2DSprite.h 2.4 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
  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,
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  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. #pragma once
  24. #include "Sample.h"
  25. namespace Atomic
  26. {
  27. class Node;
  28. class Scene;
  29. }
  30. /// Atomic2D sprite example.
  31. /// This sample demonstrates:
  32. /// - Creating a 2D scene with sprite
  33. /// - Displaying the scene using the Renderer subsystem
  34. /// - Handling keyboard to move and zoom 2D camera
  35. class Atomic2DSprite : public Sample
  36. {
  37. ATOMIC_OBJECT(Atomic2DSprite, Sample)
  38. public:
  39. /// Construct.
  40. Atomic2DSprite(Context* context);
  41. /// Setup after engine initialization and before running the main loop.
  42. virtual void Start();
  43. protected:
  44. private:
  45. /// Construct the scene content.
  46. void CreateScene();
  47. /// Construct an instruction text to the UI.
  48. void CreateInstructions();
  49. /// Set up a viewport for displaying the scene.
  50. void SetupViewport();
  51. /// Read input and moves the camera.
  52. void MoveCamera(float timeStep);
  53. /// Subscribe to application-wide logic update events.
  54. void SubscribeToEvents();
  55. /// Handle the logic update event.
  56. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  57. /// Sprite nodes.
  58. Vector<SharedPtr<Node> > spriteNodes_;
  59. };