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-rw-r--r--src/crepe/api/Button.cpp3
-rw-r--r--src/crepe/api/Button.h12
-rw-r--r--src/crepe/api/Config.h5
-rw-r--r--src/crepe/api/Event.h96
-rw-r--r--src/crepe/api/KeyCodes.h11
-rw-r--r--src/crepe/facade/SDLContext.cpp240
-rw-r--r--src/crepe/facade/SDLContext.h171
-rw-r--r--src/crepe/system/InputSystem.cpp220
-rw-r--r--src/crepe/system/InputSystem.h13
9 files changed, 476 insertions, 295 deletions
diff --git a/src/crepe/api/Button.cpp b/src/crepe/api/Button.cpp
index 76f74f0..305922c 100644
--- a/src/crepe/api/Button.cpp
+++ b/src/crepe/api/Button.cpp
@@ -3,9 +3,8 @@
namespace crepe {
Button::Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
- const std::function<void()> & on_click, bool is_toggle)
+ const std::function<void()> & on_click)
: UIObject(id, dimensions, offset),
- is_toggle(is_toggle),
on_click(on_click) {}
} // namespace crepe
diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h
index 61b18d7..08f5dec 100644
--- a/src/crepe/api/Button.h
+++ b/src/crepe/api/Button.h
@@ -15,19 +15,11 @@ public:
* \param id The unique ID of the game object associated with this button.
* \param dimensions The width and height of the UIObject
* \param offset The offset relative this GameObjects Transform
- * \param is_toggle Optional flag to indicate if the button is a toggle button. Defaults to false.
* \param on_click callback function that will be invoked when the button is clicked.
*/
Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
- const std::function<void()> & on_click, bool is_toggle = false);
+ const std::function<void()> & on_click);
- /**
- * \brief Indicates if the button is a toggle button (can be pressed and released).
- *
- * A toggle button allows for a pressed/released state, whereas a regular button
- * typically only has an on-click state.
- */
- bool is_toggle = false;
// TODO: create separate toggle button class
/**
* \brief The callback function to be executed when the button is clicked.
@@ -56,8 +48,6 @@ public:
private:
//! friend relation for is_pressed and hover variables
friend class InputSystem;
- //! Indicates whether the toggle button is pressed
- bool is_pressed = false;
//! Indicates whether the mouse is currently hovering over the button
bool hover = false;
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index ca2d3f1..ed1cf38 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -76,6 +76,11 @@ struct Config final {
*/
std::string root_pattern = ".crepe-root";
} asset;
+ //! Configuration for click tolerance.
+ struct {
+ //! The maximum number of pixels the mouse can move between MouseDown and MouseUp events to be considered a click.
+ int click_tolerance = 5;
+ } input;
//! Audio system settings
struct {
diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h
index f2f3daf..66dd0cc 100644
--- a/src/crepe/api/Event.h
+++ b/src/crepe/api/Event.h
@@ -4,6 +4,7 @@
#include <string>
#include "KeyCodes.h"
+#include "types.h"
namespace crepe {
@@ -38,11 +39,8 @@ public:
*/
class MousePressEvent : public Event {
public:
- //! X-coordinate of the mouse position at the time of the event.
- int mouse_x = 0;
-
- //! Y-coordinate of the mouse position at the time of the event.
- int mouse_y = 0;
+ //! mouse position
+ ivec2 mouse_pos = {0, 0};
//! The mouse button that was pressed.
MouseButton button = MouseButton::NONE;
@@ -53,11 +51,8 @@ public:
*/
class MouseClickEvent : public Event {
public:
- //! X-coordinate of the mouse position at the time of the event.
- int mouse_x = 0;
-
- //! Y-coordinate of the mouse position at the time of the event.
- int mouse_y = 0;
+ //! mouse position
+ ivec2 mouse_pos = {0, 0};
//! The mouse button that was clicked.
MouseButton button = MouseButton::NONE;
@@ -68,11 +63,8 @@ public:
*/
class MouseReleaseEvent : public Event {
public:
- //! X-coordinate of the mouse position at the time of the event.
- int mouse_x = 0;
-
- //! Y-coordinate of the mouse position at the time of the event.
- int mouse_y = 0;
+ //! mouse position
+ ivec2 mouse_pos = {0, 0};
//! The mouse button that was released.
