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#include "ComponentManager.h"
#include "../api/EventManager.h"
#include "../facade/SDLContext.h"
#include "../api/Event.h"
#include "system/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 (SDLContext::EventData event : event_list) {
switch (event.event_type) {
case SDLContext::Event::KEYDOWN: {
event_mgr.queue_event<KeyPressEvent>(KeyPressEvent{
.repeat = event.key_repeat,
.key = event.key,
});
break;
}
case SDLContext::Event::KEYUP: {
event_mgr.queue_event<KeyReleaseEvent>(KeyReleaseEvent{
.key = event.key,
});
break;
}
case SDLContext::Event::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.first,event.mouse_position.second};
last_mouse_button = event.mouse_button;
break;
}
case SDLContext::Event::MOUSEUP: {
MouseReleaseEvent mouse_release_event = MouseReleaseEvent{
.mouse_x = event.mouse_position.first,
.mouse_y = event.mouse_position.second,
.button = event.mouse_button,
};
event_mgr.queue_event<MouseReleaseEvent>(mouse_release_event);
// Calculate deltas for click detection
int delta_x = event.mouse_position.first - last_mouse_down_position.first;
int delta_y = event.mouse_position.second - last_mouse_down_position.second;
// Ensure last_mouse_button is properly set and matches the current mouse button
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,
});
this->handle_click(mouse_release_event);
}
break;
}
case SDLContext::Event::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,
});
break;
}
case SDLContext::Event::MOUSEWHEEL: {
event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{
.scroll_x = event.mouse_position.first,
.scroll_y = event.mouse_position.second,
.direction = event.wheel_delta,
});
break;
}
case SDLContext::Event::SHUTDOWN: {
event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{});
break;
}
default:
break;
}
}
}
void InputSystem::handle_move(const MouseMoveEvent){
ComponentManager &mgr = this->component_manager;
// Get the buttons and transforms
std::vector<std::reference_wrapper<Button>> buttons = mgr.get_components_by_type<Button>();
std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_type<Transform>();
for (Button &button : buttons) {
Transform* transform = find_transform_for_button(button, transforms);
if (!transform) continue;
if (button.interactable && is_mouse_inside_button(event, button, *transform)) {
button.hover = true;
}else{
button.hover = false;
}
}
}
void InputSystem::handle_click(const MouseReleaseEvent event) {
ComponentManager &mgr = this->component_manager;
// Get the buttons and transforms
std::vector<std::reference_wrapper<Button>> buttons = mgr.get_components_by_type<Button>();
std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_type<Transform>();
for (Button &button : buttons) {
Transform* transform = find_transform_for_button(button, transforms);
if (!transform) continue;
if (button.interactable && is_mouse_inside_button(event, button, *transform)) {
handle_button_press(button, event);
}
}
}
Transform* InputSystem::find_transform_for_button(Button &button, std::vector<std::reference_wrapper<Transform>> &transforms) {
for (Transform &transform : transforms) {
if (button.game_object_id == transform.game_object_id) {
return &transform;
}
}
return nullptr;
}
bool InputSystem::is_mouse_inside_button(const MouseReleaseEvent &event, const Button &button, const Transform &transform) {
return event.mouse_x >= transform.position.x && event.mouse_x <= transform.position.x + button.width &&
event.mouse_y >= transform.position.y && event.mouse_y <= transform.position.y + button.height;
}
void InputSystem::handle_button_press(Button &button, const MouseReleaseEvent &event) {
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();
}
}
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