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#include <iostream>
#include "../api/Button.h"
#include "../manager/ComponentManager.h"
#include "../manager/EventManager.h"
#include "facade/SDLContext.h"
#include "util/Log.h"
#include "InputSystem.h"
using namespace crepe;
void InputSystem::update() {
ComponentManager & mgr = this->mediator.component_manager;
EventManager & event_mgr = this->mediator.event_manager;
SDLContext & context = this->mediator.sdl_context;
std::vector<SDLContext::EventData> event_list = context.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;
int camera_origin_x = cam_transform.position.x + current_cam.data.postion_offset.x
- (current_cam.viewport_size.x / 2);
int camera_origin_y = cam_transform.position.y + current_cam.data.postion_offset.y
- (current_cam.viewport_size.y / 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) {
ivec2 adjusted_mouse;
std::cout << "mousePos X: " << event.data.mouse_data.mouse_position.x << std::endl;
std::cout << "mousePos Y: " << event.data.mouse_data.mouse_position.y << std::endl;
int world_mouse_x = event.data.mouse_data.mouse_position.x + camera_origin_x;
int world_mouse_y = event.data.mouse_data.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);
std::cout << "in view " << mouse_in_viewport << std::endl;
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.data.mouse_data.mouse_button,
});
this->last_mouse_down_position = {adjusted_mouse.x, adjusted_mouse.y};
this->last_mouse_button = event.data.mouse_data.mouse_button;
break;
case SDLContext::EventType::MOUSEUP: {
event_mgr.queue_event<MouseReleaseEvent>({
.mouse_pos = {adjusted_mouse.x, adjusted_mouse.y},
.button = event.data.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.data.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.data.mouse_data.mouse_button,
});
this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse);
}
break;
}
case SDLContext::EventType::MOUSEMOVE:
event_mgr.queue_event<MouseMoveEvent>({
.mouse_pos = {adjusted_mouse.x, adjusted_mouse.y},
.mouse_delta = event.data.mouse_data.rel_mouse_move,
});
this->handle_move(event, adjusted_mouse);
break;
case SDLContext::EventType::MOUSEWHEEL:
event_mgr.queue_event<MouseScrollEvent>({
.mouse_pos = {adjusted_mouse.x, adjusted_mouse.y},
.scroll_direction = event.data.mouse_data.scroll_direction,
.scroll_delta = event.data.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.data.key_data.key_repeat, .key = event.data.key_data.key});
break;
case SDLContext::EventType::KEYUP:
event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.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>(
WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension});
break;
case SDLContext::EventType::WINDOW_MOVE:
event_mgr.queue_event<WindowMoveEvent>(
{.delta_move = event.data.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 ivec2& mouse_pos) {
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
for (Button & button : buttons) {
if(!button.active) continue;
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 (this->is_mouse_inside_button(mouse_pos, button,
transform)) {
button.hover = true;
if(!button.on_mouse_enter) continue;
if (!was_hovering) {
button.on_mouse_enter();
}
} else {
button.hover = false;
// Trigger the on_exit callback if the hover state just changed to false
if(!button.on_mouse_exit) continue;
if (was_hovering) {
button.on_mouse_exit();
}
}
}
}
void InputSystem::handle_click(const MouseButton & mouse_button, const ivec2& mouse_pos) {
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
for (Button & button : buttons) {
if(!button.active) continue;
if (!button.on_click) continue;
RefVector<Transform> transform_vec
= mgr.get_components_by_id<Transform>(button.game_object_id);
Transform & transform = transform_vec.front().get();
if (this->is_mouse_inside_button(mouse_pos, button,
transform)) {
button.on_click();
}
}
}
bool InputSystem::is_mouse_inside_button(const ivec2& mouse_pos,
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_pos.x >= actual_x - half_width && mouse_pos.x <= actual_x + half_width
&& mouse_pos.y >= actual_y - half_height && mouse_pos.y <= actual_y + half_height;
}
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