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#pragma once
#include "../api/Config.h"
#include "../facade/EventData.h"
#include "../api/Event.h"
#include "../api/Metadata.h"
#include "../types.h"
#include "../util/OptionalRef.h"
#include "System.h"
namespace crepe {
class Camera;
class Button;
class Transform;
//! Event triggered when a button is clicked
class ButtonPressEvent : public Event {
public:
//! Metadata of the button.
const Metadata & metadata;
/**
* \param metadata Metadata of the button pressed
*/
ButtonPressEvent(const Metadata & metadata) : metadata(metadata) {};
};
//! Event triggered when the mouse enters a button
class ButtonEnterEvent : public Event {
public:
//! Metadata of the button.
const Metadata & metadata;
/**
* \param metadata Metadata of the button pressed
*/
ButtonEnterEvent(const Metadata & metadata) : metadata(metadata) {};
};
//! Event triggered when the mouse leaves a button
class ButtonExitEvent : public Event {
public:
//! Metadata of the button.
const Metadata & metadata;
/**
* \param metadata Metadata of the button pressed
*/
ButtonExitEvent(const Metadata & metadata) : metadata(metadata) {};
};
/**
* \brief Handles the processing of input events created by SDLContext
*
* This system processes events such as mouse clicks, mouse movement, and keyboard
* actions. It is responsible for detecting interactions with UI buttons and
* passing the corresponding events to the registered listeners.
*/
class InputSystem : public System {
public:
using System::System;
/**
* \brief Updates the system, processing all input events.
* This method processes all events and triggers corresponding actions.
*/
void fixed_update() override;
private:
//! Stores the last position of the mouse when the button was pressed.
vec2 last_mouse_down_position;
// TODO: specify world/hud space and make regular `vec2`
//! Stores the last mouse button pressed.
MouseButton last_mouse_button = MouseButton::NONE;
/**
* \brief Handles mouse-related events.
* \param event The event data for the mouse event.
* \param camera_origin The origin position of the camera in world space.
* \param current_cam The currently active camera.
*
* This method processes mouse events, adjusts the mouse position to world coordinates,
* and triggers the appropriate mouse-specific event handling logic.
*/
void handle_mouse_event(
const EventData & event, const vec2 & camera_origin, const Camera & current_cam
);
/**
* \brief Handles non-mouse-related events.
* \param event The event data for the non-mouse event.
*
* This method processes events that do not involve the mouse, such as keyboard events,
* window events, and shutdown events, and triggers the corresponding event actions.
*/
void handle_non_mouse_event(const EventData & event);
/**
* \brief Handles the mouse click event.
* \param mouse_button The mouse button involved in the click.
* \param world_mouse_x The X coordinate of the mouse in world space.
* \param world_mouse_y The Y coordinate of the mouse in world space.
* \param current_cam The current active camera.
*
* This method processes the mouse click event and triggers the corresponding button action.
*/
void handle_click(
const MouseButton & mouse_button, const vec2 & mouse_pos, const Camera & current_cam
);
/**
* \brief Handles the mouse movement event.
* \param event_data The event data containing information about the mouse movement.
* \param world_mouse_x The X coordinate of the mouse in world space.
* \param world_mouse_y The Y coordinate of the mouse in world space.
* \param current_cam The current active camera.
*
* This method processes the mouse movement event and updates the button hover state.
*/
void handle_move(
const EventData & event_data, const vec2 & mouse_pos, const Camera & current_cam
);
/**
* \brief Checks if the mouse position is inside the bounds of the button.
* \param world_mouse_x The X coordinate of the mouse in world space.
* \param world_mouse_y The Y coordinate of the mouse in world space.
* \param button The button to check.
* \param transform The transform component of the button.
* \param cam_transform the transform of the current active camera
* \return True if the mouse is inside the button, false otherwise.
*/
bool is_mouse_inside_button(
const vec2 & mouse_pos, const Button & button, const Transform & transform,
const Transform & cam_transform
);
/**
* \brief Handles the button press event, calling the on_click callback if necessary.
* \param button The button being pressed.
*
* This method triggers the on_click action for the button when it is pressed.
*/
void handle_button_press(Button & button);
};
} // namespace crepe
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