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- //
- // 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.
- //
- #include <Atomic/Core/CoreEvents.h>
- #include <Atomic/Core/ProcessUtils.h>
- #include <Atomic/Input/Input.h>
- #include <Atomic/Graphics/Graphics.h>
- #include <Atomic/Graphics/Camera.h>
- #include <Atomic/Graphics/Graphics.h>
- #include <Atomic/Graphics/Material.h>
- #include <Atomic/Graphics/Model.h>
- #include <Atomic/Graphics/Octree.h>
- #include <Atomic/Graphics/Renderer.h>
- #include <Atomic/Graphics/StaticModel.h>
- #include <Atomic/Graphics/Texture2D.h>
- #include <Atomic/Graphics/Technique.h>
- #include <Atomic/UI/UI.h>
- #include <Atomic/UI/UIEvents.h>
- #include <Atomic/UI/UIFontDescription.h>
- #include <Atomic/UI/UIView.h>
- #include <Atomic/UI/UILayout.h>
- #include <Atomic/UI/UICheckBox.h>
- #include <Atomic/UI/UITextField.h>
- #include <Atomic/UI/UIButton.h>
- #include <Atomic/UI/UIEditField.h>
- #include <Atomic/UI/UIWindow.h>
- #include <Atomic/Resource/ResourceCache.h>
- #include <Atomic/Scene/Scene.h>
- #include "FeatureExamples.h"
- #include "HelloGui3D.h"
- #include <Atomic/DebugNew.h>
- HelloGui3D::HelloGui3D(Context* context) :
- Sample(context)
- {
- }
- void HelloGui3D::Start()
- {
- // Execute base class startup
- Sample::Start();
- SimpleCreateInstructions();
- // Create "Hello GUI"
- CreateUI();
- // Create the scene content
- CreateScene();
- SetupViewport();
- // Finally subscribe to the update event. Note that by subscribing events at this point we have already missed some events
- // like the ScreenMode event sent by the Graphics subsystem when opening the application window. To catch those as well we
- // could subscribe in the constructor instead.
- SubscribeToEvents();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_FREE);
- }
- void HelloGui3D::SetupViewport()
- {
- Renderer* renderer = GetSubsystem<Renderer>();
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
- // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
- // use, but now we just use full screen and default render path configured in the engine command line options
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void HelloGui3D::MoveCamera(float timeStep)
- {
- Input* input = GetSubsystem<Input>();
- // Movement speed as world units per second
- const float MOVE_SPEED = 20.0f;
- // Mouse sensitivity as degrees per pixel
- const float MOUSE_SENSITIVITY = 0.1f;
- // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- IntVector2 mouseMove = input->GetMouseMove();
- yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
- pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
- pitch_ = Clamp(pitch_, -90.0f, 90.0f);
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- // Use the Translate() function (default local space) to move relative to the node's orientation.
- if (input->GetKeyDown(KEY_W))
- cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_S))
- cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_A))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_D))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- }
- void HelloGui3D::CreateScene()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
- // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
- // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
- // optimizing manner
- scene_->CreateComponent<Octree>();
- SharedPtr<Material> material(new Material(context_));
- material->SetTechnique(0, cache->GetResource<Technique>("Techniques/Diff.xml"));
- material->SetTexture(Atomic::TU_DIFFUSE, view3D_->GetRenderTexture());
- // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
- // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
- // (100 x 100 world units)
- Node* planeNode = scene_->CreateChild("Plane");
- planeNode->SetScale(Vector3(5.0f, 1.0f, 5.0f));
- StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
- planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
- planeObject->SetMaterial(material);
- // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
- // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
- // The light will use default settings (white light, no shadows)
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
- Light* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- // Create a scene node for the camera, which we will move around
- // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
- cameraNode_ = scene_->CreateChild("Camera");
- cameraNode_->CreateComponent<Camera>();
- // Set an initial position for the camera scene node above the plane
- cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
- }
- void HelloGui3D::CreateUI()
- {
- int size = 192;
- view3D_ = new UIView(context_, true);
- view3D_->SetRenderToTexture(true, size, size);
- UILayout* layout = new UILayout(context_);
- layout->SetAxis(UI_AXIS_Y);
- UICheckBox* checkBox = new UICheckBox(context_);
- checkBox->SetId("Checkbox");
- layout->AddChild(checkBox);
- UIButton* button = new UIButton(context_);
- button->SetText("Button");
- button->SetId("Button");
- layout->AddChild(button);
- UIEditField* edit = new UIEditField(context_);
- layout->AddChild(edit);
- edit->SetId("EditField");
- window_ = new UIWindow(context_);
- window_->SetSettings( (UI_WINDOW_SETTINGS) (UI_WINDOW_SETTINGS_TITLEBAR | UI_WINDOW_SETTINGS_CLOSE_BUTTON));
- window_->SetText("Hello Atomic GUI!");
- window_->AddChild(layout);
- window_->SetSize(size, size);
- view3D_->AddChild(window_);
- window_->Center();
- }
- void HelloGui3D::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(HelloGui3D, HandleUpdate));
- SubscribeToEvent(E_WIDGETEVENT, ATOMIC_HANDLER(HelloGui3D, HandleWidgetEvent));
- SubscribeToEvent(E_WIDGETDELETED, ATOMIC_HANDLER(HelloGui3D, HandleWidgetDeleted));
- }
- void HelloGui3D::HandleWidgetEvent(StringHash eventType, VariantMap& eventData)
- {
- using namespace WidgetEvent;
- if (eventData[P_TYPE] == UI_EVENT_TYPE_CLICK)
- {
- UIWidget* widget = static_cast<UIWidget*>(eventData[P_TARGET].GetPtr());
- if (widget)
- {
- window_->SetText(ToString("Hello: %s", widget->GetId().CString()));
- }
- }
- }
- void HelloGui3D::HandleWidgetDeleted(StringHash eventType, VariantMap& eventData)
- {
- BackToSelector();
- }
- void HelloGui3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- }
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