HelloGui3D.cpp 9.1 KB

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  1. //
  2. // Copyright (c) 2014-2017, THUNDERBEAST GAMES LLC All rights reserved
  3. // Copyright (c) 2008-2016 the Urho3D project.
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include <Atomic/Core/CoreEvents.h>
  24. #include <Atomic/Core/ProcessUtils.h>
  25. #include <Atomic/Input/Input.h>
  26. #include <Atomic/Graphics/Graphics.h>
  27. #include <Atomic/Graphics/Camera.h>
  28. #include <Atomic/Graphics/Graphics.h>
  29. #include <Atomic/Graphics/Material.h>
  30. #include <Atomic/Graphics/Model.h>
  31. #include <Atomic/Graphics/Octree.h>
  32. #include <Atomic/Graphics/Renderer.h>
  33. #include <Atomic/Graphics/StaticModel.h>
  34. #include <Atomic/Graphics/Texture2D.h>
  35. #include <Atomic/Graphics/Technique.h>
  36. #include <Atomic/UI/UI.h>
  37. #include <Atomic/UI/UIEvents.h>
  38. #include <Atomic/UI/UIFontDescription.h>
  39. #include <Atomic/UI/UIView.h>
  40. #include <Atomic/UI/UILayout.h>
  41. #include <Atomic/UI/UICheckBox.h>
  42. #include <Atomic/UI/UITextField.h>
  43. #include <Atomic/UI/UIButton.h>
  44. #include <Atomic/UI/UIEditField.h>
  45. #include <Atomic/UI/UIWindow.h>
  46. #include <Atomic/Resource/ResourceCache.h>
  47. #include <Atomic/Scene/Scene.h>
  48. #include "FeatureExamples.h"
  49. #include "HelloGui3D.h"
  50. #include <Atomic/DebugNew.h>
  51. HelloGui3D::HelloGui3D(Context* context) :
  52. Sample(context)
  53. {
  54. }
  55. void HelloGui3D::Start()
  56. {
  57. // Execute base class startup
  58. Sample::Start();
  59. SimpleCreateInstructions();
  60. // Create "Hello GUI"
  61. CreateUI();
  62. // Create the scene content
  63. CreateScene();
  64. SetupViewport();
  65. // Finally subscribe to the update event. Note that by subscribing events at this point we have already missed some events
  66. // like the ScreenMode event sent by the Graphics subsystem when opening the application window. To catch those as well we
  67. // could subscribe in the constructor instead.
  68. SubscribeToEvents();
  69. // Set the mouse mode to use in the sample
  70. Sample::InitMouseMode(MM_FREE);
  71. }
  72. void HelloGui3D::SetupViewport()
  73. {
  74. Renderer* renderer = GetSubsystem<Renderer>();
  75. // 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
  76. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  77. // use, but now we just use full screen and default render path configured in the engine command line options
  78. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  79. renderer->SetViewport(0, viewport);
  80. }
  81. void HelloGui3D::MoveCamera(float timeStep)
  82. {
  83. Input* input = GetSubsystem<Input>();
  84. // Movement speed as world units per second
  85. const float MOVE_SPEED = 20.0f;
  86. // Mouse sensitivity as degrees per pixel
  87. const float MOUSE_SENSITIVITY = 0.1f;
  88. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  89. IntVector2 mouseMove = input->GetMouseMove();
  90. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  91. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  92. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  93. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  94. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  95. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  96. // Use the Translate() function (default local space) to move relative to the node's orientation.
