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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/Graphics/ParticleEffect.h>
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+#include <Atomic/Graphics/ParticleEmitter.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/UIComponent.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/UIImageWidget.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/UISeparator.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("Shift click on 3D UI to spawn fire");
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+
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+ // Create 2D "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::Cleanup()
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+{
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+ if (view3D_)
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+ {
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+ view3D_->Remove();
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+ }
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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::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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+ // Create a child scene node (at world origin) and a StaticModel component into it.
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+ Node* planeNode = scene_->CreateChild("Box");
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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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+ planeObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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+
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+ // Create a UIComponent and set it to render on the box model
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+ uiComponent_ = planeNode->CreateComponent<UIComponent>();
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+ uiComponent_->SetStaticModel(planeObject);
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+ // Create the same UIView as 2D, though for 3D, and set it as component's view
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+ uiComponent_->SetUIView(CreateUI(true));
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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::FORWARD); // 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(-3.0f, 0.0f, -30.0f));
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+}
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+
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+
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+UIView* HelloGui3D::CreateUI(bool renderToTexture)
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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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+
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+ if (renderToTexture)
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+ {
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+ view3D_ = view;
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+ view->SetRenderToTexture(true, size, size);
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+ }
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+
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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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+
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+ UICheckBox* checkBox = new UICheckBox(context_);
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+ checkBox->SetId("Checkbox");
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+ sideLayout->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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+ sideLayout->AddChild(button);
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+
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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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+
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+ UIEditField* edit = new UIEditField(context_);
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+ edit->SetLayoutMinWidth(220);
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+ edit->SetId("EditField");
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+ edit->SetTextAlign(UI_TEXT_ALIGN_CENTER);
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+ edit->SetText(renderToTexture ? "I'm a 3D UI" : "I'm a 2D UI" );
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+ mainLayout->AddChild(edit);
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+
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+ SharedPtr<UIWindow> window( new UIWindow(context_) );
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+
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+ UI_WINDOW_SETTINGS settings = (UI_WINDOW_SETTINGS) (renderToTexture ? (UI_WINDOW_SETTINGS_NONE) :
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+ (UI_WINDOW_SETTINGS_TITLEBAR | UI_WINDOW_SETTINGS_CLOSE_BUTTON));
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+
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+ window->SetSettings(settings);
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+ window->SetText(renderToTexture ? "GUI 3D" : "GUI 2D");
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+ window->AddChild(mainLayout);
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+ window->SetSize(renderToTexture ? view->GetWidth() : size, renderToTexture ? view->GetHeight() : size);
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+
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+ view->AddChild(window);
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+
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+ if (!renderToTexture)
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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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+
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+}
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+
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+bool HelloGui3D::Raycast(float maxDistance, Vector3& hitPos, Vector3& hitNormal, Drawable*& hitDrawable)
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+{
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+ hitDrawable = 0;
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+
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+ Input* input = GetSubsystem<Input>();
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+
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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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+ if (!input->IsMouseVisible())
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+ return false;
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+
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+ Graphics* graphics = GetSubsystem<Graphics>();
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+ Camera* camera = cameraNode_->GetComponent<Camera>();
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+ Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
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+ // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
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+ PODVector<RayQueryResult> results;
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+ RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
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+ scene_->GetComponent<Octree>()->Raycast(query);
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+
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+ for (unsigned i = 0; i < results.Size(); i++)
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+ {
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+ RayQueryResult& result = results[i];
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+
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+ if (uiComponent_->GetStaticModel() != result.drawable_)
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+ continue;
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+
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+ hitPos = result.position_;
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+ hitNormal = result.normal_;
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+ hitDrawable = result.drawable_;
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+
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+ return true;
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+ }
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+
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+ return false;
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+}
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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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+
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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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+ if (!view3D_)
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+ return;
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+
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+ Vector3 hitPos;
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+ Vector3 hitNormal;
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+ Drawable* hitDrawable;
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+ bool result = Raycast(250.0f, hitPos, hitNormal, hitDrawable);
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+
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+ Input* input = GetSubsystem<Input>();
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+ if (!input->GetMouseButtonDown(MOUSEB_LEFT))
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+ {
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+ if (!result)
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+ {
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+ view3D_->ResignFocus();
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+ }
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+ else
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+ {
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+ view3D_->SetFocus();
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+ }
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+ }
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+
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+ // Spawn fire on shift click
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+ if (result && input->GetMouseButtonPress(MOUSEB_LEFT) && input->GetQualifierDown(QUAL_SHIFT))
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+ {
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ Node* node = uiComponent_->GetNode()->CreateChild("GreatBallOfFire");
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+ node->SetScale(0.3f);
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+ node->SetWorldPosition(hitPos + (hitNormal * .15f));
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+ node->SetWorldDirection(hitNormal);
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+ node->Pitch(90);
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+
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+ ParticleEmitter* emitter = node->CreateComponent<ParticleEmitter>();
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|
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+ emitter->SetEffect(cache->GetResource<ParticleEffect>("Particle/UIFire.xml"));
|
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|
|
|
+ }
|
|
|
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+
|
|
|
|
|
+ // Take the frame time step, which is stored as a float
|
|
|
|
|
+ float timeStep = eventData[P_TIMESTEP].GetFloat();
|
|
|
|
|
+
|
|
|
|
|
+ Node* node = uiComponent_->GetStaticModel()->GetNode();
|
|
|
|
|
+
|
|
|
|
|
+ node->Yaw(6.0f * timeStep * 1.5f);
|
|
|
|
|
+ node->Roll(-6.0f * timeStep * 1.5f);
|
|
|
|
|
+ node->Pitch(-6.0f * timeStep * 1.5f);
|
|
|
|
|
+
|
|
|
|
|
+ Time* time = GetSubsystem<Time>();
|
|
|
|
|
+
|
|
|
|
|
+ // enable for some extra movement
|
|
|
|
|
+ const bool travelOnZ = false;
|
|
|
|
|
+
|
|
|
|
|
+ if (travelOnZ)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vector3 pos = node->GetPosition();
|
|
|
|
|
+ pos.z_ = 3.0f * Sin<float>(time->GetElapsedTime() * 100.0f * 1.5f);
|
|
|
|
|
+ node->SetPosition(pos);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+}
|