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-rw-r--r--src/crepe/system/CMakeLists.txt2
-rw-r--r--src/crepe/system/InputSystem.cpp147
-rw-r--r--src/crepe/system/InputSystem.h76
3 files changed, 225 insertions, 0 deletions
diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt
index d658b25..95f6e33 100644
--- a/src/crepe/system/CMakeLists.txt
+++ b/src/crepe/system/CMakeLists.txt
@@ -6,6 +6,7 @@ target_sources(crepe PUBLIC
CollisionSystem.cpp
RenderSystem.cpp
AnimatorSystem.cpp
+ InputSystem.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -15,4 +16,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
CollisionSystem.h
RenderSystem.h
AnimatorSystem.h
+ InputSystem.h
)
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
new file mode 100644
index 0000000..beeef87
--- /dev/null
+++ b/src/crepe/system/InputSystem.cpp
@@ -0,0 +1,147 @@
+#include "ComponentManager.h"
+#include "api/Button.h"
+#include "api/EventManager.h"
+
+#include "InputSystem.h"
+
+using namespace crepe;
+
+void InputSystem::update() {
+ EventManager & event_mgr = EventManager::get_instance();
+ std::vector<SDLContext::EventData> event_list = SDLContext::get_instance().get_events();
+
+ for (const SDLContext::EventData & event : event_list) {
+ 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:
+ event_mgr.queue_event<MousePressEvent>(MousePressEvent{
+ .mouse_x = event.mouse_position.first,
+ .mouse_y = event.mouse_position.second,
+ .button = event.mouse_button,
+ });
+ last_mouse_down_position = event.mouse_position;
+ 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,
+ .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;
+
+ 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,
+ .button = event.mouse_button,
+ });
+
+ handle_click(event);
+ }
+ } break;
+ case SDLContext::EventType::MOUSEMOVE:
+ event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{
+ .mouse_x = event.mouse_position.first,
+ .mouse_y = event.mouse_position.second,
+ .rel_x = event.rel_mouse_move.first,
+ .rel_y = event.rel_mouse_move.second,
+ });
+ handle_move(event);
+ break;
+ case SDLContext::EventType::MOUSEWHEEL:
+ event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{
+ .scroll_x = event.wheel_delta,
+ .scroll_y = 0,
+ .direction = event.wheel_delta,
+ });
+ break;
+ case SDLContext::EventType::SHUTDOWN:
+ event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{});
+ break;
+ default:
+ break;
+ }
+ }
+}
+
+void InputSystem::handle_move(const SDLContext::EventData & event_data) {
+ ComponentManager & mgr = this->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);
+ 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)) {
+ 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();
+ }
+ }
+ }
+}
+
+void InputSystem::handle_click(const SDLContext::EventData & event_data) {
+ ComponentManager & mgr = this->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);
+ OptionalRef<Transform> transform(transform_vec.front().get());
+
+ if (button.active && is_mouse_inside_button(event_data, 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;
+}
+
+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
new file mode 100644
index 0000000..c6ca114
--- /dev/null
+++ b/src/crepe/system/InputSystem.h
@@ -0,0 +1,76 @@
+#pragma once
+
+#include "facade/SDLContext.h"
+#include "types.h"
+#include "util/OptionalRef.h"
+
+#include "System.h"
+
+namespace crepe {
+
+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;
+
+ /**
+ * \brief Updates the system, processing all input events.
+ * This method processes all events and triggers corresponding actions.
+ */
+ 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};
+
+ //! 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 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 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 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