goonscape/game/input.go

111 lines
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package game
import (
"fmt"
"gitea.boner.be/bdnugget/goonscape/game/mock"
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"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
)
// InputHandler abstracts raylib input functions for testing
type InputHandler interface {
IsKeyPressed(key int32) bool
IsKeyDown(key int32) bool
IsMouseButtonPressed(button int32) bool
GetMousePosition() rl.Vector2
GetMouseRay(mousePos rl.Vector2, camera rl.Camera3D) rl.Ray
GetMouseWheelMove() float32
GetCharPressed() rune
}
// RaylibInput implements InputHandler using actual raylib functions
type RaylibInput struct{}
func (r *RaylibInput) IsKeyPressed(key int32) bool { return rl.IsKeyPressed(key) }
func (r *RaylibInput) IsKeyDown(key int32) bool { return rl.IsKeyDown(key) }
func (r *RaylibInput) IsMouseButtonPressed(button int32) bool {
return rl.IsMouseButtonPressed(rl.MouseButton(button))
}
func (r *RaylibInput) GetMousePosition() rl.Vector2 { return rl.GetMousePosition() }
func (r *RaylibInput) GetMouseRay(mousePos rl.Vector2, camera rl.Camera3D) rl.Ray {
return rl.GetMouseRay(mousePos, camera)
}
func (r *RaylibInput) GetMouseWheelMove() float32 { return rl.GetMouseWheelMove() }
func (r *RaylibInput) GetCharPressed() rune { return rl.GetCharPressed() }
// MockInput implements InputHandler using our mock functions
type MockInput struct{}
func (m *MockInput) IsKeyPressed(key int32) bool {
if mock.IsKeyPressed == nil {
return false
}
return mock.IsKeyPressed(key)
}
func (m *MockInput) IsKeyDown(key int32) bool {
if mock.IsKeyDown == nil {
return false
}
return mock.IsKeyDown(key)
}
func (m *MockInput) IsMouseButtonPressed(button int32) bool {
if mock.IsMouseButtonPressed == nil {
return false
}
return mock.IsMouseButtonPressed(button)
}
func (m *MockInput) GetMousePosition() rl.Vector2 {
if mock.GetMousePosition == nil {
return rl.Vector2{}
}
return mock.GetMousePosition()
}
func (m *MockInput) GetMouseRay(mousePos rl.Vector2, camera rl.Camera3D) rl.Ray {
if mock.GetMouseRay == nil {
return rl.Ray{}
}
return mock.GetMouseRay(mousePos, camera)
}
func (m *MockInput) GetMouseWheelMove() float32 {
if mock.GetMouseWheelMove == nil {
return 0
}
return mock.GetMouseWheelMove()
}
func (m *MockInput) GetCharPressed() rune {
if mock.GetCharPressed == nil {
return 0
}
return mock.GetCharPressed()
}
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func (g *Game) GetTileAtMouse() (types.Tile, bool) {
if !g.input.IsMouseButtonPressed(toInt32(rl.MouseLeftButton)) {
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return types.Tile{}, false
}
mouse := g.input.GetMousePosition()
ray := g.input.GetMouseRay(mouse, g.Camera)
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for x := 0; x < types.MapWidth; x++ {
for y := 0; y < types.MapHeight; y++ {
tile := GetTile(x, y)
tilePos := rl.NewVector3(float32(x*types.TileSize), tile.Height*types.TileHeight, float32(y*types.TileSize))
boxMin := rl.Vector3Subtract(tilePos, rl.NewVector3(types.TileSize/2, types.TileHeight/2, types.TileSize/2))
boxMax := rl.Vector3Add(tilePos, rl.NewVector3(types.TileSize/2, types.TileHeight/2, types.TileSize/2))
if RayIntersectsBox(ray, boxMin, boxMax) {
fmt.Printf("Clicked: %d, %d\n", tile.X, tile.Y)
return tile, true
}
}
}
return types.Tile{}, false
}