| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168 |
- //
- // 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.
- //
- #include <Atomic/Core/CoreEvents.h>
- #include <Atomic/Engine/Engine.h>
- #include <Atomic/Graphics/Camera.h>
- #include <Atomic/Graphics/Graphics.h>
- #include <Atomic/Graphics/Octree.h>
- #include <Atomic/Graphics/Renderer.h>
- #include <Atomic/Graphics/Zone.h>
- #include <Atomic/Input/Input.h>
- #include <Atomic/Resource/ResourceCache.h>
- #include <Atomic/Scene/Scene.h>
- #include <Atomic/Scene/SceneEvents.h>
- #include <Atomic/Atomic2D/AnimatedSprite2D.h>
- #include <Atomic/Atomic2D/AnimationSet2D.h>
- #include "SpriterAnimation.h"
- #include <Atomic/DebugNew.h>
- SpriterAnimation::SpriterAnimation(Context* context) :
- Sample(context),
- spriterAnimationIndex_(0)
- {
- }
- void SpriterAnimation::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateInstructions();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_FREE);
- // Hook up to the frame update events
- SubscribeToEvents();
- }
- void SpriterAnimation::CreateScene()
- {
- scene_ = new Scene(context_);
- scene_->CreateComponent<Octree>();
- // Create camera node
- cameraNode_ = scene_->CreateChild("Camera");
- // Set camera's position
- cameraNode_->SetPosition(Vector3(0.0f, 0.0f, -10.0f));
- Camera* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetOrthographic(true);
- Graphics* graphics = GetSubsystem<Graphics>();
- camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
- camera->SetZoom(1.5f * Min((float)graphics->GetWidth() / 1280.0f, (float)graphics->GetHeight() / 800.0f)); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.5) is set for full visibility at 1280x800 resolution)
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- AnimationSet2D* spriterAnimationSet = cache->GetResource<AnimationSet2D>("Urho2D/imp/imp.scml");
- if (!spriterAnimationSet)
- return;
- spriterNode_ = scene_->CreateChild("SpriterAnimation");
- AnimatedSprite2D* spriterAnimatedSprite = spriterNode_->CreateComponent<AnimatedSprite2D>();
- spriterAnimatedSprite->SetAnimationSet(spriterAnimationSet);
- spriterAnimatedSprite->SetAnimation(spriterAnimationSet->GetAnimation(spriterAnimationIndex_));
- }
- void SpriterAnimation::CreateInstructions()
- {
- SimpleCreateInstructions("Mouse click to play next animation, \nUse WASD keys to move, use PageUp PageDown keys to zoom.");
- }
- void SpriterAnimation::SetupViewport()
- {
- Renderer* renderer = GetSubsystem<Renderer>();
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void SpriterAnimation::MoveCamera(float timeStep)
- {
- Input* input = GetSubsystem<Input>();
- // Movement speed as world units per second
- const float MOVE_SPEED = 4.0f;
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input->GetKeyDown(KEY_W))
- cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_S))
- cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_A))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_D))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_PAGEUP))
- {
- Camera* camera = cameraNode_->GetComponent<Camera>();
- camera->SetZoom(camera->GetZoom() * 1.01f);
- }
- if (input->GetKeyDown(KEY_PAGEDOWN))
- {
- Camera* camera = cameraNode_->GetComponent<Camera>();
- camera->SetZoom(camera->GetZoom() * 0.99f);
- }
- }
- void SpriterAnimation::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(SpriterAnimation, HandleUpdate));
- SubscribeToEvent(E_MOUSEBUTTONDOWN, ATOMIC_HANDLER(SpriterAnimation, HandleMouseButtonDown));
- // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
- UnsubscribeFromEvent(E_SCENEUPDATE);
- }
- void SpriterAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- }
- void SpriterAnimation::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
- {
- AnimatedSprite2D* spriterAnimatedSprite = spriterNode_->GetComponent<AnimatedSprite2D>();
- AnimationSet2D* spriterAnimationSet = spriterAnimatedSprite->GetAnimationSet();
- spriterAnimationIndex_ = (spriterAnimationIndex_ + 1) % spriterAnimationSet->GetNumAnimations();
- spriterAnimatedSprite->SetAnimation(spriterAnimationSet->GetAnimation(spriterAnimationIndex_), LM_FORCE_LOOPED);
- }
|