms);
+
+ if (button.active && is_mouse_inside_button(event_data, button, transform_ref)) {
+ handle_button_press(button);
+ }
+ }
+}
+
+OptionalRef<Transform>
+InputSystem::find_transform_for_button(Button & button, RefVector<Transform> & transforms) {
+
+ for (auto & transform : transforms) {
+ if (button.game_object_id == transform.get().game_object_id) {
+ return OptionalRef<Transform>(transform);
+ }
+ }
+
+ return OptionalRef<Transform>();
+}
+
+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) {
+ if (button.is_toggle) {
+ if (!button.is_pressed && button.on_click) {
+ button.on_click();
+ }
+ button.is_pressed = !button.is_pressed;
+ } else if (button.on_click) {
+ button.on_click();
+ }
+}