#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}); // 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(); input_sys.update(); sys.update(); event_mgr.dispatch_events(); SDL_Delay(30); } return 0; }