aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/system/InputSystem.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/crepe/system/InputSystem.cpp')
-rw-r--r--src/crepe/system/InputSystem.cpp187
1 files changed, 187 insertions, 0 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
new file mode 100644
index 0000000..7cc8d30
--- /dev/null
+++ b/src/crepe/system/InputSystem.cpp
@@ -0,0 +1,187 @@
+#include "../api/Button.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/EventManager.h"
+
+#include "InputSystem.h"
+
+using namespace crepe;
+
+void InputSystem::update() {
+ ComponentManager & mgr = this->mediator.component_manager;
+ EventManager & event_mgr = this->mediator.event_manager;
+ std::vector<SDLContext::EventData> event_list = SDLContext::get_instance().get_events();
+ RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+ RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
+ OptionalRef<Camera> curr_cam_ref;
+ // Find the active camera
+ for (Camera & cam : cameras) {
+ if (!cam.active) continue;
+ curr_cam_ref = cam;
+ break;
+ }
+ if (!curr_cam_ref) return;
+ Camera & current_cam = curr_cam_ref;
+ RefVector<Transform> transform_vec
+ = mgr.get_components_by_id<Transform>(current_cam.game_object_id);
+ Transform & cam_transform = transform_vec.front().get();
+ int camera_origin_x
+ = cam_transform.position.x + current_cam.offset.x - (current_cam.viewport_size.x / 2);
+ int camera_origin_y
+ = cam_transform.position.y + current_cam.offset.y - (current_cam.viewport_size.y / 2);
+
+ for (const SDLContext::EventData & event : event_list) {
+ int world_mouse_x = event.mouse_position.x + camera_origin_x;
+ int world_mouse_y = event.mouse_position.y + camera_origin_y;
+ // check if the mouse is within the viewport
+ bool mouse_in_viewport
+ = !(world_mouse_x < camera_origin_x
+ || world_mouse_x > camera_origin_x + current_cam.viewport_size.x
+ || world_mouse_y < camera_origin_y
+ || world_mouse_y > camera_origin_y + current_cam.viewport_size.y);
+
+ 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:
+ if (!mouse_in_viewport) {
+ break;
+ }
+ event_mgr.queue_event<MousePressEvent>(MousePressEvent{
+ .mouse_x = world_mouse_x,
+ .mouse_y = world_mouse_y,
+ .button = event.mouse_button,
+ });
+ this->last_mouse_down_position = {world_mouse_x, world_mouse_y};
+ this->last_mouse_button = event.mouse_button;
+ break;
+ case SDLContext::EventType::MOUSEUP: {
+ if (!mouse_in_viewport) {
+ break;
+ }
+ event_mgr.queue_event<MouseReleaseEvent>(MouseReleaseEvent{
+ .mouse_x = world_mouse_x,
+ .mouse_y = world_mouse_y,
+ .button = event.mouse_button,
+ });
+ //check if its a click by checking the last button down
+ int delta_x = world_mouse_x - this->last_mouse_down_position.x;
+ int delta_y = world_mouse_y - this->last_mouse_down_position.y;
+
+ if (this->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 = world_mouse_x,
+ .mouse_y = world_mouse_y,
+ .button = event.mouse_button,
+ });
+
+ this->handle_click(event.mouse_button, world_mouse_x, world_mouse_y);
+ }
+ } break;
+ case SDLContext::EventType::MOUSEMOVE:
+ if (!mouse_in_viewport) {
+ break;
+ }
+ event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{
+ .mouse_x = world_mouse_x,
+ .mouse_y = world_mouse_y,
+ .delta_x = event.rel_mouse_move.x,
+ .delta_y = event.rel_mouse_move.y,
+ });
+ this->handle_move(event, world_mouse_x, world_mouse_y);
+ break;
+ case SDLContext::EventType::MOUSEWHEEL:
+ event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{
+ .mouse_x = world_mouse_x,
+ .mouse_y = world_mouse_y,
+ .scroll_direction = event.scroll_direction,
+ .scroll_delta = event.scroll_delta,
+ });
+ break;
+ case SDLContext::EventType::SHUTDOWN:
+ event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{});
+ break;
+ default:
+ break;
+ }
+ }
+}
+void InputSystem::handle_move(const SDLContext::EventData & event_data,
+ const int world_mouse_x, const int world_mouse_y) {
+ ComponentManager & mgr = this->mediator.component_manager;
+
+ RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+
+ for (Button & button : buttons) {
+ RefVector<Transform> transform_vec
+ = mgr.get_components_by_id<Transform>(button.game_object_id);
+ Transform & transform(transform_vec.front().get());
+
+ bool was_hovering = button.hover;
+ if (button.active
+ && this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) {
+ button.hover = true;
+ if (!was_hovering && button.on_mouse_enter) {
+ button.on_mouse_enter();
+ }
+ } else {
+ button.hover = false;
+ // Trigger the on_exit callback if the hover state just changed to false
+ if (was_hovering && button.on_mouse_exit) {
+ button.on_mouse_exit();
+ }
+ }
+ }
+}
+
+void InputSystem::handle_click(const MouseButton & mouse_button, const int world_mouse_x,
+ const int world_mouse_y) {
+ ComponentManager & mgr = this->mediator.component_manager;
+
+ RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+
+ for (Button & button : buttons) {
+ RefVector<Transform> transform_vec
+ = mgr.get_components_by_id<Transform>(button.game_object_id);
+ Transform & transform = transform_vec.front().get();
+
+ if (button.active
+ && this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) {
+ this->handle_button_press(button);
+ }
+ }
+}
+
+bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y,
+ const Button & button, const Transform & transform) {
+ int actual_x = transform.position.x + button.offset.x;
+ int actual_y = transform.position.y + button.offset.y;
+
+ int half_width = button.dimensions.x / 2;
+ int half_height = button.dimensions.y / 2;
+
+ // Check if the mouse is within the button's boundaries
+ return mouse_x >= actual_x - half_width && mouse_x <= actual_x + half_width
+ && mouse_y >= actual_y - half_height && mouse_y <= actual_y + half_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();
+ }
+}