aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/system/InputSystem.cpp
blob: 56a40b7cefb83dcf988f6317e7f17fa80243ee37 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
#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();
	int camera_origin_x
		= cam_transform.position.x + current_cam.data.offset.x - (current_cam.viewport_size.x / 2);
	int camera_origin_y
		= cam_transform.position.y + current_cam.data.offset.y - (current_cam.viewport_size.y / 2);

	for (const SDLContext::EventData & event : event_list) {
		int world_mouse_x = event.mouse_position.x + camera_origin_x;
		int world_mouse_y = event.mouse_position.y + camera_origin_y;
		// check if the mouse is within the viewport
		bool mouse_in_viewport
			= !(world_mouse_x < camera_origin_x
				|| world_mouse_x > camera_origin_x + current_cam.viewport_size.x
				|| world_mouse_y < camera_origin_y
				|| world_mouse_y > camera_origin_y + current_cam.viewport_size.y);

		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:
				if (!mouse_in_viewport) {
					break;
				}
				event_mgr.queue_event<MousePressEvent>(MousePressEvent{
					.mouse_x = world_mouse_x,
					.mouse_y = world_mouse_y,
					.button = event.mouse_button,
				});
				this->last_mouse_down_position = {world_mouse_x, world_mouse_y};
				this->last_mouse_button = event.mouse_button;
				break;
			case SDLContext::EventType::MOUSEUP: {
				if (!mouse_in_viewport) {
					break;
				}
				event_mgr.queue_event<MouseReleaseEvent>(MouseReleaseEvent{
					.mouse_x = world_mouse_x,
					.mouse_y = world_mouse_y,
					.button = event.mouse_button,
				});
				//check if its a click by checking the last button down
				int delta_x = world_mouse_x - this->last_mouse_down_position.x;
				int delta_y = world_mouse_y - this->last_mouse_down_position.y;

				if (this->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 = world_mouse_x,
						.mouse_y = world_mouse_y,
						.button = event.mouse_button,
					});

					this->handle_click(event.mouse_button, world_mouse_x, world_mouse_y);
				}
			} break;
			case SDLContext::EventType::MOUSEMOVE:
				if (!mouse_in_viewport) {
					break;
				}
				event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{
					.mouse_x = world_mouse_x,
					.mouse_y = world_mouse_y,
					.delta_x = event.rel_mouse_move.x,
					.delta_y = event.rel_mouse_move.y,
				});
				this->handle_move(event, world_mouse_x, world_mouse_y);
				break;
			case SDLContext::EventType::MOUSEWHEEL:
				event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{
					.mouse_x = world_mouse_x,
					.mouse_y = world_mouse_y,
					.scroll_direction = event.scroll_direction,
					.scroll_delta = event.scroll_delta,
				});
				break;
			case SDLContext::EventType::SHUTDOWN:
				event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{});
				break;
			default:
				break;
		}
	}
}
void InputSystem::handle_move(const SDLContext::EventData & event_data,
							  const int world_mouse_x, const int world_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(world_mouse_x, world_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 world_mouse_x,
							   const int world_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(world_mouse_x, world_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();
	}
}