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- //
- // 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 "Sample.h"
- namespace Atomic
- {
- class Node;
- class Scene;
- }
- /// Atomic2D sprite example.
- /// This sample demonstrates:
- /// - Creating a 2D scene with sprite
- /// - Displaying the scene using the Renderer subsystem
- /// - Handling keyboard to move and zoom 2D camera
- class Atomic2DSprite : public Sample
- {
- ATOMIC_OBJECT(Atomic2DSprite, Sample)
- public:
- /// Construct.
- Atomic2DSprite(Context* context);
- /// Setup after engine initialization and before running the main loop.
- virtual void Start();
- protected:
- private:
- /// Construct the scene content.
- void CreateScene();
- /// Construct an instruction text to the UI.
- void CreateInstructions();
- /// Set up a viewport for displaying the scene.
- void SetupViewport();
- /// Read input and moves the camera.
- void MoveCamera(float timeStep);
- /// Subscribe to application-wide logic update events.
- void SubscribeToEvents();
- /// Handle the logic update event.
- void HandleUpdate(StringHash eventType, VariantMap& eventData);
- /// Sprite nodes.
- Vector<SharedPtr<Node> > spriteNodes_;
- };
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