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@@ -41,9 +41,11 @@
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#include <Atomic/UI/UIComponent.h>
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#include <Atomic/UI/UIComponent.h>
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#include <Atomic/UI/UILayout.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/UICheckBox.h>
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+#include <Atomic/UI/UIImageWidget.h>
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#include <Atomic/UI/UITextField.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/UIButton.h>
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#include <Atomic/UI/UIEditField.h>
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#include <Atomic/UI/UIEditField.h>
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+#include <Atomic/UI/UISeparator.h>
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#include <Atomic/UI/UIWindow.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/Resource/ResourceCache.h>
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#include <Atomic/Scene/Scene.h>
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#include <Atomic/Scene/Scene.h>
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@@ -94,37 +96,6 @@ void HelloGui3D::SetupViewport()
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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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void HelloGui3D::CreateScene()
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{
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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@@ -141,15 +112,17 @@ void HelloGui3D::CreateScene()
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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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// 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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// (100 x 100 world units)
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Node* planeNode = scene_->CreateChild("Plane");
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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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+ planeNode->SetScale(Vector3(5.0f, 5.0f, 5.0f));
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+ planeNode->SetRotation(Quaternion(90, Vector3::LEFT));
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+
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StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
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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->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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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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// 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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// 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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// The light will use default settings (white light, no shadows)
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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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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+ lightNode->SetDirection(Vector3::FORWARD); // The direction vector does not need to be normalized
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Light* light = lightNode->CreateComponent<Light>();
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Light* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetLightType(LIGHT_DIRECTIONAL);
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@@ -163,50 +136,80 @@ void HelloGui3D::CreateScene()
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cameraNode_->CreateComponent<Camera>();
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cameraNode_->CreateComponent<Camera>();
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// Set an initial position for the camera scene node above the plane
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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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+ cameraNode_->SetPosition(Vector3(-3.0f, 0.0f, -30.0f));
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}
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}
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UIView* HelloGui3D::CreateUI(bool renderToTexture)
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UIView* HelloGui3D::CreateUI(bool renderToTexture)
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{
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{
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+ int size = 220;
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+
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UIView* view = renderToTexture ? new UIView(context_) : FeatureExamples::GetUIView();
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UIView* view = renderToTexture ? new UIView(context_) : FeatureExamples::GetUIView();
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if (renderToTexture)
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if (renderToTexture)
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{
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{
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view3D_ = view;
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view3D_ = view;
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- view->SetRenderToTexture(true);
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+ view->SetRenderToTexture(true, size, size);
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}
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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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+ UILayout* mainLayout = new UILayout(context_);
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+ mainLayout->SetAxis(UI_AXIS_Y);
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+ mainLayout->SetSpacing(16);
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+
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+ UILayout* topLayout = new UILayout(context_);
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+ topLayout->SetAxis(UI_AXIS_X);
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+ topLayout->SetSpacing(8);
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+
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+ UIImageWidget* imageWidget = new UIImageWidget(context_);
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+ imageWidget->SetImage("Textures/atomic_logo.png");
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+ topLayout->AddChild(imageWidget);
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+
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+ UILayout* sideLayout = new UILayout(context_);
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+ sideLayout->SetAxis(UI_AXIS_Y);
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UICheckBox* checkBox = new UICheckBox(context_);
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UICheckBox* checkBox = new UICheckBox(context_);
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checkBox->SetId("Checkbox");
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checkBox->SetId("Checkbox");
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-
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- layout->AddChild(checkBox);
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+ sideLayout->AddChild(checkBox);
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UIButton* button = new UIButton(context_);
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UIButton* button = new UIButton(context_);
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button->SetText("Button");
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button->SetText("Button");
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button->SetId("Button");
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button->SetId("Button");
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+ sideLayout->AddChild(button);
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- layout->AddChild(button);
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+ topLayout->AddChild(sideLayout);
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+ mainLayout->AddChild(topLayout);
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+
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+ UISeparator* sep = new UISeparator(context_);
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+ mainLayout->AddChild(sep);
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UIEditField* edit = new UIEditField(context_);
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UIEditField* edit = new UIEditField(context_);
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- layout->AddChild(edit);
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+ edit->SetLayoutMinWidth(220);
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edit->SetId("EditField");
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edit->SetId("EditField");
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- edit->SetText("This is a test");
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+ edit->SetTextAlign(UI_TEXT_ALIGN_CENTER);
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+ edit->SetText(renderToTexture ? "I crave adventure!" : "I enjoy a simple life.");
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+ mainLayout->AddChild(edit);
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SharedPtr<UIWindow> window( new UIWindow(context_) );
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SharedPtr<UIWindow> 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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window->SetSettings( (UI_WINDOW_SETTINGS) (UI_WINDOW_SETTINGS_TITLEBAR | UI_WINDOW_SETTINGS_CLOSE_BUTTON));
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- window->SetText("Hello Atomic GUI!");
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+ window->SetText(renderToTexture ? "GUI 3D" : "GUI 2D");
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- window->AddChild(layout);
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+ window->AddChild(mainLayout);
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- window->SetSize(renderToTexture ? view->GetWidth() : 512, renderToTexture ? view->GetHeight() : 512);
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+ window->SetSize(renderToTexture ? view->GetWidth() : size, renderToTexture ? view->GetHeight() : size);
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view->AddChild(window);
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view->AddChild(window);
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- window->Center();
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+
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+ if (!renderToTexture)
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+ {
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+
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+ window->SetPosition(view->GetWidth()/4, view->GetHeight()/2 - (size/2));
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+ }
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+ else
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+ {
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+ window->Center();
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+
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+ }
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return view;
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return view;
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@@ -217,6 +220,10 @@ bool HelloGui3D::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawa
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hitDrawable = 0;
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hitDrawable = 0;
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Input* input = GetSubsystem<Input>();
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Input* input = GetSubsystem<Input>();
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+
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+ if (input->GetMouseButtonDown(MOUSEB_LEFT))
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+ return false;
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+
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IntVector2 pos = input->GetMousePosition();
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IntVector2 pos = input->GetMousePosition();
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// Check the cursor is visible and there is no UI element in front of the cursor
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// Check the cursor is visible and there is no UI element in front of the cursor
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if (!input->IsMouseVisible())
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if (!input->IsMouseVisible())
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@@ -272,6 +279,7 @@ void HelloGui3D::HandleWidgetDeleted(StringHash eventType, VariantMap& eventData
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BackToSelector();
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BackToSelector();
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}
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}
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+static float timestuff = 0.0f;
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void HelloGui3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
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void HelloGui3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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{
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@@ -292,6 +300,17 @@ void HelloGui3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
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view3D_->SetActive(false);
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view3D_->SetActive(false);
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}
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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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+ Node* node = uiComponent_->GetStaticModel()->GetNode();
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+
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+ node->Yaw(6.0f * timeStep * 3.0f);
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+ node->Roll(-6.0f * timeStep * 3.0f);
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+ node->Pitch(-6.0f * timeStep * 3.0f);
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+
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+ timestuff += timeStep;
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+
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+ Vector3 pos = node->GetPosition();
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+ pos.z_ = 4.0f * sin(timestuff * 5.0f);
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+
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+ node->SetPosition(pos);
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+
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}
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}
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