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-rw-r--r--src/crepe/system/InputSystem.cpp220
-rw-r--r--src/crepe/system/InputSystem.h13
2 files changed, 130 insertions, 103 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index a710ae2..32538e8 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -1,3 +1,4 @@
+#include <iostream>
#include "../api/Button.h"
#include "../manager/ComponentManager.h"
#include "../manager/EventManager.h"
@@ -16,6 +17,7 @@ void InputSystem::update() {
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;
@@ -23,149 +25,185 @@ 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();
+
+ 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);
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
+ // 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;
- 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) {
+ 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;
}
- 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) {
+
+ 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;
- }
- 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,
+
+ 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;
- this->handle_click(event.mouse_button, world_mouse_x, world_mouse_y);
- }
- } break;
- case SDLContext::EventType::MOUSEMOVE:
- if (!mouse_in_viewport) {
+ default:
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;
+ }
+ } 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;
+ }
}
}
}
+
void InputSystem::handle_move(const SDLContext::EventData & event_data,
- const int world_mouse_x, const int world_mouse_y) {
+ const ivec2& 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 ivec2& 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,
+bool InputSystem::is_mouse_inside_button(const ivec2& 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 +212,7 @@ 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;
+ 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;
}
-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();
- }
-}
diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h
index 87e86f8..3703635 100644
--- a/src/crepe/system/InputSystem.h
+++ b/src/crepe/system/InputSystem.h
@@ -1,5 +1,6 @@
#pragma once
+#include "../api/Config.h"
#include "../facade/SDLContext.h"
#include "../types.h"
#include "../util/OptionalRef.h"
@@ -37,8 +38,8 @@ private:
//! 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.
- const int click_tolerance = 5;
+ //! 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 Handles the mouse click event.
@@ -48,8 +49,7 @@ private:
*
* 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);
+ void handle_click(const MouseButton & mouse_button,const ivec2& mouse_pos);
/**
* \brief Handles the mouse movement event.
@@ -59,8 +59,7 @@ private:
*
* 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);
+ void handle_move(const SDLContext::EventData & event_data, const ivec2& mouse_pos);
/**
* \brief Checks if the mouse position is inside the bounds of the button.
@@ -70,7 +69,7 @@ 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 int world_mouse_x, const int world_mouse_y,
+ bool is_mouse_inside_button(const ivec2& mouse_pos,
const Button & button, const Transform & transform);
/**