#include <SDL2/SDL_timer.h> #include <chrono> #include <crepe/Component.h> #include <crepe/api/Animator.h> #include <crepe/api/Button.h> #include <crepe/api/Camera.h> #include <crepe/api/Color.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> using namespace crepe; using namespace std; int main(int argc, char * argv[]) { 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(); event_mgr.dispatch_events(); SDL_Delay(30); } return 0; }