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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-17 15:20:29 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-17 15:20:29 +0100
commitba99bcbac33d05bc2067c9211c0fe453b2930a8d (patch)
treea032c8268fece08866d7f398bf781fd356560579 /src/example/button.cpp
parent45a1ab16f29e85de7c2df8832f51967c10c43e92 (diff)
parent9232a98b72eee7af4f7f2153c1b2ccedbfa4cc65 (diff)
merge master
Diffstat (limited to 'src/example/button.cpp')
-rw-r--r--src/example/button.cpp39
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);
}