  97. if (input->GetKeyDown(KEY_W))
  98. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  99. if (input->GetKeyDown(KEY_S))
  100. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  101. if (input->GetKeyDown(KEY_A))
  102. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  103. if (input->GetKeyDown(KEY_D))
  104. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  105. }
  106. void HelloGui3D::CreateScene()
  107. {
  108. ResourceCache* cache = GetSubsystem<ResourceCache>();
  109. scene_ = new Scene(context_);
  110. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  111. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  112. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  113. // optimizing manner
  114. scene_->CreateComponent<Octree>();
  115. SharedPtr<Material> material(new Material(context_));
  116. material->SetTechnique(0, cache->GetResource<Technique>("Techniques/Diff.xml"));
  117. material->SetTexture(Atomic::TU_DIFFUSE, view3D_->GetRenderTexture());
  118. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  119. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  120. // (100 x 100 world units)
  121. Node* planeNode = scene_->CreateChild("Plane");
  122. planeNode->SetScale(Vector3(5.0f, 1.0f, 5.0f));
  123. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  124. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  125. planeObject->SetMaterial(material);
  126. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  127. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  128. // The light will use default settings (white light, no shadows)
  129. Node* lightNode = scene_->CreateChild("DirectionalLight");
  130. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
  131. Light* light = lightNode->CreateComponent<Light>();
  132. light->SetLightType(LIGHT_DIRECTIONAL);
  133. // Create a scene node for the camera, which we will move around
  134. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  135. cameraNode_ = scene_->CreateChild("Camera");
  136. cameraNode_->CreateComponent<Camera>();
  137. // Set an initial position for the camera scene node above the plane
  138. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  139. }
  140. void HelloGui3D::CreateUI()
  141. {
  142. int size = 192;
  143. view3D_ = new UIView(context_, true);
  144. view3D_->SetRenderToTexture(true, size, size);
  145. UILayout* layout = new UILayout(context_);
  146. layout->SetAxis(UI_AXIS_Y);
  147. UICheckBox* checkBox = new UICheckBox(context_);
  148. checkBox->SetId("Checkbox");
  149. layout->AddChild(checkBox);
  150. UIButton* button = new UIButton(context_);
  151. button->SetText("Button");
  152. button->SetId("Button");
  153. layout->AddChild(button);
  154. UIEditField* edit = new UIEditField(context_);
  155. layout->AddChild(edit);
  156. edit->SetId("EditField");
  157. window_ = new UIWindow(context_);
  158. window_->SetSettings( (UI_WINDOW_SETTINGS) (UI_WINDOW_SETTINGS_TITLEBAR | UI_WINDOW_SETTINGS_CLOSE_BUTTON));
  159. window_->SetText("Hello Atomic GUI!");
  160. window_->AddChild(layout);
  161. window_->SetSize(size, size);
  162. view3D_->AddChild(window_);
  163. window_->Center();
  164. }
  165. void HelloGui3D::SubscribeToEvents()
  166. {
  167. // Subscribe HandleUpdate() function for processing update events
  168. SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(HelloGui3D, HandleUpdate));
  169. SubscribeToEvent(E_WIDGETEVENT, ATOMIC_HANDLER(HelloGui3D, HandleWidgetEvent));
  170. SubscribeToEvent(E_WIDGETDELETED, ATOMIC_HANDLER(HelloGui3D, HandleWidgetDeleted));
  171. }
  172. void HelloGui3D::HandleWidgetEvent(StringHash eventType, VariantMap& eventData)
  173. {
  174. using namespace WidgetEvent;
  175. if (eventData[P_TYPE] == UI_EVENT_TYPE_CLICK)
  176. {
  177. UIWidget* widget = static_cast<UIWidget*>(eventData[P_TARGET].GetPtr());
  178. if (widget)
  179. {
  180. window_->SetText(ToString("Hello: %s", widget->GetId().CString()));
  181. }
  182. }
  183. }
  184. void HelloGui3D::HandleWidgetDeleted(StringHash eventType, VariantMap& eventData)
  185. {
  186. BackToSelector();
  187. }
  188. void HelloGui3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  189. {
  190. using namespace Update;
  191. // Take the frame time step, which is stored as a float
  192. float timeStep = eventData[P_TIMESTEP].GetFloat();
  193. // Move the camera, scale movement with time step
  194. MoveCamera(timeStep);
  195. }