HelloGui3D.h 2.1 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. #pragma once
  24. #include "Sample.h"
  25. namespace Atomic
  26. {
  27. class UIWindow;
  28. class UIComponent;
  29. }
  30. class HelloGui3D : public Sample
  31. {
  32. ATOMIC_OBJECT(HelloGui3D, Sample)
  33. public:
  34. /// Construct.
  35. HelloGui3D(Context* context);
  36. /// Setup after engine initialization and before running the main loop.
  37. virtual void Start();
  38. protected:
  39. void Cleanup();
  40. private:
  41. void CreateScene();
  42. UIView* CreateUI(bool renderToTexture = false);
  43. /// Set up a viewport for displaying the scene.
  44. void SetupViewport();
  45. /// Subscribe to application-wide logic update events.
  46. void SubscribeToEvents();
  47. /// Handle the logic update event.
  48. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  49. bool Raycast(float maxDistance, Vector3& hitPos, Vector3 &hitNormal, Drawable*& hitDrawable);
  50. WeakPtr<UIView> view3D_;
  51. WeakPtr<UIComponent> uiComponent_;
  52. WeakPtr<UIWindow> window_;
  53. };