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+//
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+// Copyright (c) 2014-2017, THUNDERBEAST GAMES LLC All rights reserved
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+// Copyright (c) 2008-2016 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include <Atomic/Core/CoreEvents.h>
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+#include <Atomic/Core/ProcessUtils.h>
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+#include <Atomic/Input/Input.h>
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+#include <Atomic/Graphics/Graphics.h>
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+#include <Atomic/Graphics/Camera.h>
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+#include <Atomic/Graphics/Graphics.h>
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+#include <Atomic/Graphics/Material.h>
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+#include <Atomic/Graphics/Model.h>
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+#include <Atomic/Graphics/Octree.h>
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+#include <Atomic/Graphics/Renderer.h>
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+#include <Atomic/Graphics/StaticModel.h>
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+#include <Atomic/Graphics/Texture2D.h>
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+#include <Atomic/Graphics/Technique.h>
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+#include <Atomic/UI/UI.h>
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+#include <Atomic/UI/UIEvents.h>
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+#include <Atomic/UI/UIFontDescription.h>
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+#include <Atomic/UI/UIView.h>
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+#include <Atomic/UI/UILayout.h>
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+#include <Atomic/UI/UICheckBox.h>
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+#include <Atomic/UI/UITextField.h>
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+#include <Atomic/UI/UIButton.h>
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+#include <Atomic/UI/UIEditField.h>
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+#include <Atomic/UI/UIWindow.h>
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+#include <Atomic/Resource/ResourceCache.h>
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+#include <Atomic/Scene/Scene.h>
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+
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+#include "FeatureExamples.h"
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+#include "HelloGui3D.h"
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+
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+#include <Atomic/DebugNew.h>
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+
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+HelloGui3D::HelloGui3D(Context* context) :
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+ Sample(context)
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+{
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+}
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+
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+void HelloGui3D::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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+
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+ SimpleCreateInstructions();
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+
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+ // Create "Hello GUI"
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+ CreateUI();
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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ SetupViewport();
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+
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+ // Finally subscribe to the update event. Note that by subscribing events at this point we have already missed some events
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+ // like the ScreenMode event sent by the Graphics subsystem when opening the application window. To catch those as well we
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+ // could subscribe in the constructor instead.
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+ SubscribeToEvents();
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+
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+ // Set the mouse mode to use in the sample
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+ Sample::InitMouseMode(MM_FREE);
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+}
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+
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+void HelloGui3D::SetupViewport()
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+{
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+ Renderer* renderer = GetSubsystem<Renderer>();
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+
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
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+ // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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+ // use, but now we just use full screen and default render path configured in the engine command line options
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+ SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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+ renderer->SetViewport(0, viewport);
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+}
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+
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+
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+void HelloGui3D::MoveCamera(float timeStep)
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+{
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+ Input* input = GetSubsystem<Input>();
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 20.0f;
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+ // Mouse sensitivity as degrees per pixel
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+ const float MOUSE_SENSITIVITY = 0.1f;
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+
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+ // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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+ IntVector2 mouseMove = input->GetMouseMove();
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+ yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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+ pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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+ pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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+
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+ // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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+ cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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+
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+ // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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+ // Use the Translate() function (default local space) to move relative to the node's orientation.
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+ if (input->GetKeyDown(KEY_W))
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+ cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown(KEY_S))
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+ cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown(KEY_A))
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+ cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown(KEY_D))
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+ cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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+}
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+
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+
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+void HelloGui3D::CreateScene()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ scene_ = new Scene(context_);
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+
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+ // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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+ // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
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+ // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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+ // optimizing manner
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+ scene_->CreateComponent<Octree>();
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+
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+ SharedPtr<Material> material(new Material(context_));
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+ material->SetTechnique(0, cache->GetResource<Technique>("Techniques/Diff.xml"));
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+ material->SetTexture(Atomic::TU_DIFFUSE, view3D_->GetRenderTexture());
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+
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+ // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
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+ // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
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+ // (100 x 100 world units)
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+ Node* planeNode = scene_->CreateChild("Plane");
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+ planeNode->SetScale(Vector3(5.0f, 1.0f, 5.0f));
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+ StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
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+ planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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+ planeObject->SetMaterial(material);
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+
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+ // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
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+ // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
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+ // The light will use default settings (white light, no shadows)
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+ Node* lightNode = scene_->CreateChild("DirectionalLight");
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+ lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
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+ Light* light = lightNode->CreateComponent<Light>();
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+ light->SetLightType(LIGHT_DIRECTIONAL);
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+
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+ // Create a scene node for the camera, which we will move around
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+ // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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+ cameraNode_ = scene_->CreateChild("Camera");
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+ cameraNode_->CreateComponent<Camera>();
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+
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+ // Set an initial position for the camera scene node above the plane
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+ cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
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+}
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+
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+
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+void HelloGui3D::CreateUI()
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+{
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+ int size = 192;
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+
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+ view3D_ = new UIView(context_, true);
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+ view3D_->SetRenderToTexture(true, size, size);
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+
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+ UILayout* layout = new UILayout(context_);
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+ layout->SetAxis(UI_AXIS_Y);
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+
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+ UICheckBox* checkBox = new UICheckBox(context_);
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+ checkBox->SetId("Checkbox");
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+
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+ layout->AddChild(checkBox);
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+
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+ UIButton* button = new UIButton(context_);
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+ button->SetText("Button");
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+ button->SetId("Button");
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+
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+ layout->AddChild(button);
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+
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+ UIEditField* edit = new UIEditField(context_);
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+ layout->AddChild(edit);
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+ edit->SetId("EditField");
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+
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+ window_ = new UIWindow(context_);
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+ window_->SetSettings( (UI_WINDOW_SETTINGS) (UI_WINDOW_SETTINGS_TITLEBAR | UI_WINDOW_SETTINGS_CLOSE_BUTTON));
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+
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+ window_->SetText("Hello Atomic GUI!");
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+
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+ window_->AddChild(layout);
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+
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+ window_->SetSize(size, size);
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+
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+ view3D_->AddChild(window_);
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+ window_->Center();
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+}
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+
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+void HelloGui3D::SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(HelloGui3D, HandleUpdate));
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+
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+ SubscribeToEvent(E_WIDGETEVENT, ATOMIC_HANDLER(HelloGui3D, HandleWidgetEvent));
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+ SubscribeToEvent(E_WIDGETDELETED, ATOMIC_HANDLER(HelloGui3D, HandleWidgetDeleted));
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+}
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+
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+void HelloGui3D::HandleWidgetEvent(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace WidgetEvent;
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+
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+ if (eventData[P_TYPE] == UI_EVENT_TYPE_CLICK)
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+ {
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+ UIWidget* widget = static_cast<UIWidget*>(eventData[P_TARGET].GetPtr());
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+ if (widget)
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+ {
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+ window_->SetText(ToString("Hello: %s", widget->GetId().CString()));
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+ }
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+
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+ }
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+}
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+
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+void HelloGui3D::HandleWidgetDeleted(StringHash eventType, VariantMap& eventData)
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+{
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+ BackToSelector();
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+}
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+
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+
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+void HelloGui3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace Update;
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+
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData[P_TIMESTEP].GetFloat();
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+
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+ // Move the camera, scale movement with time step
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+ MoveCamera(timeStep);
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+}
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