diff options
Diffstat (limited to 'src/crepe')
-rw-r--r-- | src/crepe/api/Button.cpp | 3 | ||||
-rw-r--r-- | src/crepe/api/Button.h | 12 | ||||
-rw-r--r-- | src/crepe/api/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/crepe/api/Config.h | 16 | ||||
-rw-r--r-- | src/crepe/api/Event.h | 98 | ||||
-rw-r--r-- | src/crepe/api/KeyCodes.h | 6 | ||||
-rw-r--r-- | src/crepe/api/LoopManager.h | 4 | ||||
-rw-r--r-- | src/crepe/api/Script.cpp | 15 | ||||
-rw-r--r-- | src/crepe/api/Script.h | 18 | ||||
-rw-r--r-- | src/crepe/api/Text.cpp | 12 | ||||
-rw-r--r-- | src/crepe/api/Text.h | 66 | ||||
-rw-r--r-- | src/crepe/facade/CMakeLists.txt | 4 | ||||
-rw-r--r-- | src/crepe/facade/EventData.h | 54 | ||||
-rw-r--r-- | src/crepe/facade/Font.cpp | 21 | ||||
-rw-r--r-- | src/crepe/facade/Font.h | 42 | ||||
-rw-r--r-- | src/crepe/facade/FontFacade.cpp | 43 | ||||
-rw-r--r-- | src/crepe/facade/FontFacade.h | 34 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 268 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.h | 182 | ||||
-rw-r--r-- | src/crepe/system/InputSystem.cpp | 259 | ||||
-rw-r--r-- | src/crepe/system/InputSystem.h | 40 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 26 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 10 |
23 files changed, 879 insertions, 356 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/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 8f84f06..e8d6f92 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -20,6 +20,7 @@ target_sources(crepe PUBLIC Button.cpp UIObject.cpp AI.cpp + Text.cpp Scene.cpp ) @@ -51,4 +52,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES Button.h UIObject.h AI.h + Text.h ) diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index ca2d3f1..6b9e3ca 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -76,6 +76,22 @@ struct Config final { */ std::string root_pattern = ".crepe-root"; } asset; + //! Default font options + struct { + /** + * \brief Default font size + * + * Using the SDL_ttf library the font size needs to be set when loading the font. + * This config option is the font size at which all fonts will be loaded initially. + * + */ + unsigned int size = 16; + } font; + //! 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..73bf461 100644 --- a/src/crepe/api/Event.h +++ b/src/crepe/api/Event.h @@ -3,7 +3,8 @@ #include <string> -#include "KeyCodes.h" +#include "api/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 in world coordinates (game units). + vec2 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 in world coordinates (game units). + vec2 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 in world coordinates (game units). + vec2 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; + //! mouse position in world coordinates (game units). + vec2 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 in world coordinates (game units) when the scroll happened. + vec2 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..1b9573a 100644 --- a/src/crepe/api/KeyCodes.h +++ b/src/crepe/api/KeyCodes.h @@ -1,5 +1,9 @@ #pragma once + +#include <unordered_map> + namespace crepe { + //! Enumeration for mouse button inputs, including standard and extended buttons. enum class MouseButton { NONE = 0, //!< No mouse button input. @@ -151,4 +155,6 @@ enum class Keycode { /// \} MENU = 348, //!< Menu key. }; +//! Typedef for keyboard state. +typedef std::unordered_map<Keycode, bool> keyboard_state_t; } // namespace crepe diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index 40e6b38..1d23cbf 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -72,6 +72,8 @@ private: //! Global context Mediator mediator; + //! SDLContext instance + SDLContext sdl_context{mediator}; //! Component manager instance ComponentManager component_manager{mediator}; //! Scene manager instance @@ -84,8 +86,6 @@ private: ResourceManager resource_manager{mediator}; //! Save manager instance SaveManager save_manager{mediator}; - //! SDLContext instance - SDLContext sdl_context{mediator}; private: /** diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp index 753a9e3..583c04f 100644 --- a/src/crepe/api/Script.cpp +++ b/src/crepe/api/Script.cpp @@ -1,7 +1,7 @@ #include <string> +#include "../facade/SDLContext.h" #include "../manager/SceneManager.h" - #include "Script.h" using namespace crepe; @@ -25,3 +25,16 @@ void Script::set_next_scene(const