// // 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 using namespace Atomic; class Sample; /// 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 SampleSelector : public Object { // Enable type information. ATOMIC_OBJECT(SampleSelector, Object) public: /// Construct. SampleSelector(Context* context); protected: private: /// Handle key down event to process key controls common to all samples. void HandleKeyDown(StringHash eventType, VariantMap& eventData); void HandleWidgetEvent(StringHash eventType, VariantMap& eventData); SharedPtr currentSample_; /// the Renderer subsystem frame the selector was created on unsigned constructionFrame_; };