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-rw-r--r--src/crepe/system/InputSystem.cpp239
-rw-r--r--src/crepe/system/InputSystem.h37
2 files changed, 151 insertions, 125 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index 32538e8..bb454af 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -1,4 +1,3 @@
-#include <iostream>
#include "../api/Button.h"
#include "../manager/ComponentManager.h"
#include "../manager/EventManager.h"
@@ -11,7 +10,7 @@ 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();
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
@@ -31,129 +30,135 @@ void InputSystem::update() {
= mgr.get_components_by_id<Transform>(current_cam.game_object_id);
Transform & cam_transform = transform_vec.front().get();
- ivec2 camera_origin;
- 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);
+ vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset
+ - (current_cam.viewport_size / 2);
for (const SDLContext::EventData & event : event_list) {
// Only calculate mouse coordinates for relevant events
- if (event.event_type == SDLContext::EventType::MOUSEDOWN
- || event.event_type == SDLContext::EventType::MOUSEUP
- || event.event_type == SDLContext::EventType::MOUSEMOVE
- || event.event_type == SDLContext::EventType::MOUSEWHEEL) {
-
- ivec2 adjusted_mouse;
- std::cout << "mousePos X: " << event.data.mouse_data.mouse_position.x << std::endl;
- std::cout << "mousePos Y: " << event.data.mouse_data.mouse_position.y << std::endl;
- int world_mouse_x = event.data.mouse_data.mouse_position.x + camera_origin_x;
- int world_mouse_y = event.data.mouse_data.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);
- std::cout << "in view " << mouse_in_viewport << std::endl;
- if (!mouse_in_viewport) continue;
-
- // Handle mouse-specific events
- switch (event.event_type) {
- case SDLContext::EventType::MOUSEDOWN:
- event_mgr.queue_event<MousePressEvent>({
- .mouse_pos = {adjusted_mouse.x, adjusted_mouse.y},
- .button = event.data.mouse_data.mouse_button,
- });
- this->last_mouse_down_position = {adjusted_mouse.x, adjusted_mouse.y};
- this->last_mouse_button = event.data.mouse_data.mouse_button;
- break;
-
- case SDLContext::EventType::MOUSEUP: {
- event_mgr.queue_event<MouseReleaseEvent>({
- .mouse_pos = {adjusted_mouse.x, adjusted_mouse.y},
- .button = event.data.mouse_data.mouse_button,
- });
- int delta_x = adjusted_mouse.x - this->last_mouse_down_position.x;
- int delta_y = adjusted_mouse.y - this->last_mouse_down_position.y;
-
- if (this->last_mouse_button == event.data.mouse_data.mouse_button
- && std::abs(delta_x) <= click_tolerance
- && std::abs(delta_y) <= click_tolerance) {
- event_mgr.queue_event<MouseClickEvent>({
- .mouse_pos = {adjusted_mouse.x, adjusted_mouse.y},
- .button = event.data.mouse_data.mouse_button,
- });
- this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse);
- }
- break;
- }
-
- case SDLContext::EventType::MOUSEMOVE:
- event_mgr.queue_event<MouseMoveEvent>({
- .mouse_pos = {adjusted_mouse.x, adjusted_mouse.y},
- .mouse_delta = event.data.mouse_data.rel_mouse_move,
- });
- this->handle_move(event, adjusted_mouse);
- break;
-
- case SDLContext::EventType::MOUSEWHEEL:
- event_mgr.queue_event<MouseScrollEvent>({
- .mouse_pos = {adjusted_mouse.x, adjusted_mouse.y},
- .scroll_direction = event.data.mouse_data.scroll_direction,
- .scroll_delta = event.data.mouse_data.scroll_delta,
- });
- break;
-
- default:
- break;
- }
+ if(this->is_mouse_event(event.event_type)) {
+ this->handle_mouse_event(event,camera_origin,current_cam);
+
} else {
- // Handle non-mouse events
- switch (event.event_type) {
- case SDLContext::EventType::KEYDOWN:
-
- event_mgr.queue_event<KeyPressEvent>(
- {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key});
- break;
- case SDLContext::EventType::KEYUP:
- event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key});
- break;
- case SDLContext::EventType::SHUTDOWN:
- event_mgr.queue_event<ShutDownEvent>({});
- break;
- case SDLContext::EventType::WINDOW_EXPOSE:
- event_mgr.queue_event<WindowExposeEvent>({});
- break;
- case SDLContext::EventType::WINDOW_RESIZE:
- event_mgr.queue_event<WindowResizeEvent>(
- WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension});
- break;
- case SDLContext::EventType::WINDOW_MOVE:
- event_mgr.queue_event<WindowMoveEvent>(
- {.delta_move = event.data.window_data.move_delta});
- break;
- case SDLContext::EventType::WINDOW_MINIMIZE:
- event_mgr.queue_event<WindowMinimizeEvent>({});
- break;
- case SDLContext::EventType::WINDOW_MAXIMIZE:
- event_mgr.queue_event<WindowMaximizeEvent>({});
- break;
- case SDLContext::EventType::WINDOW_FOCUS_GAIN:
- event_mgr.queue_event<WindowFocusGainEvent>({});
- break;
- case SDLContext::EventType::WINDOW_FOCUS_LOST:
- event_mgr.queue_event<WindowFocusLostEvent>({});
- break;
- default:
- break;
+ this->handle_non_mouse_event(event);
+
+ }
+ }
+}
+
+void InputSystem::handle_mouse_event(const SDLContext::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 SDLContext::EventType::MOUSEDOWN:
+ 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 SDLContext::EventType::MOUSEUP: {
+ 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,
+ });
+ this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse);
}
+ break;
}
+
+ case SDLContext::EventType::MOUSEMOVE:
