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EventSystem.cpp
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EventSystem.cpp
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//
// Created by Ido Mozes on 08/07/2019.
//
#include
"EventSystem.h"
void
EventSystem::update
(
Entities
*
layers
,
GameData
&
gameData
)
{
SDL_PumpEvents
();
SDL_Event
event
;
while
(
SDL_PollEvent
(
&
event
))
{
switch
(
event
.
type
)
{
case
SDL_QUIT
:
{
gameData
.
isRunning
=
false
;
break
;
}
case
SDL_MOUSEBUTTONDOWN
:
{
Entities
newEntities
;
// Entities entitiesToRemove;
int
mouseX
,
mouseY
,
originalMouseX
;
SDL_GetMouseState
(
&
mouseX
,
&
mouseY
);
mouseX
=
originalMouseX
=
int
(
mouseX
/
gameData
.
mapScale
);
mouseY
=
int
(
mouseY
/
gameData
.
mapScale
);
for
(
int
i
=
N_LAYERS
-
1
;
i
>=
0
;
--
i
)
{
for
(
auto
&
entity
:
layers
[
i
])
{
if
(
auto
components
=
entity
->
getComponents
<
Action
,
Visibility
>
())
{
auto
[
action
,
visibility
]
=
components
.
value
();
if
(
action
.
disabled
or
(
action
.
actionType
!=
DROP
and
gameData
.
isDragging
))
continue
;
int
entityX
,
entityY
,
w
,
h
;
entityX
=
visibility
.
getDstRect
()
->
x
;
entityY
=
visibility
.
getDstRect
()
->
y
;
w
=
visibility
.
getDstRect
()
->
w
;
h
=
visibility
.
getDstRect
()
->
h
;
if
(
auto
positionP
=
entity
->
getComponent
<
Position
>
())
{
auto
&
position
=
*
positionP
;
entityX
=
int
(
position
.
getX
()
-
w
/
2.0
);
entityY
=
int
(
position
.
getY
()
-
h
/
2.0
);
mouseX
=
originalMouseX
-
SIDEBAR_WIDTH
;
}
else
mouseX
=
originalMouseX
;
if
(
entityX
<=
mouseX
and
mouseX
<=
entityX
+
w
and
entityY
<=
mouseY
and
mouseY
<=
entityY
+
h
)
{
switch
(
action
.
actionType
)
{
case
DRAG
:
{
auto
&
kind
=
*
entity
->
getComponent
<
Kind
>
();
auto
draggable
=
new
Entity
();
SDL_Surface
*
surface
=
gameData
.
assets
[
kind
.
kind
];
draggable
->
addComponent
<
Visibility
>
(
gameData
.
renderer
,
surface
,
SDL_Rect
{
originalMouseX
-
int
(
surface
->
w
/
2.0
),
mouseY
-
int
(
surface
->
h
/
2.0
),
surface
->
w
,
surface
->
h
},
100
);
draggable
->
addComponent
<
Draggable
>
();
draggable
->
addComponent
<
Action
>
(
DROP
);
draggable
->
addComponent
<
Kind
>
(
kind
);
newEntities
.
emplace_back
(
draggable
);
gameData
.
isDragging
=
true
;
goto
entityClicked
;
}
case
CLICK
:
{
goto
entityClicked
;
}
case
DROP
:
{
auto
&
draggable
=
*
entity
->
getComponent
<
Draggable
>
();
if
(
draggable
.
isPlaceable
)
{
entity
->
removeComponent
<
Draggable
>
();
entity
->
getComponent
<
Action
>
()
->
actionType
=
CLICK
;
gameData
.
isDragging
=
false
;
}
goto
entityClicked
;
}
}
}
}
}
}
entityClicked
:
layers
[
3
]
+=
newEntities
;
break
;
}
default
:
break
;
}
}
}
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EventSystem.cpp (4 KB)
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