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path: root/mwe/events/src/main.cpp
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#include "event.h"
#include "loopManager.h"
#include <SDL2/SDL.h>
#include <iostream>
#include <memory>

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;
}