#pragma once #include "facade/SDLContext.h" #include "types.h" #include "util/OptionalRef.h" #include "System.h" namespace crepe { class Camera; class Button; class Transform; /** * \brief Handles the processing of input events like mouse and keyboard interactions. * * This system processes events such as mouse clicks, mouse movement, and keyboard * actions. It is responsible for detecting interactions with UI buttons and * passing the corresponding events to the registered listeners. */ class InputSystem : public System { public: using System::System; /** * \brief Updates the system, processing all input events. * This method processes all events and triggers corresponding actions. */ void update() override; private: //! Reference to the currently active camera. OptionalRef curr_cam_ref; //! Stores the last position of the mouse when the button was pressed. std::pair last_mouse_down_position{INFINITY, INFINITY}; //! Stores the last mouse button pressed. MouseButton last_mouse_button = MouseButton::NONE; // //! The tolerance in game units for detecting a mouse click. const int click_tolerance = 5; /** * \brief Handles the mouse click event. * \param mouse_button The mouse button involved in the click. * \param world_mouse_x The X coordinate of the mouse in world space. * \param world_mouse_y The Y coordinate of the mouse in world space. * * 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); /** * \brief Handles the mouse movement event. * \param event_data The event data containing information about the mouse movement. * \param world_mouse_x The X coordinate of the mouse in world space. * \param world_mouse_y The Y coordinate of the mouse in world space. * * 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); /** * \brief Checks if the mouse position is inside the bounds of the button. * \param world_mouse_x The X coordinate of the mouse in world space. * \param world_mouse_y The Y coordinate of the mouse in world space. * \param button The button to check. * \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); /** * \brief Handles the button press event, calling the on_click callback if necessary. * \param button The button being pressed. * * This method triggers the on_click action for the button when it is pressed. */ void handle_button_press(Button& button); }; } // namespace crepe