diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-17 14:25:47 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-17 14:25:47 +0100 |
commit | bec22107c6754f5f3440d79503ddbc828d7e0cba (patch) | |
tree | 074567b1b2071117b369ff9ec208655655e334b4 /src/example/button.cpp | |
parent | 4d4d791a329c0ca4f0496fd8cb1656a1dab66e47 (diff) | |
parent | c96ef5f62a1369d66e8eba9bf8ed192e3cf8e716 (diff) |
merge master
Diffstat (limited to 'src/example/button.cpp')
-rw-r--r-- | src/example/button.cpp | 39 |
1 files changed, 13 insertions, 26 deletions
diff --git a/src/example/button.cpp b/src/example/button.cpp index 00bdc28..4220588 100644 --- a/src/example/button.cpp +++ b/src/example/button.cpp @@ -1,52 +1,39 @@ #include <SDL2/SDL_timer.h> #include <chrono> #include <crepe/Component.h> -#include <crepe/ComponentManager.h> #include <crepe/api/Animator.h> #include <crepe/api/Button.h> #include <crepe/api/Camera.h> #include <crepe/api/Color.h> -#include <crepe/api/EventManager.h> #include <crepe/api/GameObject.h> #include <crepe/api/Sprite.h> #include <crepe/api/Texture.h> #include <crepe/api/Transform.h> +#include <crepe/facade/SDLContext.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/EventManager.h> #include <crepe/system/AnimatorSystem.h> #include <crepe/system/InputSystem.h> #include <crepe/system/RenderSystem.h> #include <crepe/types.h> -#include <iostream> using namespace crepe; using namespace std; int main(int argc, char * argv[]) { - ComponentManager mgr; - RenderSystem sys{mgr}; - EventManager & event_mgr = EventManager::get_instance(); - InputSystem input_sys{mgr}; - AnimatorSystem asys{mgr}; - GameObject camera_obj = mgr.new_object("", "", vec2{1000, 1000}, 0, 1); - camera_obj.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); - - GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); - auto s2 = Texture("asset/texture/test_ap43.png"); - bool button_clicked = false; - auto & sprite2 = button_obj.add_component<Sprite>( - s2, Color::GREEN, Sprite::FlipSettings{false, false}, 2, 1, 100); - std::function<void()> on_click = [&]() { std::cout << "button clicked" << std::endl; }; - std::function<void()> on_enter = [&]() { std::cout << "enter" << std::endl; }; - std::function<void()> on_exit = [&]() { std::cout << "exit" << std::endl; }; - auto & button - = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false); - button.on_mouse_enter = on_enter; - button.on_mouse_exit = on_exit; - button.is_toggle = true; - button.active = true; + Mediator mediator; + ComponentManager mgr{mediator}; + RenderSystem sys{mediator}; + EventManager event_mgr{mediator}; + InputSystem input_sys{mediator}; + SDLContext sdl_context{mediator}; + GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + auto & camera = obj.add_component<Camera>( + ivec2{500, 500}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); auto start = std::chrono::steady_clock::now(); while (true) { + const keyboard_state_t & keyboard_state = sdl_context.get_keyboard_state(); input_sys.update(); sys.update(); - asys.update(); event_mgr.dispatch_events(); SDL_Delay(30); } |