diff options
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/InputSystem.cpp | 79 | ||||
-rw-r--r-- | src/crepe/system/InputSystem.h | 84 |
2 files changed, 92 insertions, 71 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index beeef87..5b220eb 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -1,16 +1,35 @@ -#include "ComponentManager.h" -#include "api/Button.h" -#include "api/EventManager.h" +#include "../ComponentManager.h" +#include "../api/Button.h" +#include "../api/EventManager.h" #include "InputSystem.h" using namespace crepe; + void InputSystem::update() { + ComponentManager & mgr = this->component_manager; EventManager & event_mgr = EventManager::get_instance(); 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>(); + // Find the active camera + for (Camera & cam : cameras) { + if (!cam.active) continue; + this->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.first + camera_origin_x; + int world_mouse_y = event.mouse_position.second + camera_origin_y; + switch (event.event_type) { case SDLContext::EventType::KEYDOWN: event_mgr.queue_event<KeyPressEvent>(KeyPressEvent{ @@ -25,43 +44,43 @@ void InputSystem::update() { break; case SDLContext::EventType::MOUSEDOWN: event_mgr.queue_event<MousePressEvent>(MousePressEvent{ - .mouse_x = event.mouse_position.first, - .mouse_y = event.mouse_position.second, + .mouse_x = world_mouse_x, + .mouse_y = world_mouse_y, .button = event.mouse_button, }); - last_mouse_down_position = event.mouse_position; + last_mouse_down_position = {world_mouse_x, world_mouse_y}; 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, + .mouse_x = world_mouse_x, + .mouse_y = world_mouse_y, .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; + //check if its a click by checking the last button down + int delta_x = world_mouse_x - last_mouse_down_position.first; + int delta_y = world_mouse_y - 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, + .mouse_x = world_mouse_x, + .mouse_y = world_mouse_y, .button = event.mouse_button, }); - handle_click(event); + handle_click(event.mouse_button, world_mouse_x, world_mouse_y); } } break; case SDLContext::EventType::MOUSEMOVE: event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{ - .mouse_x = event.mouse_position.first, - .mouse_y = event.mouse_position.second, + .mouse_x = world_mouse_x, + .mouse_y = world_mouse_y, .rel_x = event.rel_mouse_move.first, .rel_y = event.rel_mouse_move.second, }); - handle_move(event); + handle_move(event, world_mouse_x, world_mouse_y); break; case SDLContext::EventType::MOUSEWHEEL: event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{ @@ -79,7 +98,7 @@ void InputSystem::update() { } } -void InputSystem::handle_move(const SDLContext::EventData & event_data) { +void InputSystem::handle_move(const SDLContext::EventData & event_data, const int& world_mouse_x, const int& world_mouse_y) { ComponentManager & mgr = this->component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); @@ -90,19 +109,14 @@ void InputSystem::handle_move(const SDLContext::EventData & event_data) { OptionalRef<Transform> transform(transform_vec.front().get()); if (!transform) continue; - bool was_hovering = button.hover; // Store previous hover state - - // Check if the mouse is inside the button - if (button.active && is_mouse_inside_button(event_data, button, transform)) { + bool was_hovering = button.hover; + if (button.active && is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) { button.hover = true; - - // Trigger the on_enter callback if the hover state just changed to true if (!was_hovering && button.on_enter) { button.on_enter(); } } else { button.hover = false; - // Trigger the on_exit callback if the hover state just changed to false if (was_hovering && button.on_exit) { button.on_exit(); @@ -111,7 +125,7 @@ void InputSystem::handle_move(const SDLContext::EventData & event_data) { } } -void InputSystem::handle_click(const SDLContext::EventData & event_data) { +void InputSystem::handle_click(const MouseButton& mouse_button, const int& world_mouse_x, const int& world_mouse_y) { ComponentManager & mgr = this->component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); @@ -121,18 +135,17 @@ void InputSystem::handle_click(const SDLContext::EventData & event_data) { = mgr.get_components_by_id<Transform>(button.game_object_id); OptionalRef<Transform> transform(transform_vec.front().get()); - if (button.active && is_mouse_inside_button(event_data, button, transform)) { + if (button.active && is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) { handle_button_press(button); } } } -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; +bool InputSystem::is_mouse_inside_button(const