string & name) { } SaveManager & Script::get_save_manager() const { return this->mediator->save_manager; } + +const keyboard_state_t & Script::get_keyboard_state() const { + SDLContext & sdl_context = this->mediator->sdl_context; + return sdl_context.get_keyboard_state(); +} + +bool Script::get_key_state(Keycode key) const noexcept { + try { + return this->get_keyboard_state().at(key); + } catch (...) { + return false; + } +} diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index 668e5d1..65306cd 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -2,6 +2,7 @@ #include <vector> +#include "../api/KeyCodes.h" #include "../manager/EventManager.h" #include "../manager/Mediator.h" #include "../system/CollisionSystem.h" @@ -134,7 +135,22 @@ protected: //! Retrieve SaveManager reference SaveManager & get_save_manager() const; - + /** + * \brief Utility function to retrieve the keyboard state + * \see SDLContext::get_keyboard_state + * + * \return current keyboard state map with Keycode as key and bool as value(true = pressed, false = not pressed) + * + */ + const keyboard_state_t & get_keyboard_state() const; + /** + * \brief Utility function to retrieve a single key state. + * \see SDLContext::get_keyboard_state + * + * \return Keycode state (true if pressed, false if not pressed). + * + */ + bool get_key_state(Keycode key) const noexcept; //! \} private: diff --git a/src/crepe/api/Text.cpp b/src/crepe/api/Text.cpp new file mode 100644 index 0000000..54a4370 --- /dev/null +++ b/src/crepe/api/Text.cpp @@ -0,0 +1,12 @@ +#include "../facade/FontFacade.h" + +#include "Text.h" + +using namespace crepe; + +Text::Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, + const std::string & font_family, const Data & data, const std::string & text) + : UIObject(id, dimensions, offset), + text(text), + data(data), + font_family(font_family) {} diff --git a/src/crepe/api/Text.h b/src/crepe/api/Text.h new file mode 100644 index 0000000..c30dc80 --- /dev/null +++ b/src/crepe/api/Text.h @@ -0,0 +1,66 @@ +#pragma once + +#include <optional> +#include <string> + +#include "../Component.h" + +#include "Asset.h" +#include "Color.h" +#include "UIObject.h" + +namespace crepe { +/** + * \brief Text UIObject component for displaying text + * + * This class can be used to display text on screen. By setting the font_family to a font already stored on the current device it will automatically be loaded in. + */ +class Text : public UIObject { +public: + //! Text data that does not have to be set in the constructor + struct Data { + /** + * \brief fontsize for text rendering + * + * \note this is not the actual font size that is loaded in. + * + * Since SDL_TTF requires the font size when loading in the font it is not possible to switch the font size. + * The default font size that is loaded is set in the Config. + * Instead this value is used to upscale the font texture which can cause blurring or distorted text when upscaling or downscaling too much. + */ + unsigned int font_size = 16; + + //! Layer sorting level of the text + const int sorting_in_layer = 0; + + //! Order within the sorting text + const int order_in_layer = 0; + + //! Label text color. + Color text_color = Color::BLACK; + }; + +public: + /** + * + * \param dimensions Width and height of the UIObject. + * \param offset Offset of the UIObject relative to its transform + * \param text The text to be displayed. + * \param font_family The font style name to be displayed. + * \param data Data struct containing extra text parameters. + * \param font Optional font asset that can be passed or left empty. + */ + Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, + const std::string & font_family, const Data & data, const std::string & text = ""); + + //! Label text. + std::string text = ""; + //! font family name + std::string font_family = ""; + //! Font asset variable if this is not set, it will use the font_family to create an asset. + std::optional<Asset> font; + //! Data instance + Data data; +}; + +} // namespace crepe diff --git a/src/crepe/facade/CMakeLists.txt b/src/crepe/facade/CMakeLists.txt index 0598e16..243ae46 100644 --- a/src/crepe/facade/CMakeLists.txt +++ b/src/crepe/facade/CMakeLists.txt @@ -4,6 +4,8 @@ target_sources(crepe PUBLIC SoundContext.cpp SDLContext.cpp DB.cpp + FontFacade.cpp + Font.