// // 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 #include namespace Atomic { class Node; class Scene; } using namespace Atomic; const float TOUCH_SENSITIVITY = 2.0f; /// 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 Sample : public Object { // Enable type information. ATOMIC_OBJECT(Sample, Object) public: /// Construct. Sample(Context* context); virtual void Start(); virtual void Stop(); protected: /// Initialize touch input on mobile platform. void InitTouchInput(); /// Initialize mouse mode on non-web platform. void InitMouseMode(MouseMode mode); /// Control logo visibility. void SetLogoVisible(bool enable); void SimpleCreateInstructionsWithWasd(const String& extra = String::EMPTY); void SimpleCreateInstructions(const String& text = String::EMPTY); virtual void Cleanup() {} void BackToSelector(); /// Logo sprite. // SharedPtr logoSprite_; /// Scene. SharedPtr scene_; /// Camera scene node. SharedPtr cameraNode_; /// Camera yaw angle. float yaw_; /// Camera pitch angle. float pitch_; /// Flag to indicate whether touch input has been enabled. bool touchEnabled_; /// Mouse mode option to use in the sample. MouseMode useMouseMode_; private: /// Create logo. void CreateLogo(); /// Set custom window Title & Icon void SetWindowTitleAndIcon(); /// Handle request for mouse mode on web platform. void HandleMouseModeRequest(StringHash eventType, VariantMap& eventData); /// Handle request for mouse mode change on web platform. void HandleMouseModeChange(StringHash eventType, VariantMap& eventData); /// Handle key down event to process key controls common to all samples. void HandleKeyDown(StringHash eventType, VariantMap& eventData); /// Handle key up event to process key controls common to all samples. void HandleKeyUp(StringHash eventType, VariantMap& eventData); /// Handle scene update event to control camera's pitch and yaw for all samples. void HandleSceneUpdate(StringHash eventType, VariantMap& eventData); /// Handle touch begin event to initialize touch input on desktop platform. void HandleTouchBegin(StringHash eventType, VariantMap& eventData); /// Screen joystick index for navigational controls (mobile platforms only). unsigned screenJoystickIndex_; /// Screen joystick index for settings (mobile platforms only). unsigned screenJoystickSettingsIndex_; /// Pause flag. bool paused_; };