MouseButton button = MouseButton::NONE;
@@ -83,17 +75,10 @@ public:
*/
class MouseMoveEvent : public Event {
public:
- //! X-coordinate of the mouse position at the time of the event.
- int mouse_x = 0;
-
- //! Y-coordinate of the mouse position at the time of the event.
- int mouse_y = 0;
-
- // Movement since last event in x
- int delta_x = 0;
-
- // Movement since last event in y
- int delta_y = 0;
+ //! new mouse position
+ ivec2 mouse_pos = {0, 0};
+ //! The change in mouse position relative to the last position (in pixels).
+ ivec2 mouse_delta = {0, 0};
};
/**
@@ -101,12 +86,8 @@ public:
*/
class MouseScrollEvent : public Event {
public:
- //! X-coordinate of the mouse position at the time of the event.
- int mouse_x = 0;
-
- //! Y-coordinate of the mouse position at the time of the event.
- int mouse_y = 0;
-
+ //! mouse position when the scroll happened.
+ ivec2 mouse_pos = {0, 0};
//! scroll direction (-1 = down, 1 = up)
int scroll_direction = 0;
//! scroll amount in y axis (from and away from the person).
@@ -127,4 +108,55 @@ public:
*/
class ShutDownEvent : public Event {};
+/**
+ * \brief Event triggered to indicate the window is overlapped by another window.
+ *
+ * When two windows overlap the bottom window gets distorted and that window has to be redrawn.
+ */
+class WindowExposeEvent : public Event {};
+
+/**
+ * \brief Event triggered to indicate the window is resized.
+ */
+class WindowResizeEvent : public Event {
+public:
+ //! new window dimensions
+ ivec2 dimensions = {0, 0};
+};
+
+/**
+ * \brief Event triggered to indicate the window is moved.
+ */
+class WindowMoveEvent : public Event {
+public:
+ //! The change in position relative to the last position (in pixels).
+ ivec2 delta_move = {0, 0};
+};
+
+/**
+ * \brief Event triggered to indicate the window is minimized.
+ */
+class WindowMinimizeEvent : public Event {};
+
+/**
+ * \brief Event triggered to indicate the window is maximized
+ */
+class WindowMaximizeEvent : public Event {};
+
+/**
+ * \brief Event triggered to indicate the window gained focus
+ *
+ * This event is triggered when the window receives focus, meaning it becomes the active window
+ * for user interaction.
+ */
+class WindowFocusGainEvent : public Event {};
+
+/**
+ * \brief Event triggered to indicate the window lost focus
+ *
+ * This event is triggered when the window loses focus, meaning it is no longer the active window
+ * for user interaction.
+ */
+class WindowFocusLostEvent : public Event {};
+
} // namespace crepe
diff --git a/src/crepe/api/KeyCodes.h b/src/crepe/api/KeyCodes.h
index fcfc080..fa0d17c 100644
--- a/src/crepe/api/KeyCodes.h
+++ b/src/crepe/api/KeyCodes.h
@@ -1,4 +1,7 @@
#pragma once
+
+#include <unordered_map>
+
namespace crepe {
//! Enumeration for mouse button inputs, including standard and extended buttons.
enum class MouseButton {
@@ -13,7 +16,7 @@ enum class MouseButton {
};
//! Enumeration for keyboard key inputs, including printable characters, function keys, and keypad keys.
-enum class Keycode {
+typedef enum {
NONE = 0, //!< No key input.
SPACE = 32, //!< Spacebar.
APOSTROPHE = 39, //!< Apostrophe (').
@@ -150,5 +153,9 @@ enum class Keycode {
RIGHT_SUPER = 347,
/// \}
MENU = 348, //!< Menu key.
