# core/input_handler.py """Handles all input events and camera controls.""" import pygame from config.constants import * class InputHandler: def __init__(self, camera, world): self.camera = camera self.world = world # Selection state self.selecting = False self.select_start = None self.select_end = None self.selected_objects = [] # UI state flags self.show_grid = True self.show_interaction_radius = False self.show_legend = False self.is_paused = False # Speed control self.tps = DEFAULT_TPS self.default_tps = DEFAULT_TPS self.sprint_mode = False def handle_events(self, events, ui_manager): """Process all pygame events and return game state.""" running = True for event in events: ui_manager.process_events(event) if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: running = self._handle_keydown(event, running) elif event.type == pygame.KEYUP: self._handle_keyup(event) elif event.type == pygame.MOUSEWHEEL: self.camera.handle_zoom(event.y) elif event.type == pygame.MOUSEBUTTONDOWN: self._handle_mouse_down(event) elif event.type == pygame.MOUSEBUTTONUP: self._handle_mouse_up(event) elif event.type == pygame.MOUSEMOTION: self._handle_mouse_motion(event) return running def _handle_keydown(self, event, running): """Handle keydown events.""" if event.key == pygame.K_ESCAPE: if len(self.selected_objects) == 0: running = False else: self.selecting = False self.selected_objects = [] elif event.key == pygame.K_g: self.show_grid = not self.show_grid elif event.key == pygame.K_UP: if self.camera.speed < MAX_CAMERA_SPEED: self.camera.speed += CAMERA_SPEED_INCREMENT elif event.key == pygame.K_DOWN: if self.camera.speed > MIN_CAMERA_SPEED: self.camera.speed -= CAMERA_SPEED_INCREMENT elif event.key == pygame.K_i: self.show_interaction_radius = not self.show_interaction_radius elif event.key == pygame.K_l: self.show_legend = not self.show_legend elif event.key == pygame.K_SPACE: self.is_paused = not self.is_paused elif event.key == pygame.K_LSHIFT: self.tps = self.default_tps * TURBO_MULTIPLIER elif event.key == pygame.K_r: self.camera.reset_position() elif event.key == pygame.K_RSHIFT: self.sprint_mode = not self.sprint_mode # Enter sprint mode return running def _handle_keyup(self, event): """Handle keyup events.""" if event.key == pygame.K_LSHIFT: self.tps = self.default_tps # if event.key == pygame.K_RSHIFT: # self.sprint_mode = False # Exit sprint mode def _handle_mouse_down(self, event): """Handle mouse button down events.""" if event.button == 2: # Middle mouse button self.camera.start_panning(event.pos) elif event.button == 1: # Left mouse button self.selecting = True self.select_start = event.pos self.select_end = event.pos def _handle_mouse_up(self, event): """Handle mouse button up events.""" if event.button == 2: self.camera.stop_panning() elif event.button == 1 and self.selecting: self._handle_selection() def _handle_mouse_motion(self, event): """Handle mouse motion events.""" self.camera.pan(event.pos) if self.selecting: self.select_end = event.pos def _handle_selection(self): """Process object selection logic.""" self.selecting = False # Convert screen to world coordinates x1, y1 = self.camera.get_real_coordinates(*self.select_start) x2, y2 = self.camera.get_real_coordinates(*self.select_end) # Check if selection is a click or drag if (abs(self.select_start[0] - self.select_end[0]) < SELECTION_THRESHOLD and abs(self.select_start[1] - self.select_end[1]) < SELECTION_THRESHOLD): self._handle_click_selection() else: self._handle_drag_selection(x1, y1, x2, y2) def _handle_click_selection(self): """Handle single click selection.""" mouse_world_x, mouse_world_y = self.camera.get_real_coordinates(*self.select_start) obj = self.world.query_closest_object(mouse_world_x, mouse_world_y) self.selected_objects = [] if obj: obj_x, obj_y = obj.position.get_position() dx = obj_x - mouse_world_x dy = obj_y - mouse_world_y dist = (dx ** 2 + dy ** 2) ** 0.5 if dist <= obj.max_visual_width / 2: self.selected_objects = [obj] print(f"Clicked: selected {len(self.selected_objects)} object(s)") def _handle_drag_selection(self, x1, y1, x2, y2): """Handle drag selection.""" min_x, max_x = min(x1, x2), max(x1, x2) min_y, max_y = min(y1, y2), max(y1, y2) self.selected_objects = self.world.query_objects_in_range(min_x, min_y, max_x, max_y) print(f"Selected {len(self.selected_objects)} objects in range: {min_x}, {min_y} to {max_x}, {max_y}") def update_camera(self, keys, deltatime): """Update camera based on currently pressed keys.""" self.camera.update(keys, deltatime) def update_selected_objects(self): """Ensure selected objects are still valid.""" self.selected_objects = [ obj for obj in self.selected_objects if obj in self.world.get_objects() ] def get_selection_rect(self): """Get current selection rectangle for rendering.""" if self.selecting and self.select_start and self.select_end: left = min(self.select_start[0], self.select_end[0]) top = min(self.select_start[1], self.select_end[1]) width = abs(self.select_end[0] - self.select_start[0]) height = abs(self.select_end[1] - self.select_start[1]) return (left, top, width, height) return None