// // Copyright (c) 2014-2017, THUNDERBEAST GAMES LLC All rights reserved // Copyright (c) 2008-2016 the Urho3D 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. // #pragma once #include "Sample.h" namespace Atomic { class UIWindow; class UIComponent; } class HelloGui3D : public Sample { ATOMIC_OBJECT(HelloGui3D, Sample) public: /// Construct. HelloGui3D(Context* context); /// Setup after engine initialization and before running the main loop. virtual void Start(); protected: private: void CreateScene(); UIView* CreateUI(bool renderToTexture = false); /// Set up a viewport for displaying the scene. void SetupViewport(); /// Subscribe to application-wide logic update events. void SubscribeToEvents(); /// Handle the logic update event. void HandleUpdate(StringHash eventType, VariantMap& eventData); void HandleWidgetEvent(StringHash eventType, VariantMap& eventData); void HandleWidgetDeleted(StringHash eventType, VariantMap& eventData); bool Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable); WeakPtr view3D_; WeakPtr uiComponent_; WeakPtr window_; };