-};
+ //! Not actually a key instead its the amount of keycodes there are for array indexing
+ NUM_KEYCODES = 512,
+} Keycode;
+
+
} // namespace crepe
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 20bb030..6e47561 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -1,3 +1,4 @@
+#include <iostream>
#include <SDL2/SDL.h>
#include <SDL2/SDL_blendmode.h>
#include <SDL2/SDL_image.h>
@@ -75,118 +76,28 @@ SDLContext::~SDLContext() {
SDL_Quit();
}
-Keycode SDLContext::sdl_to_keycode(SDL_Keycode sdl_key) {
- static const std::array<Keycode, SDL_NUM_SCANCODES> LOOKUP_TABLE = [] {
- std::array<Keycode, SDL_NUM_SCANCODES> table{};
- table.fill(Keycode::NONE);
-
- table[SDL_SCANCODE_SPACE] = Keycode::SPACE;
- table[SDL_SCANCODE_APOSTROPHE] = Keycode::APOSTROPHE;
- table[SDL_SCANCODE_COMMA] = Keycode::COMMA;
- table[SDL_SCANCODE_MINUS] = Keycode::MINUS;
- table[SDL_SCANCODE_PERIOD] = Keycode::PERIOD;
- table[SDL_SCANCODE_SLASH] = Keycode::SLASH;
- table[SDL_SCANCODE_0] = Keycode::D0;
- table[SDL_SCANCODE_1] = Keycode::D1;
- table[SDL_SCANCODE_2] = Keycode::D2;
- table[SDL_SCANCODE_3] = Keycode::D3;
- table[SDL_SCANCODE_4] = Keycode::D4;
- table[SDL_SCANCODE_5] = Keycode::D5;
- table[SDL_SCANCODE_6] = Keycode::D6;
- table[SDL_SCANCODE_7] = Keycode::D7;
- table[SDL_SCANCODE_8] = Keycode::D8;
- table[SDL_SCANCODE_9] = Keycode::D9;
- table[SDL_SCANCODE_SEMICOLON] = Keycode::SEMICOLON;
- table[SDL_SCANCODE_EQUALS] = Keycode::EQUAL;
- table[SDL_SCANCODE_A] = Keycode::A;
- table[SDL_SCANCODE_B] = Keycode::B;
- table[SDL_SCANCODE_C] = Keycode::C;
- table[SDL_SCANCODE_D] = Keycode::D;
- table[SDL_SCANCODE_E] = Keycode::E;
- table[SDL_SCANCODE_F] = Keycode::F;
- table[SDL_SCANCODE_G] = Keycode::G;
- table[SDL_SCANCODE_H] = Keycode::H;
- table[SDL_SCANCODE_I] = Keycode::I;
- table[SDL_SCANCODE_J] = Keycode::J;
- table[SDL_SCANCODE_K] = Keycode::K;
- table[SDL_SCANCODE_L] = Keycode::L;
- table[SDL_SCANCODE_M] = Keycode::M;
- table[SDL_SCANCODE_N] = Keycode::N;
- table[SDL_SCANCODE_O] = Keycode::O;
- table[SDL_SCANCODE_P] = Keycode::P;
- table[SDL_SCANCODE_Q] = Keycode::Q;
- table[SDL_SCANCODE_R] = Keycode::R;
- table[SDL_SCANCODE_S] = Keycode::S;
- table[SDL_SCANCODE_T] = Keycode::T;
- table[SDL_SCANCODE_U] = Keycode::U;
- table[SDL_SCANCODE_V] = Keycode::V;
- table[SDL_SCANCODE_W] = Keycode::W;
- table[SDL_SCANCODE_X] = Keycode::X;
- table[SDL_SCANCODE_Y] = Keycode::Y;
- table[SDL_SCANCODE_Z] = Keycode::Z;
- table[SDL_SCANCODE_LEFTBRACKET] = Keycode::LEFT_BRACKET;
- table[SDL_SCANCODE_BACKSLASH] = Keycode::BACKSLASH;
- table[SDL_SCANCODE_RIGHTBRACKET] = Keycode::RIGHT_BRACKET;
- table[SDL_SCANCODE_GRAVE] = Keycode::GRAVE_ACCENT;
- table[SDL_SCANCODE_ESCAPE] = Keycode::ESCAPE;
- table[SDL_SCANCODE_RETURN] = Keycode::ENTER;
- table[SDL_SCANCODE_TAB] = Keycode::TAB;
- table[SDL_SCANCODE_BACKSPACE] = Keycode::BACKSPACE;
- table[SDL_SCANCODE_INSERT] = Keycode::INSERT;
- table[SDL_SCANCODE_DELETE] = Keycode::DELETE;
