Misc - Changed to MouseInput struct in EventHandler update.
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@ -142,8 +142,19 @@ namespace DanBias
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HRESULT DanBiasGame::Update(float deltaTime)
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{
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//Get mouse pos and window size (Temporary)
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POINT p;
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RECT r;
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GetCursorPos(&p);
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ScreenToClient(WindowShell::GetHWND(), &p);
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GetClientRect(WindowShell::GetHWND(), &r);
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//Update menu buttons
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EventHandler::Instance().Update(m_data->inputObj);
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MouseInput mouseInput;
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mouseInput.x = (float)p.x / (float)r.right;
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mouseInput.y = (float)p.y / (float)r.bottom;
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mouseInput.mouseButtonPressed = m_data->inputObj->IsMousePressed();
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EventHandler::Instance().Update(mouseInput);
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m_data->inputObj->Update();
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@ -37,15 +37,10 @@ namespace DanBias
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{}
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//Circle vs point collision
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bool Collision(InputClass* inputObject)
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bool Collision(Oyster::Event::MouseInput& input)
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{
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POINT p;
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RECT r;
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GetCursorPos(&p);
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ScreenToClient(WindowShell::GetHWND(), &p);
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GetClientRect(WindowShell::GetHWND(), &r);
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//Should come from the InputClass
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float xMouse = (float)p.x / (float)r.right, yMouse = (float)p.y / (float)r.bottom;
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float xMouse = input.x, yMouse = input.y;
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double normx = (xMouse - xPos) / width;
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double normy = (yMouse - yPos) / height;
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@ -37,16 +37,10 @@ namespace DanBias
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{}
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//Circle vs point collision
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bool Collision(InputClass* inputObject)
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bool Collision(Oyster::Event::MouseInput& input)
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{
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POINT p;
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RECT r;
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GetCursorPos(&p);
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ScreenToClient(WindowShell::GetHWND(), &p);
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GetClientRect(WindowShell::GetHWND(), &r);
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//Should come from the InputClass
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float xMouse = (float)p.x / (float)r.right, yMouse = (float)p.y / (float)r.bottom;
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float xMouse = input.x, yMouse = input.y;
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float widthTemp = xPos - width * 0.5f;
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float widthTemp2 = xPos + width * 0.5f;
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@ -46,7 +46,7 @@ namespace Oyster
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private:
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//Implement this in the inherited classes for collision against that shape.
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virtual bool Collision(InputClass *input) = 0;
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virtual bool Collision(MouseInput& input) = 0;
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public:
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EventButton();
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@ -56,7 +56,7 @@ namespace Oyster
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EventButton(EventFunc func, Owner owner, void* userData);
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virtual ~EventButton();
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void Update(InputClass *input);
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void Update(MouseInput& input);
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//Send event to callback function
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void SendEvent(ButtonState state);
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@ -135,16 +135,18 @@ namespace Oyster
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//Checks for collision and
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template <typename Owner>
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void EventButton<Owner>::Update(InputClass *input)
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void EventButton<Owner>::Update(MouseInput& input)
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{
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if(this->privData.enabled)
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{
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ButtonState currentState = ButtonState_None;
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static bool outside = false;
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static bool clicked = false;
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//Check for collision against the button.
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if(Collision(input))
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{
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if(input->IsMousePressed())
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if(input.mouseButtonPressed)
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{
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//Change state when the mouse button is pressed
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switch(this->privData.previousState)
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@ -32,13 +32,13 @@ EventButtonCollection::~EventButtonCollection()
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}
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}
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void EventButtonCollection::Update(InputClass* inputObject)
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void EventButtonCollection::Update(MouseInput& input)
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{
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if(this->collectionState == EventCollectionState_Enabled)
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{
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for(int i = 0; i < (int)buttons.size(); i++)
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{
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buttons[i]->Update(inputObject);
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buttons[i]->Update(input);
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}
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}
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}
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@ -36,7 +36,7 @@ namespace Oyster
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EventButtonCollection(EventCollectionState state = EventCollectionState_Enabled);
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~EventButtonCollection();
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void Update(InputClass* inputObject);
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void Update(MouseInput& input);
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void Render();
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/*Add a button to the collection when a button is added to the collection you are not allowed to delete it.
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@ -27,11 +27,11 @@ void EventHandler::Clean()
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collections.clear();
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}
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void EventHandler::Update(InputClass* inputObject)
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void EventHandler::Update(MouseInput& input)
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{
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for(int i = 0; i < (int)collections.size(); i++)
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{
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collections.at(i)->Update(inputObject);
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collections.at(i)->Update(input);
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}
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}
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@ -26,7 +26,7 @@ namespace Oyster
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void Clean();
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void Update(InputClass* inputObject);
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void Update(MouseInput& input);
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void Render();
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/*Add a collection to the EventHandler will only add collections not already present in the list.
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@ -20,13 +20,22 @@ namespace Oyster
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ButtonState_Released,
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};
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//Takes normalized device coordinates
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struct MouseInput
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{
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//Normalized device coordinates
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float x, y;
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bool mouseButtonPressed;
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};
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class IEventButton
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{
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public:
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virtual ~IEventButton(){}
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virtual void Render() = 0;
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virtual void Update(InputClass *input) = 0;
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virtual void Update(MouseInput& input) = 0;
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virtual void SendEvent(ButtonState state) = 0;
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