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -12,5 +14,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES SoundContext.h SDLContext.h DB.h + FontFacade.h + Font.h ) diff --git a/src/crepe/facade/EventData.h b/src/crepe/facade/EventData.h new file mode 100644 index 0000000..a7526b4 --- /dev/null +++ b/src/crepe/facade/EventData.h @@ -0,0 +1,54 @@ +#pragma once +#include "../api/KeyCodes.h" +#include "../types.h" +namespace crepe { +//! EventType enum for passing eventType +enum EventType { + NONE = 0, + MOUSE_DOWN, + MOUSE_UP, + MOUSE_MOVE, + MOUSE_WHEEL, + KEY_UP, + KEY_DOWN, + SHUTDOWN, + WINDOW_MINIMIZE, + WINDOW_MAXIMIZE, + WINDOW_FOCUS_GAIN, + WINDOW_FOCUS_LOST, + WINDOW_MOVE, + WINDOW_RESIZE, + WINDOW_EXPOSE, +}; + +//! Struct for storing key data. +struct KeyData { + Keycode key = Keycode::NONE; + bool key_repeat = false; +}; + +//! Struct for storing mouse data. +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 for storing window data. +struct WindowData { + ivec2 move_delta; + ivec2 resize_dimension; +}; + +//! EventData struct for passing event data from facade +struct EventData { + EventType event_type = EventType::NONE; + union { + KeyData key_data; + MouseData mouse_data; + WindowData window_data; + } data; +}; +} // namespace crepe diff --git a/src/crepe/facade/Font.cpp b/src/crepe/facade/Font.cpp new file mode 100644 index 0000000..771002f --- /dev/null +++ b/src/crepe/facade/Font.cpp @@ -0,0 +1,21 @@ +#include <SDL2/SDL_ttf.h> + +#include "../api/Asset.h" +#include "../api/Config.h" + +#include "Font.h" + +using namespace std; +using namespace crepe; + +Font::Font(const Asset & src, Mediator & mediator) : Resource(src, mediator) { + const Config & config = Config::get_instance(); + const std::string FONT_PATH = src.get_path(); + TTF_Font * loaded_font = TTF_OpenFont(FONT_PATH.c_str(), config.font.size); + if (loaded_font == NULL) { + throw runtime_error(format("Font: {} (path: {})", TTF_GetError(), FONT_PATH)); + } + this->font = {loaded_font, [](TTF_Font * close_font) { TTF_CloseFont(close_font); }}; +} + +TTF_Font * Font::get_font() const { return this->font.get(); } diff --git a/src/crepe/facade/Font.h b/src/crepe/facade/Font.h new file mode 100644 index 0000000..b208d96 --- /dev/null +++ b/src/crepe/facade/Font.h @@ -0,0 +1,42 @@ +#pragma once + +#include <SDL2/SDL_ttf.h> +#include <memory> + +#include "../Resource.h" +#include "../api/Config.h" + +namespace crepe { + +class Asset; +/** + * \brief Resource for managing font creation and destruction + * + * This class is a wrapper around an SDL_ttf font instance, encapsulating font loading and usage. + * It loads a font from an Asset and manages its lifecycle. The font is automatically unloaded + * when this object is destroyed. + */ +class Font : public Resource { + +public: + /** + * \param src The Asset containing the font file path and metadata to load the font. + * \param mediator The Mediator object used for managing the SDL context or related systems. + */ + Font(const Asset & src, Mediator & mediator); + /** + * \brief Gets the underlying TTF_Font resource. + * + * This function returns the raw pointer to the SDL_ttf TTF_Font object that represents + * the loaded font. This can be used with SDL_ttf functions to render text. + * + * \return The raw TTF_Font object wrapped in a unique pointer. + */ + TTF_Font * get_font() const; + +private: + //! The SDL_ttf font object with custom deleter. + std::unique_ptr<TTF_Font, std::function<void(TTF_Font *)>> font = nullptr; +}; + +} // namespace crepe diff --git a/src/crepe/facade/FontFacade.cpp b/src/crepe/facade/FontFacade.cpp new file mode 100644 index 0000000..87f95ab --- /dev/null +++ b/src/crepe/facade/FontFacade.cpp @@ -0,0 +1,43 @@ +#include <fontconfig/fontconfig.h> +#include <functional> +#include <memory> +#include <stdexcept> +#include <string> + +#include "FontFacade.h" + +using namespace std; +using namespace crepe; + +FontFacade::FontFacade() { + if (!FcInit()) throw runtime_error("Failed to initialize Fontconfig."); +} + +FontFacade::~FontFacade() { FcFini(); } + +Asset FontFacade::get_font_asset(const string & font_family) { + FcPattern * raw_pattern + = FcNameParse(reinterpret_cast<const FcChar8 *>(font_family.c_str())); + if (raw_pattern == NULL) throw runtime_error("Failed to create font pattern."); + + unique_ptr<FcPattern, function<void(FcPattern *)>> pattern{ + raw_pattern, [](FcPattern * p) { FcPatternDestroy(p); }}; + + FcConfig * config = FcConfigGetCurrent(); + if (config == NULL) throw runtime_error("Failed to get current Fontconfig configuration."); + + FcResult result; + FcPattern * raw_matched_pattern = FcFontMatch(config, pattern.get(), &result); + if (raw_matched_pattern == NULL) throw runtime_error("No matching font found."); + + unique_ptr<FcPattern, function<void(FcPattern *)>> matched_pattern + = {raw_matched_pattern, [](FcPattern * p) { FcPatternDestroy(p); }}; + + FcChar8 * file_path = nullptr; + FcResult res = FcPatternGetString(matched_pattern.get(), FC_FILE, 0, &file_path); + if (res != FcResultMatch || file_path == NULL) + throw runtime_error("Failed to get font file path."); + + string font_file_path = reinterpret_cast<const char *>(file_path); + return Asset(font_file_path); +} diff --git a/src/crepe/facade/FontFacade.h b/src/crepe/facade/FontFacade.h new file mode 100644 index 0000000..9761070 --- /dev/null +++ b/src/crepe/facade/FontFacade.h @@ -0,0 +1,34 @@ +#pragma once + +#include <memory> + +#include "../api/Asset.h" + +namespace crepe { + +/** + * + * \brief Font facade class for converting font family names to absolute file paths + * + */ +class FontFacade { +public: + FontFacade(); + ~FontFacade(); + FontFacade(const FontFacade & other) = delete; + FontFacade & operator=(const FontFacade & other) = delete; + FontFacade(FontFacade && other) noexcept = delete; + FontFacade & operator=(FontFacade && other) noexcept = delete; + /** + * + * \brief Facade function to convert a font_family into an asset. + * + * This function uses the FontConfig library to convert a font family name (Arial, Inter, Helvetica) and converts it to the font source path. + * This function returns a default font path if the font_family name doesnt exist or cant be found + * \param font_family Name of the font family name. + * \return Asset with filepath to the corresponding font. + */ + Asset get_font_asset(const std::string & font_family); +}; + +} // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index a1a6f97..4818c96 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -6,6 +6,7 @@ #include <SDL2/SDL_rect.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_surface.h> +#include <SDL2/SDL_ttf.h> #include <SDL2/SDL_video.h> #include <array> #include <cmath> @@ -31,6 +32,9 @@ using namespace std; SDLContext::SDLContext(Mediator & mediator) { dbg_trace(); + if (TTF_Init() == -1) { + throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError())); + } if (SDL_Init(SDL_INIT_VIDEO) != 0) { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } @@ -72,121 +76,27 @@ SDLContext::~SDLContext() { // thread that SDL_Init() was called on? This has caused problems for me // before. IMG_Quit(); + TTF_Quit(); 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) { + if (!lookup_table.contains(sdl_key)) return Keycode::NONE; + return lookup_table.at(sdl_key); +} - return table; - }(); +const keyboard_state_t & SDLContext::get_keyboard_state() { + 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) { - return LOOKUP_TABLE[sdl_key]; + Keycode key = sdl_to_keycode(static_cast<SDL_Scancode>(i)); + if (key != Keycode::NONE) { + this->keyboard_state[key] = current_state[i] != 0; + } + } + return this->keyboard_state; } MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) { @@ -364,8 +274,8 @@ ivec2 SDLContext::get_size(const Texture & ctx) { return size; } -std::vector<SDLContext::EventData> SDLContext::get_events() { - std::vector<SDLContext::EventData> event_list; +std::vector<EventData> SDLContext::get_events() { + std::vector<EventData> event_list; SDL_Event event; const CameraAuxiliaryData & cam = this->cam_aux_data; while (SDL_PollEvent(&event)) { @@ -374,61 +284,135 @@ std::vector<SDLContext::EventData> SDLContext::get_events() { mouse_pos.y = (event.button.y - cam.bar_size.y) / cam.render_scale.y; switch (event.type) { case SDL_QUIT: - event_list.push_back(EventData{ - .event_type = SDLContext::EventType::SHUTDOWN, - }); + event_list.push_back({.event_type = EventType::SHUTDOWN}); break; case SDL_KEYDOWN: event_list.push_back(EventData{ - .event_type = SDLContext::EventType::KEYDOWN, - .key = sdl_to_keycode(event.key.keysym.scancode), - .key_repeat = (event.key.repeat != 0), + .event_type = EventType::KEY_DOWN, + .data = { + .key_data = { + .key = this->sdl_to_keycode(event.key.keysym.scancode), + .key_repeat = event.key.repeat != 0, + }, + }, }); break; + case SDL_KEYUP: event_list.push_back(EventData{ - .event_type = SDLContext::EventType::KEYUP, - .key = sdl_to_keycode(event.key.keysym.scancode), + .event_type = EventType::KEY_UP, + .data = { + .key_data = { + .key = this->sdl_to_keycode(event.key.keysym.scancode), + .key_repeat = event.key.repeat != 0, + }, + }, }); break; + case SDL_MOUSEBUTTONDOWN: event_list.push_back(EventData{ - .event_type = SDLContext::EventType::MOUSEDOWN, - .mouse_button = sdl_to_mousebutton(event.button.button), - .mouse_position = mouse_pos, + .event_type = EventType::MOUSE_DOWN, + .data = { + .mouse_data = { + .mouse_button = this->sdl_to_mousebutton(event.button.button), + .mouse_position = mouse_pos, + }, + }, }); break; - case SDL_MOUSEBUTTONUP: { - int x, y; - SDL_GetMouseState(&x, &y); + case SDL_MOUSEBUTTONUP: event_list.push_back(EventData{ - .event_type = SDLContext::EventType::MOUSEUP, - .mouse_button = sdl_to_mousebutton(event.button.button), - .mouse_position = mouse_pos, + .event_type = EventType::MOUSE_UP, + .data = { + .mouse_data = { + .mouse_button = this->sdl_to_mousebutton(event.button.button), + .mouse_position = mouse_pos, + }, + }, }); - } break; + 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}}); - } break; + case SDL_MOUSEMOTION: + event_list.push_back(EventData{ + .event_type = EventType::MOUSE_MOVE, + .data = { + .mouse_data = { + .mouse_position = mouse_pos, + .rel_mouse_move = {event.motion.xrel, event.motion.yrel}, + }, + }, + }); + break; - case SDL_MOUSEWHEEL: { + case SDL_MOUSEWHEEL: event_list.push_back(EventData{ - .event_type = SDLContext::EventType::MOUSEWHEEL, - .mouse_position = mouse_pos, - // TODO: why is this needed? - .scroll_direction = event.wheel.y < 0 ? -1 : 1, - .scroll_delta = event.wheel.preciseY, + .event_type = EventType::MOUSE_WHEEL, + .data = { + .mouse_data = { + .mouse_position = mouse_pos, + .scroll_direction = event.wheel.y < 0 ? -1 : 1, + .scroll_delta = event.wheel.preciseY, + }, + }, }); - } break; + break; + case SDL_WINDOWEVENT: + this->handle_window_event(event.window, event_list); + break; } } + return event_list; } + +void SDLContext::handle_window_event(const SDL_WindowEvent & window_event, + std::vector<EventData> & event_list) { + switch (window_event.event) { + case SDL_WINDOWEVENT_EXPOSED: + event_list.push_back(EventData{EventType::WINDOW_EXPOSE}); + break; + case SDL_WINDOWEVENT_RESIZED: + event_list.push_back(EventData{ + .event_type = EventType::WINDOW_RESIZE, + .data = { + .window_data = { + .resize_dimension = {window_event.data1, window_event.data2} + }, + }, + }); + break; + case SDL_WINDOWEVENT_MOVED: + event_list.push_back(EventData{ + .event_type = EventType::WINDOW_MOVE, + .data = { + .window_data = { + .move_delta = {window_event.data1, window_event.data2} + }, + }, + }); + break; + + case SDL_WINDOWEVENT_MINIMIZED: + event_list.push_back(EventData{EventType::WINDOW_MINIMIZE}); + break; + case SDL_WINDOWEVENT_MAXIMIZED: + event_list.push_back(EventData{EventType::WINDOW_MAXIMIZE}); + break; + case SDL_WINDOWEVENT_FOCUS_GAINED: + event_list.push_back(EventData{EventType::WINDOW_FOCUS_GAIN}); + break; + case SDL_WINDOWEVENT_FOCUS_LOST: + event_list.push_back(EventData{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); } + +Asset SDLContext::get_font_from_name(const std::string & font_family) { + return this->font_facade.get_font_asset(font_family); +} diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index bcadf87..b687f87 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -9,17 +9,20 @@ #include <functional> #include <memory> #include <string> +#include <unordered_map> +#include "../types.h" #include "api/Camera.h" #include "api/Color.h" #include "api/KeyCodes.h" #include "api/Sprite.h" #include "api/Transform.h" - #include "types.h" -namespace crepe { +#include "EventData.h" +#include "FontFacade.h" +namespace crepe { class Texture; class Mediator; @@ -69,29 +72,11 @@ public: }; public: - //! EventType enum for passing eventType - enum EventType { - NONE = 0, - MOUSEDOWN, - MOUSEUP, - MOUSEMOVE, - MOUSEWHEEL, - KEYUP, - KEYDOWN, - SHUTDOWN, - - }; - //! EventData struct for passing event data from facade - struct EventData { - SDLContext::EventType event_type = SDLContext::EventType::NONE; - Keycode key = Keycode::NONE; - bool key_repeat = false; - MouseButton mouse_button = MouseButton::NONE; - ivec2 mouse_position = {-1, -1}; - int scroll_direction = -1; - float scroll_delta = INFINITY; - ivec2 rel_mouse_move = {-1, -1}; - }; + /** + * \brief Gets the singleton instance of SDLContext. + * \return Reference to the SDLContext instance. + */ + static SDLContext & get_instance(); public: SDLContext(const SDLContext &) = delete; @@ -122,18 +107,25 @@ public: * * \return Events that occurred since last call to `get_events()` */ - std::vector<SDLContext::EventData> get_events(); - + std::vector<EventData> get_events(); /** - * \brief Converts an SDL key code to the custom Keycode type. + * \brief Fills event_list with triggered window events * - * This method maps an SDL key code to the corresponding `Keycode` enum value, + * 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<EventData> & event_list); + /** + * \brief Converts an SDL scan code to the custom Keycode type. + * + * 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. @@ -145,6 +137,16 @@ public: * \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized */ MouseButton sdl_to_mousebutton(Uint8 sdl_button); + /** + * \brief Gets the current state of the keyboard. + * + * Updates the internal keyboard state by checking the current key states using + * SDL's `SDL_GetKeyboardState()`, and returns a reference to the `keyboard_state_t`. + * + * \return A constant reference to the `keyboard_state_t`, which holds the state + * of each key (true = pressed, false = not pressed). + */ + const keyboard_state_t & get_keyboard_state(); public: /** @@ -240,6 +242,124 @@ private: * - this is defined in this class because get_events() needs this information aswell */ CameraAuxiliaryData cam_aux_data; + +private: + //! instance of the font_facade + FontFacade font_facade{}; + +public: + /** + * \brief Function to Get asset from font_family + * + * This function uses the FontFacade function to convert a font_family to an asset. + * + * \param font_family name of the font style that needs to be used (will return an asset with default font path of the font_family doesnt exist) + * + * \return asset with the font style absolute path + */ + Asset get_font_from_name(const std::string & font_family); + //! variable to store the state of each key (true = pressed, false = not pressed) + keyboard_state_t keyboard_state; + //! lookup table for converting SDL_SCANCODES to Keycodes + 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..fca540f 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -1,7 +1,7 @@ #include "../api/Button.h" +#include "../facade/SDLContext.h" #include "../manager/ComponentManager.h" #include "../manager/EventManager.h" -#include "facade/SDLContext.h" #include "util/Log.h" #include "InputSystem.h" @@ -10,12 +10,13 @@ using namespace crepe; void InputSystem::update() { ComponentManager & mgr = this->mediator.component_manager; - EventManager & event_mgr = this->mediator.event_manager; + SDLContext & context = this->mediator.sdl_context; - std::vector<SDLContext::EventData> event_list = context.get_events(); + std::vector<EventData> event_list = context.get_events(); 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; @@ -23,150 +24,185 @@ 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(); - 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 - = !(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); - - 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) { - 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) { - 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, - }); - - this->handle_click(event.mouse_button, world_mouse_x, world_mouse_y); - } - } break; - case SDLContext::EventType::MOUSEMOVE: - if (!mouse_in_viewport) { - 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, + + vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset + - (current_cam.viewport_size / 2); + + for (const EventData & event : event_list) { + // Only calculate mouse coordinates for relevant events + if (event.event_type == EventType::MOUSE_DOWN + || event.event_type == EventType::MOUSE_UP + || event.event_type == EventType::MOUSE_MOVE + || event.event_type == EventType::MOUSE_WHEEL) { + this->handle_mouse_event(event, camera_origin, current_cam); + + } else { + this->handle_non_mouse_event(event); + } + } +} + +void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camera_origin, + const Camera & current_cam) { + EventManager & event_mgr = this->mediator.event_manager; + vec2 adjusted_mouse; + adjusted_mouse.x = event.data.mouse_data.mouse_position.x + camera_origin.x; + adjusted_mouse.x = event.data.mouse_data.mouse_position.y + camera_origin.y; + // Check if the mouse is within the viewport + if ((adjusted_mouse.x < camera_origin.x + || adjusted_mouse.x > camera_origin.x + current_cam.viewport_size.x + || adjusted_mouse.y < camera_origin.y + || adjusted_mouse.y > camera_origin.y + current_cam.viewport_size.y)) + return; + + // Handle mouse-specific events + switch (event.event_type) { + case EventType::MOUSE_DOWN: + event_mgr.queue_event<MousePressEvent>({ + .mouse_pos = adjusted_mouse, + .button = event.data.mouse_data.mouse_button, + }); + this->last_mouse_down_position = adjusted_mouse; + this->last_mouse_button = event.data.mouse_data.mouse_button; + break; + + case EventType::MOUSE_UP: { + event_mgr.queue_event<MouseReleaseEvent>({ + .mouse_pos = adjusted_mouse, + .button = event.data.mouse_data.mouse_button, + }); + vec2 delta_move = adjusted_mouse - this->last_mouse_down_position; + int click_tolerance = Config::get_instance().input.click_tolerance; + if (this->last_mouse_button == event.data.mouse_data.mouse_button + && std::abs(delta_move.x) <= click_tolerance + && std::abs(delta_move.y) <= click_tolerance) { + event_mgr.queue_event<MouseClickEvent>({ + .mouse_pos = adjusted_mouse, + .button = event.data.mouse_data.mouse_button, }); - break; - case SDLContext::EventType::SHUTDOWN: - event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{}); - break; - default: - break; + this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse); + } + break; } + + case EventType::MOUSE_MOVE: + event_mgr.queue_event<MouseMoveEvent>({ + .mouse_pos = adjusted_mouse, + .mouse_delta = event.data.mouse_data.rel_mouse_move, + }); + this->handle_move(event, adjusted_mouse); + break; + + case EventType::MOUSE_WHEEL: + event_mgr.queue_event<MouseScrollEvent>({ + .mouse_pos = adjusted_mouse, + .scroll_direction = event.data.mouse_data.scroll_direction, + .scroll_delta = event.data.mouse_data.scroll_delta, + }); + break; + + default: + break; + } +} + +void InputSystem::handle_non_mouse_event(const EventData & event) { + EventManager & event_mgr = this->mediator.event_manager; + switch (event.event_type) { + case EventType::KEY_DOWN: + + event_mgr.queue_event<KeyPressEvent>( + {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key}); + break; + case EventType::KEY_UP: + event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key}); + break; + case EventType::SHUTDOWN: + event_mgr.queue_event<ShutDownEvent>({}); + break; + case EventType::WINDOW_EXPOSE: + event_mgr.queue_event<WindowExposeEvent>({}); + break; + case EventType::WINDOW_RESIZE: + event_mgr.queue_event<WindowResizeEvent>( + WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension}); + break; + case EventType::WINDOW_MOVE: + event_mgr.queue_event<WindowMoveEvent>( + {.delta_move = event.data.window_data.move_delta}); + break; + case EventType::WINDOW_MINIMIZE: + event_mgr.queue_event<WindowMinimizeEvent>({}); + break; + case EventType::WINDOW_MAXIMIZE: + event_mgr.queue_event<WindowMaximizeEvent>({}); + break; + case EventType::WINDOW_FOCUS_GAIN: + event_mgr.queue_event<WindowFocusGainEvent>({}); + break; + case 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) { + +void InputSystem::handle_move(const EventData & event_data, const vec2 & 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 vec2 & 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, - const Button & button, const Transform & transform) { +bool InputSystem::is_mouse_inside_button(const vec2 & 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 +210,6 @@ 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; -} - -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(); - } + 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; } diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index 87e86f8..eefd9fe 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -1,6 +1,8 @@ #pragma once -#include "../facade/SDLContext.h" +#include "../api/Config.h" +#include "../facade/EventData.h" + #include "../types.h" #include "../util/OptionalRef.h" @@ -11,7 +13,6 @@ namespace crepe { class Camera; class Button; class Transform; - /** * \brief Handles the processing of input events created by SDLContext * @@ -31,15 +32,30 @@ public: private: //! Stores the last position of the mouse when the button was pressed. - ivec2 last_mouse_down_position; + vec2 last_mouse_down_position; // TODO: specify world/hud space and make regular `vec2` //! 