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#include "../api/Button.h"
#include "../facade/SDLContext.h"
#include "../manager/ComponentManager.h"
#include "../manager/EventManager.h"
#include "util/Log.h"
#include "InputSystem.h"
using namespace crepe;
void InputSystem::fixed_update() {
ComponentManager & mgr = this->mediator.component_manager;
SDLContext & context = this->mediator.sdl_context;
std::vector<EventData> event_list = context.get_events();
const 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;
const Transform & cam_transform
= mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
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.y = 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,
});
this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse,
current_cam);
}
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, current_cam);
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 EventData & event_data, const vec2 & mouse_pos,
const Camera & current_cam) {
ComponentManager & mgr = this->mediator.component_manager;
EventManager & event_mgr = this->mediator.event_manager;
const RefVector<Button> buttons = mgr.get_components_by_type<Button>();
for (Button & button : buttons) {
if (!button.active) continue;
const Transform & transform
= mgr.get_components_by_id<Transform>(button.game_object_id).front();
const Transform & cam_transform
= mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
const Metadata & metadata
= mgr.get_components_by_id<Metadata>(button.game_object_id).front();
bool was_hovering = button.hover;
if (this->is_mouse_inside_button(mouse_pos, button, transform, cam_transform)) {
button.hover = true;
if (!was_hovering) {
event_mgr.trigger_event<ButtonEnterEvent>(metadata,metadata.game_object_id);
}
} else {
button.hover = false;
if (was_hovering) {
event_mgr.trigger_event<ButtonExitEvent>(metadata,metadata.game_object_id);
}
}
}
}
void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos,
const Camera & current_cam) {
ComponentManager & mgr = this->mediator.component_manager;
EventManager & event_mgr = this->mediator.event_manager;
const RefVector<Button> buttons = mgr.get_components_by_type<Button>();
const Transform & cam_transform
= mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
for (Button & button : buttons) {
if (!button.active) continue;
const Metadata & metadata
= mgr.get_components_by_id<Metadata>(button.game_object_id).front();
const Transform & transform
= mgr.get_components_by_id<Transform>(button.game_object_id).front();
if (this->is_mouse_inside_button(mouse_pos, button, transform, cam_transform)) {
event_mgr.trigger_event<ButtonPressEvent>(metadata,metadata.game_object_id);
}
}
}
bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button & button,
const Transform & transform,
const Transform & cam_transform) {
vec2 actual_pos = transform.position + button.offset;
if (!button.world_space) {
actual_pos += cam_transform.position;
}
vec2 half_dimensions = button.dimensions / 2;
return mouse_pos.x >= actual_pos.x - half_dimensions.x
&& mouse_pos.x <= actual_pos.x + half_dimensions.x
&& mouse_pos.y >= actual_pos.y - half_dimensions.y
&& mouse_pos.y <= actual_pos.y + half_dimensions.y;
}
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