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#include <iostream>

#include <crepe/ComponentManager.h>
#include <crepe/system/ScriptSystem.h>
#include <crepe/util/log.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;
		this->deactivate_keys();
		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>(
		std::move(key_press), 0);
	EventManager::get_instance().queue_event<MouseClickEvent>(
		std::move(click_event), 0);
	{
		TestKeyListener test_listener;
		test_listener.set_channel(1);
		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>(MouseClickEvent{
		// 	.button = MouseButton::LEFT_MOUSE,
		// 	.mouse_y = 100,
		// 	.mouse_x = 100,
			
		// },1);
	}
	// custom lambda event handler
	EventHandler<KeyPressEvent> event_handler = [](const KeyPressEvent & e) {
		std::cout << "lambda test" << std::endl;
		return false;
	};
	EventManager::get_instance().subscribe<KeyPressEvent>(
		std::move(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, 0);
	return EXIT_SUCCESS;
}