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#include <SDL2/SDL_timer.h>
#include <chrono>
#include <crepe/Component.h>
#include <crepe/ComponentManager.h>
#include <crepe/api/Animator.h>
#include <crepe/api/Button.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
#include <crepe/api/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/system/InputSystem.h>
#include <crepe/system/RenderSystem.h>
#include <crepe/types.h>
#include <iostream>
using namespace crepe;
using namespace std;
int main(int argc, char * argv[]) {
ComponentManager mgr;
RenderSystem sys{mgr};
EventManager & event_mgr = EventManager::get_instance();
InputSystem input_sys{mgr};
AnimatorSystem asys{mgr};
GameObject camera_obj = mgr.new_object("", "", vec2{1000, 1000}, 0, 1);
camera_obj.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 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) {
input_sys.update();
sys.update();
asys.update();
event_mgr.dispatch_events();
SDL_Delay(30);
}
return 0;
}
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