#include "api/Button.h" #include "api/EventManager.h" #include "ComponentManager.h" #include "InputSystem.h" using namespace crepe; void InputSystem::update() { EventManager & event_mgr = EventManager::get_instance(); std::vector<SDLContext::EventData> event_list = SDLContext::get_instance().get_events(); for (const SDLContext::EventData & event : event_list) { switch (event.event_type) { case SDLContext::EventType::KEYDOWN: event_mgr.queue_event<KeyPressEvent>(KeyPressEvent{ .repeat = event.key_repeat, .key = event.key, }); break; case SDLContext::EventType::KEYUP: event_mgr.queue_event<KeyReleaseEvent>(KeyReleaseEvent{ .key = event.key, }); break; case SDLContext::EventType::MOUSEDOWN: event_mgr.queue_event<MousePressEvent>(MousePressEvent{ .mouse_x = event.mouse_position.first, .mouse_y = event.mouse_position.second, .button = event.mouse_button, }); last_mouse_down_position = event.mouse_position; last_mouse_button = event.mouse_button; break; case SDLContext::EventType::MOUSEUP: { event_mgr.queue_event<MouseReleaseEvent>(MouseReleaseEvent{ .mouse_x = event.mouse_position.first, .mouse_y = event.mouse_position.second, .button = event.mouse_button, }); int delta_x = event.mouse_position.first - last_mouse_down_position.first; int delta_y = event.mouse_position.second - last_mouse_down_position.second; if (last_mouse_button == event.mouse_button && std::abs(delta_x) <= click_tolerance && std::abs(delta_y) <= click_tolerance) { event_mgr.queue_event<MouseClickEvent>(MouseClickEvent{ .mouse_x = event.mouse_position.first, .mouse_y = event.mouse_position.second, .button = event.mouse_button, }); handle_click(event); } } break; case SDLContext::EventType::MOUSEMOVE: event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{ .mouse_x = event.mouse_position.first, .mouse_y = event.mouse_position.second, .rel_x = event.rel_mouse_move.first, .rel_y = event.rel_mouse_move.second, }); handle_move(event); break; case SDLContext::EventType::MOUSEWHEEL: event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{ .scroll_x = event.wheel_delta, .scroll_y = 0, .direction = event.wheel_delta, }); break; case SDLContext::EventType::SHUTDOWN: event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{}); break; default: break; } } } void InputSystem::handle_move(const SDLContext::EventData & event_data) { ComponentManager & mgr = this->component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); RefVector<Transform> transforms = mgr.get_components_by_type<Transform>(); for (Button & button : buttons) { OptionalRef<Transform> transform = find_transform_for_button(button, transforms); if (!transform) continue; if (button.active && is_mouse_inside_button(event_data, button, transform)) { button.hover = true; } else { button.hover = false; } } } void InputSystem::handle_click(const SDLContext::EventData & event_data) { ComponentManager & mgr = this->component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); RefVector<Transform> transforms = mgr.get_components_by_type<Transform>(); for (Button & button : buttons) { OptionalRef<Transform> transform_ref = find_transform_for_button(button, transforms); if (button.active && is_mouse_inside_button(event_data, button, transform_ref)) { handle_button_press(button); } } } OptionalRef<Transform> InputSystem::find_transform_for_button( Button & button, RefVector<Transform>& transforms) { for (auto& transform : transforms) { if (button.game_object_id == transform.get().game_object_id) { return OptionalRef<Transform>(transform); } } return OptionalRef<Transform>(); } bool InputSystem::is_mouse_inside_button(const SDLContext::EventData & event_data, const Button & button, const Transform & transform) { return event_data.mouse_position.first >= transform.position.x && event_data.mouse_position.first <= transform.position.x + button.width && event_data.mouse_position.second >= transform.position.y && event_data.mouse_position.second <= transform.position.y + button.height; } void InputSystem::handle_button_press(Button & button) { if (button.is_toggle) { if (!button.is_pressed && button.on_click) { button.on_click(); } button.is_pressed = !button.is_pressed; } else if (button.on_click) { button.on_click(); } }