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-rw-r--r--src/example/button.cpp15
1 files changed, 0 insertions, 15 deletions
diff --git a/src/example/button.cpp b/src/example/button.cpp
index 6c8b1bc..4220588 100644
--- a/src/example/button.cpp
+++ b/src/example/button.cpp
@@ -29,21 +29,6 @@ int main(int argc, char * argv[]) {
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});
-
- // 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;
auto start = std::chrono::steady_clock::now();
while (true) {
const keyboard_state_t & keyboard_state = sdl_context.get_keyboard_state();