int& mouse_x, const int& mouse_y, const Button & button, const Transform & transform) { + return mouse_x >= transform.position.x + && mouse_x <= transform.position.x + button.width + && mouse_y >= transform.position.y + && mouse_y <= transform.position.y + button.height; } void InputSystem::handle_button_press(Button & button) { diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index c6ca114..e937d01 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -8,69 +8,77 @@ namespace crepe { +class Camera; class Button; - class Transform; + /** - * \class InputSystem * \brief Handles the processing of input events like mouse and keyboard interactions. - * + * * This system processes events such as mouse clicks, mouse movement, and keyboard * actions. It is responsible for detecting interactions with UI buttons and * passing the corresponding events to the registered listeners. */ class InputSystem : public System { public: - using System::System; + using System::System; - /** + /** * \brief Updates the system, processing all input events. * This method processes all events and triggers corresponding actions. */ - void update() override; + void update() override; private: - //! Stores the last position of the mouse when the button was pressed. - std::pair<int, int> last_mouse_down_position{-1, -1}; + //! Reference to the currently active camera. + OptionalRef<Camera> curr_cam_ref; - //! Stores the last mouse button pressed. - MouseButton last_mouse_button = MouseButton::NONE; + //! Stores the last position of the mouse when the button was pressed. + std::pair<int, int> last_mouse_down_position{INFINITY, INFINITY}; - //! The tolerance in game units for detecting a mouse click. - const int click_tolerance = 5; + //! Stores the last mouse button pressed. + MouseButton last_mouse_button = MouseButton::NONE; + // + //! The tolerance in game units for detecting a mouse click. + const int click_tolerance = 5; /** - * \brief Handles the click event. - * \param eventData The event data containing information about the mouse click. - * - * This method processes the mouse click event and triggers the corresponding button action. - */ - void handle_click(const SDLContext::EventData & eventData); + * \brief Handles the mouse click event. + * \param mouse_button The mouse button involved in the click. + * \param world_mouse_x The X coordinate of the mouse in world space. + * \param world_mouse_y The Y coordinate of the mouse in world space. + * + * This method processes the mouse click event and triggers the corresponding button action. + */ + void handle_click(const MouseButton& mouse_button, const int& world_mouse_x, const int& world_mouse_y); /** - * \brief Handles the mouse movement event. - * \param eventData The event data containing information about the mouse movement. - * - * This method processes the mouse movement event and updates the button hover state. - */ - void handle_move(const SDLContext::EventData & eventData); + * \brief Handles the mouse movement event. + * \param event_data The event data containing information about the mouse movement. + * \param world_mouse_x The X coordinate of the mouse in world space. + * \param world_mouse_y The Y coordinate of the mouse in world space. + * + * This method processes the mouse movement event and updates the button hover state. + */ + void handle_move(const SDLContext::EventData& event_data, const int& world_mouse_x, const int& world_mouse_y); + /** - * \brief Checks if the mouse position is inside the bounds of the button. - * \param eventData The event data containing the mouse position. - * \param button The button to check. - * \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 SDLContext::EventData & eventData, const Button & button, - const Transform & transform); + * \brief Checks if the mouse position is inside the bounds of the button. + * \param mouse_x The X coordinate of the mouse. + * \param mouse_y The Y coordinate of the mouse. + * \param button The button to check. + * \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 int& mouse_x, const int& mouse_y, const Button& button, const Transform& transform); /** - * \brief Handles the button press event, calling the on_click callback if necessary. - * \param button The button being pressed. - * - * This method triggers the on_click action for the button when it is pressed. - */ - void handle_button_press(Button & button); + * \brief Handles the button press event, calling the on_click callback if necessary. + * \param button The button being pressed. + * + * This method triggers the on_click action for the button when it is pressed. + */ + void handle_button_press(Button& button); }; } // namespace crepe |