- table[SDL_SCANCODE_RIGHT] = Keycode::RIGHT;
- table[SDL_SCANCODE_LEFT] = Keycode::LEFT;
- table[SDL_SCANCODE_DOWN] = Keycode::DOWN;
- table[SDL_SCANCODE_UP] = Keycode::UP;
- table[SDL_SCANCODE_PAGEUP] = Keycode::PAGE_UP;
- table[SDL_SCANCODE_PAGEDOWN] = Keycode::PAGE_DOWN;
- table[SDL_SCANCODE_HOME] = Keycode::HOME;
- table[SDL_SCANCODE_END] = Keycode::END;
- table[SDL_SCANCODE_CAPSLOCK] = Keycode::CAPS_LOCK;
- table[SDL_SCANCODE_SCROLLLOCK] = Keycode::SCROLL_LOCK;
- table[SDL_SCANCODE_NUMLOCKCLEAR] = Keycode::NUM_LOCK;
- table[SDL_SCANCODE_PRINTSCREEN] = Keycode::PRINT_SCREEN;
- table[SDL_SCANCODE_PAUSE] = Keycode::PAUSE;
- table[SDL_SCANCODE_F1] = Keycode::F1;
- table[SDL_SCANCODE_F2] = Keycode::F2;
- table[SDL_SCANCODE_F3] = Keycode::F3;
- table[SDL_SCANCODE_F4] = Keycode::F4;
- table[SDL_SCANCODE_F5] = Keycode::F5;
- table[SDL_SCANCODE_F6] = Keycode::F6;
- table[SDL_SCANCODE_F7] = Keycode::F7;
- table[SDL_SCANCODE_F8] = Keycode::F8;
- table[SDL_SCANCODE_F9] = Keycode::F9;
- table[SDL_SCANCODE_F10] = Keycode::F10;
- table[SDL_SCANCODE_F11] = Keycode::F11;
- table[SDL_SCANCODE_F12] = Keycode::F12;
- table[SDL_SCANCODE_KP_0] = Keycode::KP0;
- table[SDL_SCANCODE_KP_1] = Keycode::KP1;
- table[SDL_SCANCODE_KP_2] = Keycode::KP2;
- table[SDL_SCANCODE_KP_3] = Keycode::KP3;
- table[SDL_SCANCODE_KP_4] = Keycode::KP4;
- table[SDL_SCANCODE_KP_5] = Keycode::KP5;
- table[SDL_SCANCODE_KP_6] = Keycode::KP6;
- table[SDL_SCANCODE_KP_7] = Keycode::KP7;
- table[SDL_SCANCODE_KP_8] = Keycode::KP8;
- table[SDL_SCANCODE_KP_9] = Keycode::KP9;
- table[SDL_SCANCODE_LSHIFT] = Keycode::LEFT_SHIFT;
- table[SDL_SCANCODE_LCTRL] = Keycode::LEFT_CONTROL;
- table[SDL_SCANCODE_LALT] = Keycode::LEFT_ALT;
- table[SDL_SCANCODE_LGUI] = Keycode::LEFT_SUPER;
- table[SDL_SCANCODE_RSHIFT] = Keycode::RIGHT_SHIFT;
- table[SDL_SCANCODE_RCTRL] = Keycode::RIGHT_CONTROL;
- table[SDL_SCANCODE_RALT] = Keycode::RIGHT_ALT;
- table[SDL_SCANCODE_RGUI] = Keycode::RIGHT_SUPER;
- table[SDL_SCANCODE_MENU] = Keycode::MENU;
+Keycode SDLContext::sdl_to_keycode(SDL_Scancode sdl_key) {
+ auto it = LOOKUP_TABLE.find(sdl_key);
+ if (it != LOOKUP_TABLE.end()) {
+ return it->second;
+ }
- return table;
- }();
+ return Keycode::NONE;
+}
+void SDLContext::update_keyboard_state() {
+ // Array to hold the key states (true if pressed, false if not)
+ std::array<bool, Keycode::NUM_KEYCODES> keyState{};
+ SDL_PumpEvents();
+ const Uint8 * current_state = SDL_GetKeyboardState(nullptr);
- if (sdl_key < 0 || sdl_key >= SDL_NUM_SCANCODES) {
- return Keycode::NONE;
+ for (int i = 0; i < SDL_NUM_SCANCODES; ++i) {
+ Keycode key = sdl_to_keycode(static_cast<SDL_Scancode>(i));
+
+ if (key != Keycode::NONE) {
+ this->keyboard_state[key] = current_state[i] != 0;
+ }
}
- return LOOKUP_TABLE[sdl_key];
}
MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) {
@@ -373,62 +284,119 @@ std::vector<SDLContext::EventData> SDLContext::get_events() {
ivec2 mouse_pos;
mouse_pos.x = (event.button.x - cam.bar_size.x) / cam.render_scale.x;
