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-rw-r--r--src/crepe/api/UIObject.h1
-rw-r--r--src/crepe/facade/SDLContext.h4
-rw-r--r--src/crepe/system/InputSystem.cpp8
3 files changed, 6 insertions, 7 deletions
diff --git a/src/crepe/api/UIObject.h b/src/crepe/api/UIObject.h
index 614794d..c8987dc 100644
--- a/src/crepe/api/UIObject.h
+++ b/src/crepe/api/UIObject.h
@@ -5,7 +5,6 @@
namespace crepe {
/**
- * @class UiObject
* \brief Represents a UI object in the game, derived from the Component class.
*/
class UIObject : public Component {
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index bd0427a..a2b34c1 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -61,10 +61,10 @@ public:
Keycode key = Keycode::NONE;
bool key_repeat = false;
MouseButton mouse_button = MouseButton::NONE;
- std::pair<int, int> mouse_position = {-1, -1};
+ ivec2 mouse_position = {-1, -1};
int scroll_direction = -1;
float scroll_delta = INFINITY;
- std::pair<int, int> rel_mouse_move = {-1, -1};
+ ivec2 rel_mouse_move = {-1, -1};
};
/**
* \brief Gets the singleton instance of SDLContext.
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index d24a33d..4a7f115 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -31,8 +31,8 @@ void InputSystem::update() {
= 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;
+ 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
@@ -96,8 +96,8 @@ void InputSystem::update() {
event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{
.mouse_x = world_mouse_x,
.mouse_y = world_mouse_y,
- .delta_x = event.rel_mouse_move.first,
- .delta_y = event.rel_mouse_move.second,
+ .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;