#include "../api/Button.h" #include "../manager/ComponentManager.h" #include "../manager/EventManager.h" #include "InputSystem.h" using namespace crepe; void InputSystem::update() { ComponentManager & mgr = this->mediator.component_manager; EventManager & event_mgr = this->mediator.event_manager; std::vector<SDLContext::EventData> event_list = SDLContext::get_instance().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; curr_cam_ref = cam; 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; camera_origin.y = cam_transform.position.y + current_cam.data.postion_offset.y - (current_cam.viewport_size.y / 2); camera_origin.x = cam_transform.position.x + current_cam.data.postion_offset.x - (current_cam.viewport_size.x / 2); for (const SDLContext::EventData & event : event_list) { // 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) { int adjusted_mouse_x = event.mouse_data.mouse_position.x + camera_origin.x; int adjusted_mouse_y = event.mouse_data.mouse_position.y + camera_origin.y; // Check if the mouse is within the viewport bool mouse_in_viewport = !(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); 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.mouse_data.mouse_button, }); this->last_mouse_down_position = {adjusted_mouse_x, adjusted_mouse_y}; this->last_mouse_button = event.mouse_data.mouse_button; break; case SDLContext::EventType::MOUSEUP: { event_mgr.queue_event<MouseReleaseEvent>({ .mouse_pos = {adjusted_mouse_x, adjusted_mouse_y}, .button = event.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.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.mouse_data.mouse_button, }); this->handle_click(event.mouse_data.mouse_button, adjusted_mouse_x, adjusted_mouse_y); } break; } case SDLContext::EventType::MOUSEMOVE: event_mgr.queue_event<MouseMoveEvent>({ .mouse_pos = {adjusted_mouse_x, adjusted_mouse_y}, .mouse_delta = event.mouse_data.rel_mouse_move, }); this->handle_move(event, adjusted_mouse_x, adjusted_mouse_y); break; case SDLContext::EventType::MOUSEWHEEL: event_mgr.queue_event<MouseScrollEvent>({ .mouse_pos = {adjusted_mouse_x, adjusted_mouse_y}, .scroll_direction = event.mouse_data.scroll_direction, .scroll_delta = event.mouse_data.scroll_delta, }); break; default: break; } } else { // Handle non-mouse events switch (event.event_type) { case SDLContext::EventType::KEYDOWN: event_mgr.queue_event<KeyPressEvent>({.repeat = event.key_data.key_repeat, .key = event.key_data.key}); break; case SDLContext::EventType::KEYUP: event_mgr.queue_event<KeyReleaseEvent>({.key = event.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>({.dimensions = event.window_data.resize_dimension}); break; case SDLContext::EventType::WINDOW_MOVE: event_mgr.queue_event<WindowMoveEvent>({.delta_move = event.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 adjusted_mouse_x, const int adjusted_mouse_y) { ComponentManager & mgr = this->mediator.component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); for (Button & button : buttons) { RefVector<Transform> transform_vec = mgr.get_components_by_id<Transform>(button.game_object_id); Transform & transform(transform_vec.front().get()); bool was_hovering = button.hover; if (button.active && this->is_mouse_inside_button(adjusted_mouse_x, adjusted_mouse_y, button, transform)) { button.hover = true; if (!was_hovering && button.on_mouse_enter) { 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) { button.on_mouse_exit(); } } } } void InputSystem::handle_click(const MouseButton & mouse_button, const int adjusted_mouse_x, const int adjusted_mouse_y) { ComponentManager & mgr = this->mediator.component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); for (Button & button : buttons) { RefVector<Transform> transform_vec = mgr.get_components_by_id<Transform>(button.game_object_id); Transform & transform = transform_vec.front().get(); if (button.active && this->is_mouse_inside_button(adjusted_mouse_x, adjusted_mouse_y, button, transform)) { this->handle_button_press(button); } } } bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y, const Button & button, const Transform & transform) { int actual_x = transform.position.x + button.offset.x; int actual_y = transform.position.y + button.offset.y; int half_width = button.dimensions.x / 2; 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(); } }