mouse_pos.y = (event.button.y - cam.bar_size.y) / cam.render_scale.y;
+ std::cout << "SDL mousePos X: " << mouse_pos.x << std::endl;
+ std::cout << "SDL mousePos Y: " << mouse_pos.y << std::endl;
switch (event.type) {
case SDL_QUIT:
- event_list.push_back(EventData{
- .event_type = SDLContext::EventType::SHUTDOWN,
- });
+ event_list.push_back({.event_type = SDLContext::EventType::SHUTDOWN});
break;
case SDL_KEYDOWN:
- event_list.push_back(EventData{
- .event_type = SDLContext::EventType::KEYDOWN,
+ {
+ this->update_keyboard_state();
+ EventData transfer_event;
+ transfer_event.event_type = SDLContext::EventType::KEYDOWN;
+ transfer_event.data.key_data = KeyData{
.key = sdl_to_keycode(event.key.keysym.scancode),
- .key_repeat = (event.key.repeat != 0),
- });
+ .key_repeat = event.key.repeat != 0,
+ };
+ event_list.push_back(transfer_event);
+ }
break;
case SDL_KEYUP:
- event_list.push_back(EventData{
- .event_type = SDLContext::EventType::KEYUP,
+ {
+ this->update_keyboard_state();
+ EventData transfer_event;
+ transfer_event.event_type = SDLContext::EventType::KEYUP;
+ transfer_event.data.key_data = KeyData{
.key = sdl_to_keycode(event.key.keysym.scancode),
- });
+ .key_repeat = false,
+ };
+ event_list.push_back(transfer_event);
+ }
break;
case SDL_MOUSEBUTTONDOWN:
- event_list.push_back(EventData{
- .event_type = SDLContext::EventType::MOUSEDOWN,
+ {
+ EventData transfer_event;
+ transfer_event.event_type = SDLContext::EventType::MOUSEDOWN;
+ transfer_event.data.mouse_data = MouseData{
.mouse_button = sdl_to_mousebutton(event.button.button),
.mouse_position = mouse_pos,
- });
- break;
- case SDL_MOUSEBUTTONUP: {
- int x, y;
- SDL_GetMouseState(&x, &y);
- event_list.push_back(EventData{
- .event_type = SDLContext::EventType::MOUSEUP,
+ };
+ event_list.push_back(transfer_event);
+
+ } break;
+ case SDL_MOUSEBUTTONUP:
+ {
+ EventData transfer_event;
+ transfer_event.event_type = SDLContext::EventType::MOUSEUP;
+ transfer_event.data.mouse_data = MouseData{
.mouse_button = sdl_to_mousebutton(event.button.button),
.mouse_position = mouse_pos,
- });
+ };
+ event_list.push_back(transfer_event);
+
} break;
case SDL_MOUSEMOTION: {
- event_list.push_back(
- EventData{.event_type = SDLContext::EventType::MOUSEMOVE,
- .mouse_position = mouse_pos,
- .rel_mouse_move = {event.motion.xrel, event.motion.yrel}});
+ EventData transfer_event;
+ transfer_event.event_type = SDLContext::EventType::MOUSEMOVE;
+ transfer_event.data.mouse_data = MouseData{
+ .mouse_position = mouse_pos,
+ .rel_mouse_move = {event.motion.xrel, event.motion.yrel},
+ };
+ event_list.push_back(transfer_event);
} break;
case SDL_MOUSEWHEEL: {
- event_list.push_back(EventData{
- .event_type = SDLContext::EventType::MOUSEWHEEL,
+ EventData transfer_event;
+ transfer_event.event_type = SDLContext::EventType::MOUSEWHEEL;
+ transfer_event.data.mouse_data = MouseData{
.mouse_position = mouse_pos,
- // TODO: why is this needed?
