// // Copyright (c) 2008-2016 the Urho3D project. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved // // 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 #include namespace Atomic { class Node; class Scene; class UIView; } using namespace Atomic; class SampleSelector; /// Sample class, as framework for all samples. /// - Initialization of the Urho3D engine (in Application class) /// - Modify engine parameters for windowed mode and to show the class name as title /// - Create Urho3D logo at screen /// - Set custom window title and icon /// - Create Console and Debug HUD, and use F1 and F2 key to toggle them /// - Toggle rendering options from the keys 1-8 /// - Take screenshot with key 9 /// - Handle Esc key down to hide Console or exit application /// - Init touch input on mobile platform using screen joysticks (patched for each individual sample) class FeatureExamples : public Application { // Enable type information. ATOMIC_OBJECT(FeatureExamples, Application) public: /// Construct. FeatureExamples(Context* context); /// Setup before engine initialization. Modifies the engine parameters. virtual void Setup(); /// Setup after engine initialization. Creates the logo, console & debug HUD. virtual void Start(); /// Cleanup after the main loop. Called by Application. virtual void Stop(); static UIView* GetUIView() { return uiView_; } protected: private: void HandleKeyDown(StringHash eventType, VariantMap& eventData); void SetWindowTitleAndIcon(); static WeakPtr uiView_; };