// // Copyright (c) 2017 the Atomic project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include #include #include #include #include #include #include #include #include #include #include #include #include #include "FeatureExamples.h" #include "HelloSystemUi.h" #include HelloSystemUi::HelloSystemUi(Context* context) : Sample(context) { } void HelloSystemUi::Start() { // Execute base class startup Sample::Start(); SimpleCreateInstructions(); // Scene is only required to give screen a background color. CreateScene(); // Finally subscribe to the update event. Note that by subscribing events at this point we have already missed some events // like the ScreenMode event sent by the Graphics subsystem when opening the application window. To catch those as well we // could subscribe in the constructor instead. SubscribeToEvents(); // Set the mouse mode to use in the sample Sample::InitMouseMode(MM_FREE); } void HelloSystemUi::SubscribeToEvents() { SubscribeToEvent(E_KEYDOWN, ATOMIC_HANDLER(HelloSystemUi, HandleKeyDown)); SubscribeToEvent(E_SYSTEMUIFRAME, ATOMIC_HANDLER(HelloSystemUi, RenderUi)); } void HelloSystemUi::RenderUi(StringHash eventType, VariantMap& eventData) { ImGui::SetNextWindowSize(ImVec2(200, 300), ImGuiCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(200, 300), ImGuiCond_FirstUseEver); if (ImGui::Begin("Sample SystemUI", 0, ImGuiWindowFlags_NoSavedSettings)) { if (messageBox_.NotNull()) { if (ImGui::Button("Close message box")) messageBox_ = nullptr; } else { if (ImGui::Button("Show message box")) { messageBox_ = new MessageBox(context_, "Hello from SystemUI", "Sample Message Box"); SubscribeToEvent(E_MESSAGEACK, [&](StringHash, VariantMap&) { messageBox_ = nullptr; }); } } if (ImGui::Button("Toggle console")) GetSubsystem()->Toggle(); } ImGui::End(); } void HelloSystemUi::HandleKeyDown(StringHash eventType, VariantMap& eventData) { if (eventData[KeyDown::P_KEY].GetUInt() == KEY_BACKQUOTE) GetSubsystem()->Toggle(); } void HelloSystemUi::CreateScene() { scene_ = new Scene(context_); // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume // (-1000, -1000, -1000) to (1000, 1000, 1000) scene_->CreateComponent(); // Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree, // it also defines its volume with a bounding box, but can be rotated (so it does not need to be aligned to the world X, Y // and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist Node* zoneNode = scene_->CreateChild("Zone"); Zone* zone = zoneNode->CreateComponent(); // Set same volume as the Octree, set a close bluish fog and some ambient light zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f)); zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f)); zone->SetFogColor(Color(0.5f, 0.5f, 0.7f)); zone->SetFogStart(100.0f); zone->SetFogEnd(300.0f); cameraNode_ = scene_->CreateChild("Camera"); auto camera = cameraNode_->CreateComponent(); GetSubsystem()->SetViewport(0, new Viewport(context_, scene_, camera)); }