blob: 3940c60ff9175ef8f7d3ab91266c9c0665bd4615 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
|
#include <SDL2/SDL.h>
#include <iostream>
#include <memory>
#include "loopManager.h"
#include "event.h"
class PlayerDamagedEvent : public Event {
public:
PlayerDamagedEvent(int damage, int playerID)
: Event("PlayerDamaged"), damage(damage), playerID(playerID) {}
REGISTER_EVENT_TYPE(PlayerDamagedEvent);
int getDamage() const { return damage; }
int getPlayerID() const { return playerID; }
private:
int damage;
int playerID;
};
void onPlayerDamaged(const PlayerDamagedEvent& e) {
std::cout << "Player " << e.getPlayerID() << " took " << e.getDamage() << " damage." << std::endl;
}
void onKeyPressed(const KeyPressedEvent& e)
{
const int keyCode = e.getKeyCode();
fprintf(stderr,"KeyCode %d\n",keyCode);
}
int main(int argc, char* args[]) {
LoopManager gameLoop;
// Create an event handler for KeyPressedEvent
// EventHandler<KeyPressedEvent> callback = [](const KeyPressedEvent& e) {
// onKeyPressed(e);
// };
// custom event class poc
EventHandler<PlayerDamagedEvent> playerDamagedHandler = onPlayerDamaged;
subscribe<PlayerDamagedEvent>(playerDamagedHandler);
triggerEvent(PlayerDamagedEvent(50, 1));
//EventHandler<KeyPressedEvent> callback = onKeyPressed;
//subscribe<KeyPressedEvent>(callback,false);
std::unique_ptr<Event> anotherKeyPressEvent = std::make_unique<KeyPressedEvent>(65);
queueEvent(std::move(anotherKeyPressEvent));
triggerEvent(KeyPressedEvent(42));
EventManager::getInstance().dispatchEvents();
gameLoop.setup();
gameLoop.loop();
return 0;
}
|