.scroll_direction = event.wheel.y < 0 ? -1 : 1,
.scroll_delta = event.wheel.preciseY,
- });
+ };
+ event_list.push_back(transfer_event);
} break;
}
}
+
return event_list;
}
+
+// Separate function for SDL_WINDOWEVENT subtypes
+void SDLContext::handle_window_event(const SDL_WindowEvent & window_event,
+ std::vector<SDLContext::EventData> & event_list) {
+ // switch (window_event.event) {
+ // case SDL_WINDOWEVENT_EXPOSED:
+ // event_list.push_back({SDLContext::EventType::WINDOW_EXPOSE, {}, {}, {}});
+ // break;
+ // case SDL_WINDOWEVENT_RESIZED:
+ // event_list.push_back({SDLContext::EventType::WINDOW_RESIZE,
+ // {},
+ // {},
+ // {{}, {window_event.data1, window_event.data2}}});
+ // break;
+ // case SDL_WINDOWEVENT_MOVED:
+ // event_list.push_back({SDLContext::EventType::WINDOW_MOVE,
+ // {},
+ // {},
+ // {{window_event.data1, window_event.data2}, {}}});
+ // break;
+ // case SDL_WINDOWEVENT_MINIMIZED:
+ // event_list.push_back({SDLContext::EventType::WINDOW_MINIMIZE, {}, {}, {}});
+ // break;
+ // case SDL_WINDOWEVENT_MAXIMIZED:
+ // event_list.push_back({SDLContext::EventType::WINDOW_MAXIMIZE, {}, {}, {}});
+ // break;
+ // case SDL_WINDOWEVENT_FOCUS_GAINED:
+ // event_list.push_back({SDLContext::EventType::WINDOW_FOCUS_GAIN, {}, {}, {}});
+ // break;
+ // case SDL_WINDOWEVENT_FOCUS_LOST:
+ // event_list.push_back({SDLContext::EventType::WINDOW_FOCUS_LOST, {}, {}, {}});
+ // break;
+ // }
+}
+
void SDLContext::set_color_texture(const Texture & texture, const Color & color) {
SDL_SetTextureColorMod(texture.get_img(), color.r, color.g, color.b);
SDL_SetTextureAlphaMod(texture.get_img(), color.a);
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index bcadf87..b10bcfe 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -5,10 +5,12 @@
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_video.h>
+#include <array>
#include <cmath>
#include <functional>
#include <memory>
#include <string>
+#include <unordered_map>
#include "api/Camera.h"
#include "api/Color.h"
@@ -79,19 +81,61 @@ public:
KEYUP,
KEYDOWN,
SHUTDOWN,
-
+ WINDOW_MINIMIZE,
+ WINDOW_MAXIMIZE,
+ WINDOW_FOCUS_GAIN,
+ WINDOW_FOCUS_LOST,
+ WINDOW_MOVE,
+ WINDOW_RESIZE,
+ WINDOW_EXPOSE,
};
- //! EventData struct for passing event data from facade
- struct EventData {
- SDLContext::EventType event_type = SDLContext::EventType::NONE;
+ struct KeyData {
Keycode key = Keycode::NONE;
bool key_repeat = false;
+ };
+ struct MouseData {
MouseButton mouse_button = MouseButton::NONE;
ivec2 mouse_position = {-1, -1};
int scroll_direction = -1;
float scroll_delta = INFINITY;
ivec2 rel_mouse_move = {-1, -1};
};
+ struct WindowData {
+ ivec2 move_delta;
+ ivec2 resize_dimension;
+ };
+ //! EventData struct for passing event data from facade
+ struct EventData {
+ SDLContext::EventType event_type = SDLContext::EventType::NONE;
+
+ union EventDataUnion {
+ KeyData key_data;
+ MouseData mouse_data;
+ WindowData window_data;
+
+ EventDataUnion() {}
+ ~EventDataUnion() {}
+ } data;
+
+ // Helper functions
+ // bool isKeyEvent() const { return event_type == SDLContext::EventType::KEYDOWN || event_type == SDLContext::EventType::KEYUP; }
+ // bool isMouseEvent() const { return event_type == SDLContext::EventType::MOUSEDOWN || event_type == SDLContext::EventType::MOUSEUP || event_type == SDLContext::EventType::MOUSEMOVE; }
+ // bool isWindowEvent() const { return event_type == SDLContext::EventType::WINDOW_MINIMIZE || event_type == SDLContext::EventType::WINDOW_RESIZE; }
+ };
+ /**
+ * \brief Retrieves the current state of the keyboard.
+ *
+ * This method updates the state of all keys on the keyboard. Each element of the unordered map corresponds to a
+ * specific key defined in the `Keycode` enum, and the value indicates whether
+ * the key is currently pressed (true) or not pressed (false).
+ *
+ */
+ void update_keyboard_state();
+ /**
+ * \brief Gets the singleton instance of SDLContext.
+ * \return Reference to the SDLContext instance.
