aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/system/InputSystem.cpp
blob: fee664c34b5d51e3547663a72750a866c0094636 (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
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
#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::update() {
	ComponentManager & mgr = this->mediator.component_manager;

	SDLContext & context = this->mediator.sdl_context;
	std::vector<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;
	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;

	RefVector<Button> buttons = mgr.get_components_by_type<Button>();

	for (Button & button : buttons) {
		if (!button.active) continue;

		Transform & transform
			= mgr.get_components_by_id<Transform>(button.game_object_id).front();
		Transform & cam_transform
			= mgr.get_components_by_id<Transform>(current_cam.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 (!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 vec2 & mouse_pos,
							   const Camera & current_cam) {
	ComponentManager & mgr = this->mediator.component_manager;

	RefVector<Button> buttons = mgr.get_components_by_type<Button>();
	Transform & cam_transform
		= mgr.get_components_by_id<Transform>(current_cam.game_object_id).front();
	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, cam_transform)) {
			button.on_click();
		}
	}
}

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;
}