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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.
- //
- #pragma once
- #include "Sample.h"
- namespace Atomic
- {
- class UIWindow;
- class UIComponent;
- }
- class HelloGui3D : public Sample
- {
- ATOMIC_OBJECT(HelloGui3D, Sample)
- public:
- /// Construct.
- HelloGui3D(Context* context);
- /// Setup after engine initialization and before running the main loop.
- virtual void Start();
- protected:
- private:
- void CreateScene();
- UIView* CreateUI(bool renderToTexture = false);
- /// Set up a viewport for displaying the scene.
- void SetupViewport();
- /// Subscribe to application-wide logic update events.
- void SubscribeToEvents();
- /// Handle the logic update event.
- void HandleUpdate(StringHash eventType, VariantMap& eventData);
- void HandleWidgetEvent(StringHash eventType, VariantMap& eventData);
- void HandleWidgetDeleted(StringHash eventType, VariantMap& eventData);
- bool Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable);
- WeakPtr<UIView> view3D_;
- WeakPtr<UIComponent> uiComponent_;
- WeakPtr<UIWindow> window_;
- };
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