+ */
+ static SDLContext & get_instance();
public:
SDLContext(const SDLContext &) = delete;
@@ -123,17 +167,24 @@ public:
* \return Events that occurred since last call to `get_events()`
*/
std::vector<SDLContext::EventData> get_events();
-
/**
- * \brief Converts an SDL key code to the custom Keycode type.
+ * \brief Fills event_list with triggered window events
+ *
+ * This method checks if any window events are triggered and adds them to the event_list.
+ *
+ */
+ void handle_window_event(const SDL_WindowEvent & window_event,
+ std::vector<SDLContext::EventData> & event_list);
+ /**
+ * \brief Converts an SDL scan code to the custom Keycode type.
*
- * This method maps an SDL key code to the corresponding `Keycode` enum value,
+ * This method maps an SDL scan code to the corresponding `Keycode` enum value,
* which is used internally by the system to identify the keys.
*
- * \param sdl_key The SDL key code to convert.
+ * \param sdl_key The SDL scan code to convert.
* \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.
*/
- Keycode sdl_to_keycode(SDL_Keycode sdl_key);
+ Keycode sdl_to_keycode(SDL_Scancode sdl_key);
/**
* \brief Converts an SDL mouse button code to the custom MouseButton type.
@@ -240,6 +291,108 @@ private:
* - this is defined in this class because get_events() needs this information aswell
*/
CameraAuxiliaryData cam_aux_data;
+private:
+ std::unordered_map<Keycode, bool> keyboard_state;
+ const std::unordered_map<SDL_Scancode, Keycode> LOOKUP_TABLE = {
+ {SDL_SCANCODE_SPACE, Keycode::SPACE},
+ {SDL_SCANCODE_APOSTROPHE, Keycode::APOSTROPHE},
+ {SDL_SCANCODE_COMMA, Keycode::COMMA},
+ {SDL_SCANCODE_MINUS, Keycode::MINUS},
+ {SDL_SCANCODE_PERIOD, Keycode::PERIOD},
+ {SDL_SCANCODE_SLASH, Keycode::SLASH},
+ {SDL_SCANCODE_0, Keycode::D0},
+ {SDL_SCANCODE_1, Keycode::D1},
+ {SDL_SCANCODE_2, Keycode::D2},
+ {SDL_SCANCODE_3, Keycode::D3},
+ {SDL_SCANCODE_4, Keycode::D4},
+ {SDL_SCANCODE_5, Keycode::D5},
+ {SDL_SCANCODE_6, Keycode::D6},
+ {SDL_SCANCODE_7, Keycode::D7},
+ {SDL_SCANCODE_8, Keycode::D8},
+ {SDL_SCANCODE_9, Keycode::D9},
+ {SDL_SCANCODE_SEMICOLON, Keycode::SEMICOLON},
+ {SDL_SCANCODE_EQUALS, Keycode::EQUAL},
+ {SDL_SCANCODE_A, Keycode::A},
+ {SDL_SCANCODE_B, Keycode::B},
+ {SDL_SCANCODE_C, Keycode::C},
+ {SDL_SCANCODE_D, Keycode::D},
+ {SDL_SCANCODE_E, Keycode::E},
+ {SDL_SCANCODE_F, Keycode::F},
+ {SDL_SCANCODE_G, Keycode::G},
+ {SDL_SCANCODE_H, Keycode::H},
+ {SDL_SCANCODE_I, Keycode::I},
+ {SDL_SCANCODE_J, Keycode::J},
+ {SDL_SCANCODE_K, Keycode::K},
+ {SDL_SCANCODE_L, Keycode::L},
+ {SDL_SCANCODE_M, Keycode::M},
+ {SDL_SCANCODE_N, Keycode::N},
+ {SDL_SCANCODE_O, Keycode::O},
