// // 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 "Sample.h" namespace Atomic { class Node; class Scene; class Camera; class ConstraintDistance2D; class ConstraintFriction2D; class ConstraintGear2D; class ConstraintMotor2D; class ConstraintMouse2D; class ConstraintPrismatic2D; class ConstraintPulley2D; class ConstraintRevolute2D; class ConstraintRope2D; class ConstraintWeld2D; class ConstraintWheel2D; } using namespace Atomic; /// Urho2D constraints sample. /// This sample is designed to help understanding and chosing the right constraint. /// This sample demonstrates: /// - Creating physics constraints /// - Creating Edge and Polygon Shapes from vertices /// - Displaying physics debug geometry and constraints' joints /// - Using SetOrderInLayer to alter the way sprites are drawn in relation to each other /// - Using Text3D to display some text affected by zoom /// - Setting the background color for the scene class Constraints2D : public Sample { ATOMIC_OBJECT(Constraints2D, Sample) public: /// Construct. Constraints2D(Context* context); /// Setup after engine initialization and before running the main loop. virtual void Start(); protected: private: /// Construct the scene content. void CreateScene(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Create Tex3D flag. void CreateFlag(const String& text, float x, float y); /// Read input and moves the camera. void MoveCamera(float timeStep); /// Subscribe to application-wide logic update events. void SubscribeToEvents(); /// Handle the logic update event. void HandleUpdate(StringHash eventType, VariantMap& eventData); /// Handle the post render update event during which we request debug geometry. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData); /// Handle the mouse click event. void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData); /// Handle the mouse button up event. void HandleMouseButtonUp(StringHash eventType, VariantMap& eventData); /// Handle the mouse move event. void HandleMouseMove(StringHash eventType, VariantMap& eventData); /// Handle the touch begin event. void HandleTouchBegin3(StringHash eventType, VariantMap& eventData); /// Handle the touch move event. void HandleTouchMove3(StringHash eventType, VariantMap& eventData); /// Handle the touch end event. void HandleTouchEnd3(StringHash eventType, VariantMap& eventData); /// Get mouse position in 2D world coordinates. Vector2 GetMousePositionXY(); /// Flag for drawing debug geometry. bool drawDebug_; /// Camera object. Camera* camera_; };