// // Copyright (c) 2017 THUNDERBEAST GAMES LLC // // 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 #include #include #include "MyNativeComponent.h" namespace Atomic { MyNativeComponent::MyNativeComponent(Context *context) : Component(context), speed_(1.0f) { } MyNativeComponent::~MyNativeComponent() { } void MyNativeComponent::OnSceneSet(Scene* scene) { if (scene) { SubscribeToEvent(scene, E_SCENEUPDATE, ATOMIC_HANDLER(MyNativeComponent, HandleSceneUpdate)); } else { UnsubscribeFromEvent(E_SCENEUPDATE); } } void MyNativeComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData) { using namespace SceneUpdate; GetNode()->Yaw(speed_ * 75.0f * eventData[P_TIMESTEP].GetFloat()); } void MyNativeComponent::RegisterObject(Context* context) { context->RegisterFactory(); ATOMIC_ATTRIBUTE("Speed", float, speed_, 1.0f, AM_DEFAULT); } }