#include #include #include #include #include #include #include #include #include #include "crepe/api/Event.h" #include "crepe/api/EventManager.h" #include "crepe/api/IKeyListener.h" #include "crepe/api/IMouseListener.h" using namespace crepe; using namespace std; class MyScript : public Script, public IKeyListener,public IMouseListener{ void update() { // Retrieve component from the same GameObject this script is on Transform & test = get_component(); dbg_logf("Transform(%.2f, %.2f)", test.position.x, test.position.y); } bool on_key_pressed(const KeyPressEvent & event) override{ std::cout << "KeyPressed function" << std::endl; return false; } bool on_key_released(const KeyReleaseEvent & event) override{ std::cout << "KeyRelease function" << std::endl; return false; } bool on_mouse_clicked(const MouseClickEvent & event) override{ std::cout << "MouseClick function" << std::endl; return false; } bool on_mouse_pressed(const MousePressEvent & event) override { std::cout << "MousePress function" << std::endl; return false; } bool on_mouse_released(const MouseReleaseEvent & event) override { std::cout << "MouseRelease function" << std::endl; return false; } bool on_mouse_moved(const MouseMoveEvent & event) override { std::cout << "MouseMove function" << std::endl; return false; } }; class TestKeyListener : public IKeyListener { public: bool on_key_pressed(const KeyPressEvent &event) override { std::cout << "TestKeyListener: Key Pressed - Code: " << event.key << std::endl; return true; // Return true if the listener should remain active } bool on_key_released(const KeyReleaseEvent &event) override { std::cout << "TestKeyListener: Key Released - Code: " << event.key << std::endl; return true; } }; int main() { // two events to trigger KeyPressEvent key_press; key_press.key = 1; key_press.repeat = 0; MouseClickEvent click_event; click_event.button = MouseButton::LEFT_MOUSE; click_event.mouse_x = 100; click_event.mouse_y = 200; // queue events to test queue EventManager::get_instance().queue_event(std::move(key_press), 0); EventManager::get_instance().queue_event(std::move(click_event), 0); { // Instantiate TestKeyListener, which subscribes to key events TestKeyListener testListener; // Create game object with Transform and BehaviorScript components auto obj = GameObject(0, "name", "tag", Vector2{1.2, 3.4}, 0, 1); obj.add_component().set_script(); // Get ScriptSystem singleton instance (this would normally be done from the game loop) ScriptSystem sys; sys.update(); // Trigger the events while `testListener` is in scope EventManager::get_instance().trigger_event(key_press, 0); EventManager::get_instance().trigger_event(click_event, 0); } // custom lambda event handler EventHandler event_handler = [](const KeyPressEvent& e) { std::cout << "lambda test" << std::endl; return false; }; EventManager::get_instance().subscribe(std::move(event_handler),0); // EventManager::get_instance().trigger_event(key_press, 0); EventManager::get_instance().trigger_event(click_event, 0); EventManager::get_instance().dispatch_events(); EventManager::get_instance().unsubscribe(event_handler,0); return EXIT_SUCCESS; }