+ 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 SDLContext::EventType::MOUSEWHEEL:
+ 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 SDLContext::EventData &event){
+ EventManager & event_mgr = this->mediator.event_manager;
+ switch (event.event_type) {
+ case SDLContext::EventType::KEYDOWN:
+
+ event_mgr.queue_event<KeyPressEvent>(
+ {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key});
+ break;
+ case SDLContext::EventType::KEYUP:
+ event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key});
+ break;
+ case SDLContext::EventType::SHUTDOWN:
+ event_mgr.queue_event<ShutDownEvent>({});
+ break;
+ case SDLContext::EventType::WINDOW_EXPOSE:
+ event_mgr.queue_event<WindowExposeEvent>({});
+ break;
+ case SDLContext::EventType::WINDOW_RESIZE:
+ event_mgr.queue_event<WindowResizeEvent>(
+ WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension});
+ break;
+ case SDLContext::EventType::WINDOW_MOVE:
+ event_mgr.queue_event<WindowMoveEvent>(
+ {.delta_move = event.data.window_data.move_delta});
+ break;
+ case SDLContext::EventType::WINDOW_MINIMIZE:
+ event_mgr.queue_event<WindowMinimizeEvent>({});
+ break;
+ case SDLContext::EventType::WINDOW_MAXIMIZE:
+ event_mgr.queue_event<WindowMaximizeEvent>({});
+ break;
+ case SDLContext::EventType::WINDOW_FOCUS_GAIN:
+ event_mgr.queue_event<WindowFocusGainEvent>({});
+ break;
+ case SDLContext::EventType::WINDOW_FOCUS_LOST:
+ event_mgr.queue_event<WindowFocusLostEvent>({});
+ break;
+ default:
+ break;
}
}
+bool InputSystem::is_mouse_event(SDLContext::EventType event_type){
+ return (event_type == SDLContext::EventType::MOUSEDOWN
+ || event_type == SDLContext::EventType::MOUSEUP
+ || event_type == SDLContext::EventType::MOUSEMOVE
+ || event_type == SDLContext::EventType::MOUSEWHEEL);
+}
+
void InputSystem::handle_move(const SDLContext::EventData & event_data,
- const ivec2& mouse_pos) {
+ const vec2& mouse_pos) {
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
@@ -183,7 +188,7 @@ void InputSystem::handle_move(const SDLContext::EventData & event_data,
}
}
-void InputSystem::handle_click(const MouseButton & mouse_button, const ivec2& mouse_pos) {
+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>();
@@ -203,7 +208,7 @@ void InputSystem::handle_click(const MouseButton & mouse_button, const ivec2& mo
}
}
-bool InputSystem::is_mouse_inside_button(const ivec2& mouse_pos,
+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;
diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h
index 3703635..7b8f510 100644
--- a/src/crepe/system/InputSystem.h
+++ b/src/crepe/system/InputSystem.h
@@ -32,15 +32,36 @@ public:
private:
//! Stores the last position of the mouse when the button was pressed.
- ivec2 last_mouse_down_position;
+ vec2 last_mouse_down_position;
// TODO: specify world/hud space and make regular `vec2`
//! Stores the last mouse button pressed.
MouseButton last_mouse_button = MouseButton::NONE;
-
- //! The maximum allowable distance between mouse down and mouse up to register as a click. This can be changed using the Config.
- int click_tolerance = Config::get_instance().input.click_tolerance;
-
+ /**
+ * \brief Determines whether the given event type is a mouse event.
+ * \param event_type The event type to check.
+ * \return True if the event type corresponds to a mouse event, false otherwise.
+ */
+ bool is_mouse_event(SDLContext::EventType event_type);
+ /**
+ * \brief Handles mouse-related events.
+ * \param event The event data for the mouse event.
+ * \param camera_origin The origin position of the camera in world space.
+ * \param current_cam The currently active camera.
+ *
+ * This method processes mouse events, adjusts the mouse position to world coordinates,
+ * and triggers the appropriate mouse-specific event handling logic.
+ */
+ void handle_mouse_event(const SDLContext::EventData &event, const vec2 &camera_origin,
+ const Camera &current_cam);
+ /**
+ * \brief Handles non-mouse-related events.
+ * \param event The event data for the non-mouse event.
+ *
+ * This method processes events that do not involve the mouse, such as keyboard events,
+ * window events, and shutdown events, and triggers the corresponding event actions.
+ */
+ void handle_non_mouse_event(const SDLContext::EventData &event);
/**
* \brief Handles the mouse click event.
* \param mouse_button The mouse button involved in the click.
@@ -49,7 +70,7 @@ private:
*
* This method processes the mouse click event and triggers the corresponding button action.
*/
- void handle_click(const MouseButton & mouse_button,const ivec2& mouse_pos);
+ void handle_click(const MouseButton & mouse_button,const vec2& mouse_pos);
/**
* \brief Handles the mouse movement event.
@@ -59,7 +80,7 @@ private:
*
* This method processes the mouse movement event and updates the button hover state.
*/
- void handle_move(const SDLContext::EventData & event_data, const ivec2& mouse_pos);
+ void handle_move(const SDLContext::EventData & event_data, const vec2& mouse_pos);
/**
* \brief Checks if the mouse position is inside the bounds of the button.
@@ -69,7 +90,7 @@ private:
* \param transform The transform component of the button.
* \return True if the mouse is inside the button, false otherwise.
*/
- bool is_mouse_inside_button(const ivec2& mouse_pos,
+ bool is_mouse_inside_button(const vec2& mouse_pos,
const Button & button, const Transform & transform);
/**