+ {SDL_SCANCODE_P, Keycode::P},
+ {SDL_SCANCODE_Q, Keycode::Q},
+ {SDL_SCANCODE_R, Keycode::R},
+ {SDL_SCANCODE_S, Keycode::S},
+ {SDL_SCANCODE_T, Keycode::T},
+ {SDL_SCANCODE_U, Keycode::U},
+ {SDL_SCANCODE_V, Keycode::V},
+ {SDL_SCANCODE_W, Keycode::W},
+ {SDL_SCANCODE_X, Keycode::X},
+ {SDL_SCANCODE_Y, Keycode::Y},
+ {SDL_SCANCODE_Z, Keycode::Z},
+ {SDL_SCANCODE_LEFTBRACKET, Keycode::LEFT_BRACKET},
+ {SDL_SCANCODE_BACKSLASH, Keycode::BACKSLASH},
+ {SDL_SCANCODE_RIGHTBRACKET, Keycode::RIGHT_BRACKET},
+ {SDL_SCANCODE_GRAVE, Keycode::GRAVE_ACCENT},
+ {SDL_SCANCODE_ESCAPE, Keycode::ESCAPE},
+ {SDL_SCANCODE_RETURN, Keycode::ENTER},
+ {SDL_SCANCODE_TAB, Keycode::TAB},
+ {SDL_SCANCODE_BACKSPACE, Keycode::BACKSPACE},
+ {SDL_SCANCODE_INSERT, Keycode::INSERT},
+ {SDL_SCANCODE_DELETE, Keycode::DELETE},
+ {SDL_SCANCODE_RIGHT, Keycode::RIGHT},
+ {SDL_SCANCODE_LEFT, Keycode::LEFT},
+ {SDL_SCANCODE_DOWN, Keycode::DOWN},
+ {SDL_SCANCODE_UP, Keycode::UP},
+ {SDL_SCANCODE_PAGEUP, Keycode::PAGE_UP},
+ {SDL_SCANCODE_PAGEDOWN, Keycode::PAGE_DOWN},
+ {SDL_SCANCODE_HOME, Keycode::HOME},
+ {SDL_SCANCODE_END, Keycode::END},
+ {SDL_SCANCODE_CAPSLOCK, Keycode::CAPS_LOCK},
+ {SDL_SCANCODE_SCROLLLOCK, Keycode::SCROLL_LOCK},
+ {SDL_SCANCODE_NUMLOCKCLEAR, Keycode::NUM_LOCK},
+ {SDL_SCANCODE_PRINTSCREEN, Keycode::PRINT_SCREEN},
+ {SDL_SCANCODE_PAUSE, Keycode::PAUSE},
+ {SDL_SCANCODE_F1, Keycode::F1},
+ {SDL_SCANCODE_F2, Keycode::F2},
+ {SDL_SCANCODE_F3, Keycode::F3},
+ {SDL_SCANCODE_F4, Keycode::F4},
+ {SDL_SCANCODE_F5, Keycode::F5},
+ {SDL_SCANCODE_F6, Keycode::F6},
+ {SDL_SCANCODE_F7, Keycode::F7},
+ {SDL_SCANCODE_F8, Keycode::F8},
+ {SDL_SCANCODE_F9, Keycode::F9},
+ {SDL_SCANCODE_F10, Keycode::F10},
+ {SDL_SCANCODE_F11, Keycode::F11},
+ {SDL_SCANCODE_F12, Keycode::F12},
+ {SDL_SCANCODE_KP_0, Keycode::KP0},
+ {SDL_SCANCODE_KP_1, Keycode::KP1},
+ {SDL_SCANCODE_KP_2, Keycode::KP2},
+ {SDL_SCANCODE_KP_3, Keycode::KP3},
+ {SDL_SCANCODE_KP_4, Keycode::KP4},
+ {SDL_SCANCODE_KP_5, Keycode::KP5},
+ {SDL_SCANCODE_KP_6, Keycode::KP6},
+ {SDL_SCANCODE_KP_7, Keycode::KP7},
+ {SDL_SCANCODE_KP_8, Keycode::KP8},
+ {SDL_SCANCODE_KP_9, Keycode::KP9},
+ {SDL_SCANCODE_LSHIFT, Keycode::LEFT_SHIFT},
+ {SDL_SCANCODE_LCTRL, Keycode::LEFT_CONTROL},
+ {SDL_SCANCODE_LALT, Keycode::LEFT_ALT},
+ {SDL_SCANCODE_LGUI, Keycode::LEFT_SUPER},
+ {SDL_SCANCODE_RSHIFT, Keycode::RIGHT_SHIFT},
+ {SDL_SCANCODE_RCTRL, Keycode::RIGHT_CONTROL},
+ {SDL_SCANCODE_RALT, Keycode::RIGHT_ALT},
+ {SDL_SCANCODE_RGUI, Keycode::RIGHT_SUPER},
+ {SDL_SCANCODE_MENU, Keycode::MENU}
+ };
};
} // namespace crepe
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);
/**