MyNativeComponent.h 1.7 KB

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  1. //
  2. // Copyright (c) 2017 THUNDERBEAST GAMES LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include <Atomic/Scene/Component.h>
  24. namespace Atomic
  25. {
  26. /// Simple Native Component example which spins a node
  27. /// using Speed set in Atomic Editor inspector
  28. class MyNativeComponent : public Component
  29. {
  30. ATOMIC_OBJECT(MyNativeComponent, Component)
  31. public:
  32. /// Construct.
  33. MyNativeComponent(Context* context);
  34. /// Destruct.
  35. virtual ~MyNativeComponent();
  36. /// Register object factory.
  37. static void RegisterObject(Context* context);
  38. protected:
  39. virtual void OnSceneSet(Scene* scene);
  40. private:
  41. void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
  42. float speed_;
  43. };
  44. }