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#include <iostream>
#include <crepe/ComponentManager.h>
#include <crepe/system/ScriptSystem.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Config.h>
#include <crepe/api/Event.h>
#include <crepe/api/EventManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/IKeyListener.h>
#include <crepe/api/IMouseListener.h>
#include <crepe/api/KeyCodes.h>
#include <crepe/api/Script.h>
#include <crepe/api/Transform.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<Transform>();
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: " << static_cast<int>(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: " << static_cast<int>(event.key)
<< std::endl;
return true;
}
};
int main() {
{
// two events to trigger
KeyPressEvent key_press;
key_press.key = Keycode::A;
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<KeyPressEvent>(key_press);
EventManager::get_instance().queue_event<MouseClickEvent>(click_event);
TestKeyListener test_listener;
//auto obj = GameObject(0, "name", "tag", Vector2{1.2, 3.4}, 0, 1);
//obj.add_component<BehaviorScript>().set_script<MyScript>();
//ScriptSystem sys;
//sys.update();
// Trigger the events while `testListener` is in scope
//EventManager::get_instance().trigger_event<KeyPressEvent>(key_press, 1);
// EventManager::get_instance().trigger_event(
// MouseClickEvent{
// .mouse_x = 100,
// .mouse_y = 100,
// .button = MouseButton::LEFT_MOUSE,
// },
// 1);
//EventManager::get_instance().trigger_event<MouseClickEvent>(click_event, 0);
}
// custom lambda event handler
EventHandler<KeyPressEvent> event_handler = [](const KeyPressEvent & e) {
std::cout << "key lambda test" << std::endl;
return true;
};
EventHandler<MouseClickEvent> event_handler2 = [](const MouseClickEvent & e) {
std::cout << "mouse lambda test" << std::endl;
return false;
};
EventManager::get_instance().subscribe<KeyPressEvent>(event_handler, CHANNEL_ALL);
EventManager::get_instance().subscribe<KeyPressEvent>(event_handler, CHANNEL_ALL);
EventManager::get_instance().subscribe<MouseClickEvent>(event_handler2, CHANNEL_ALL);
EventManager::get_instance().trigger_event<KeyPressEvent>(KeyPressEvent{
.repeat = false,
.key = Keycode::A
});
//EventManager::get_instance().unsubscribe<KeyPressEvent>(event_handler, 0);
// testing trigger with testListener not in scope (unsubscribed)
// EventManager::get_instance().trigger_event<KeyPressEvent>(key_press, 0);
// EventManager::get_instance().trigger_event<MouseClickEvent>(click_event, 0);
// dispatching queued events
//EventManager::get_instance().dispatch_events();
EventManager::get_instance().unsubscribe<KeyPressEvent>(event_handler);
return EXIT_SUCCESS;
}
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