aboutsummaryrefslogtreecommitdiff
path: root/src/example/button.cpp
blob: c4e9a47e72a1d0d9870983042ca669e153b97d33 (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
51
52
53
54
55
56
#include <SDL2/SDL_timer.h>
#include <chrono>
#include <crepe/Component.h>
#include <crepe/manager/ComponentManager.h>
#include <crepe/api/Animator.h>
#include <crepe/api/Button.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
#include <crepe/manager/EventManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
#include <crepe/system/AnimatorSystem.h>
#include <crepe/facade/SDLContext.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;
}