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-rw-r--r--src/crepe/system/InputSystem.cpp259
1 files changed, 142 insertions, 117 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index a710ae2..fca540f 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -1,7 +1,7 @@
#include "../api/Button.h"
+#include "../facade/SDLContext.h"
#include "../manager/ComponentManager.h"
#include "../manager/EventManager.h"
-#include "facade/SDLContext.h"
#include "util/Log.h"
#include "InputSystem.h"
@@ -10,12 +10,13 @@ using namespace crepe;
void InputSystem::update() {
ComponentManager & mgr = this->mediator.component_manager;
- EventManager & event_mgr = this->mediator.event_manager;
+
SDLContext & context = this->mediator.sdl_context;
- std::vector<SDLContext::EventData> event_list = context.get_events();
+ std::vector<EventData> event_list = context.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;
@@ -23,150 +24,185 @@ void InputSystem::update() {
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.data.postion_offset.x
- - (current_cam.viewport_size.x / 2);
- int camera_origin_y = cam_transform.position.y + current_cam.data.postion_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,
+
+ vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset
+ - (current_cam.viewport_size / 2);
+
+ for (const EventData & event : event_list) {
+ // Only calculate mouse coordinates for relevant events
+ if (event.event_type == EventType::MOUSE_DOWN
+ || event.event_type == EventType::MOUSE_UP
+ || event.event_type == EventType::MOUSE_MOVE
+ || event.event_type == EventType::MOUSE_WHEEL) {
+ this->handle_mouse_event(event, camera_origin, current_cam);
+
+ } else {
+ this->handle_non_mouse_event(event);
+ }
+ }
+}
+
+void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camera_origin,
+ const Camera & current_cam) {
+ EventManager & event_mgr = this->mediator.event_manager;
+ vec2 adjusted_mouse;
+ adjusted_mouse.x = event.data.mouse_data.mouse_position.x + camera_origin.x;
+ adjusted_mouse.x = event.data.mouse_data.mouse_position.y + camera_origin.y;
+ // Check if the mouse is within the viewport
+ if ((adjusted_mouse.x < camera_origin.x
+ || adjusted_mouse.x > camera_origin.x + current_cam.viewport_size.x
+ || adjusted_mouse.y < camera_origin.y
+ || adjusted_mouse.y > camera_origin.y + current_cam.viewport_size.y))
+ return;
+
+ // Handle mouse-specific events
+ switch (event.event_type) {
+ case EventType::MOUSE_DOWN:
+ event_mgr.queue_event<MousePressEvent>({
+ .mouse_pos = adjusted_mouse,
+ .button = event.data.mouse_data.mouse_button,
+ });
+ this->last_mouse_down_position = adjusted_mouse;
+ this->last_mouse_button = event.data.mouse_data.mouse_button;
+ break;
+
+ case EventType::MOUSE_UP: {
+ event_mgr.queue_event<MouseReleaseEvent>({
+ .mouse_pos = adjusted_mouse,
+ .button = event.data.mouse_data.mouse_button,
+ });
+ vec2 delta_move = adjusted_mouse - this->last_mouse_down_position;
+ int click_tolerance = Config::get_instance().input.click_tolerance;
+ if (this->last_mouse_button == event.data.mouse_data.mouse_button
+ && std::abs(delta_move.x) <= click_tolerance
+ && std::abs(delta_move.y) <= click_tolerance) {
+ event_mgr.queue_event<MouseClickEvent>({
+ .mouse_pos = adjusted_mouse,
+ .button = event.data.mouse_data.mouse_button,
});
- break;
- case SDLContext::EventType::SHUTDOWN:
- event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{});
- break;
- default:
- break;
+ this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse);
+ }
+ break;
}
+
+ case EventType::MOUSE_MOVE:
+ event_mgr.queue_event<MouseMoveEvent>({
+ .mouse_pos = adjusted_mouse,
+ .mouse_delta = event.data.mouse_data.rel_mouse_move,
+ });
+ this->handle_move(event, adjusted_mouse);
+ break;
+
+ case EventType::MOUSE_WHEEL:
+ event_mgr.queue_event<MouseScrollEvent>({
+ .mouse_pos = adjusted_mouse,
+ .scroll_direction = event.data.mouse_data.scroll_direction,
+ .scroll_delta = event.data.mouse_data.scroll_delta,
+ });
+ break;
+
+ default:
+ break;
+ }
+}
+
+void InputSystem::handle_non_mouse_event(const EventData & event) {
+ EventManager & event_mgr = this->mediator.event_manager;
+ switch (event.event_type) {
+ case EventType::KEY_DOWN:
+
+ event_mgr.queue_event<KeyPressEvent>(
+ {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key});
+ break;
+ case EventType::KEY_UP:
+ event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key});
+ break;
+ case EventType::SHUTDOWN:
+ event_mgr.queue_event<ShutDownEvent>({});
+ break;
+ case EventType::WINDOW_EXPOSE:
+ event_mgr.queue_event<WindowExposeEvent>({});
+ break;
+ case EventType::WINDOW_RESIZE:
+ event_mgr.queue_event<WindowResizeEvent>(
+ WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension});
+ break;
+ case EventType::WINDOW_MOVE:
+ event_mgr.queue_event<WindowMoveEvent>(
+ {.delta_move = event.data.window_data.move_delta});
+ break;
+ case EventType::WINDOW_MINIMIZE:
+ event_mgr.queue_event<WindowMinimizeEvent>({});
+ break;
+ case EventType::WINDOW_MAXIMIZE:
+ event_mgr.queue_event<WindowMaximizeEvent>({});
+ break;
+ case EventType::WINDOW_FOCUS_GAIN:
+ event_mgr.queue_event<WindowFocusGainEvent>({});
+ break;
+ case EventType::WINDOW_FOCUS_LOST:
+ event_mgr.queue_event<WindowFocusLostEvent>({});
+ break;
+ default:
+ break;
}
}
-void InputSystem::handle_move(const SDLContext::EventData & event_data,
- const int world_mouse_x, const int world_mouse_y) {
+
+void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos) {
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
for (Button & button : buttons) {
+ if (!button.active) continue;
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)) {
+ if (this->is_mouse_inside_button(mouse_pos, button, transform)) {
button.hover = true;
- if (!was_hovering && button.on_mouse_enter) {
+ if (!button.on_mouse_enter) continue;
+ if (!was_hovering) {
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) {
+ if (!button.on_mouse_exit) continue;
+ if (was_hovering) {
button.on_mouse_exit();
}
}
}
}
-void InputSystem::handle_click(const MouseButton & mouse_button, const int world_mouse_x,
- const int world_mouse_y) {
+void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos) {
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
for (Button & button : buttons) {
+ if (!button.active) continue;
+ if (!button.on_click) continue;
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);
+ if (this->is_mouse_inside_button(mouse_pos, button, transform)) {
+
+ button.on_click();
}
}
}
-bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y,
- const Button & button, const Transform & transform) {
+bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button & button,
+ const Transform & transform) {
int actual_x = transform.position.x + button.offset.x;
int actual_y = transform.position.y + button.offset.y;
@@ -174,17 +210,6 @@ bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y,
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();
- }
+ return mouse_pos.x >= actual_x - half_width && mouse_pos.x <= actual_x + half_width
+ && mouse_pos.y >= actual_y - half_height && mouse_pos.y <= actual_y + half_height;
}