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; - + /** + * \brief Handles mouse-related events. + * \param event The event data for the mouse event. + * \param camera_origin The origin position of the camera in world space. + * \param current_cam The currently active camera. + * + * This method processes mouse events, adjusts the mouse position to world coordinates, + * and triggers the appropriate mouse-specific event handling logic. + */ + void handle_mouse_event(const EventData & event, const vec2 & camera_origin, + const Camera & current_cam); + /** + * \brief Handles non-mouse-related events. + * \param event The event data for the non-mouse event. + * + * This method processes events that do not involve the mouse, such as keyboard events, + * window events, and shutdown events, and triggers the corresponding event actions. + */ + void handle_non_mouse_event(const EventData & event); /** * \brief Handles the mouse click event. * \param mouse_button The mouse button involved in the click. @@ -48,8 +64,7 @@ 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 vec2 & mouse_pos); /** * \brief Handles the mouse movement event. @@ -59,8 +74,7 @@ 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 EventData & event_data, const vec2 & mouse_pos); /** * \brief Checks if the mouse position is inside the bounds of the button. @@ -70,8 +84,8 @@ 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, - const Button & button, const Transform & transform); + bool is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, + const Transform & transform); /** * \brief Handles the button press event, calling the on_click callback if necessary. diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 7c48d10..d76a122 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -2,13 +2,16 @@ #include <cassert> #include <cmath> #include <functional> +#include <optional> #include <stdexcept> #include <vector> #include "../api/Camera.h" #include "../api/ParticleEmitter.h" #include "../api/Sprite.h" +#include "../api/Text.h" #include "../api/Transform.h" +#include "../facade/Font.h" #include "../facade/SDLContext.h" #include "../facade/Texture.h" #include "../manager/ComponentManager.h" @@ -121,8 +124,14 @@ void RenderSystem::render() { this->update_camera(); RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>(); + ResourceManager & resource_manager = this->mediator.resource_manager; RefVector<Sprite> sorted_sprites = this->sort(sprites); - + RefVector<Text> text_components = mgr.get_components_by_type<Text>(); + for (Text & text : text_components) { + const Transform & transform + = mgr.get_components_by_id<Transform>(text.game_object_id).front().get(); + this->render_text(text, transform); + } for (const Sprite & sprite : sorted_sprites) { if (!sprite.active) continue; const Transform & transform @@ -135,3 +144,18 @@ void RenderSystem::render() { this->render_normal(sprite, transform); } } +void RenderSystem::render_text(Text & text, const Transform & tm) { + SDLContext & ctx = this->mediator.sdl_context; + + if (!text.font.has_value()) { + text.font.emplace(ctx.get_font_from_name(text.font_family)); + } + + ResourceManager & resource_manager = this->mediator.resource_manager; + + if (!text.font.has_value()) { + return; + } + const Asset & font_asset = text.font.value(); + const Font & res = resource_manager.get<Font>(font_asset); +} diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index fc7b46e..56a0553 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -10,7 +10,7 @@ namespace crepe { class Camera; class Sprite; class Transform; - +class Text; /** * \brief Manages rendering operations for all game objects. * @@ -50,7 +50,13 @@ private: * \return true if particles have been rendered */ bool render_particle(const Sprite & sprite, const double & scale); - + /** + * \brief Renders all Text components + * + * \param text The text component to be rendered. + * \param tm the Transform component that holds the position,rotation and scale + */ + void render_text(Text & text, const Transform & tm); /** * \brief renders a sprite with a Transform component on the screen * |