MyNativeComponent.cpp 2.0 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. #include <Atomic/Core/Context.h>
  23. #include <Atomic/Scene/Scene.h>
  24. #include <Atomic/Scene/SceneEvents.h>
  25. #include "MyNativeComponent.h"
  26. namespace Atomic
  27. {
  28. MyNativeComponent::MyNativeComponent(Context *context) : Component(context),
  29. speed_(1.0f)
  30. {
  31. }
  32. MyNativeComponent::~MyNativeComponent()
  33. {
  34. }
  35. void MyNativeComponent::OnSceneSet(Scene* scene)
  36. {
  37. if (scene)
  38. {
  39. SubscribeToEvent(scene, E_SCENEUPDATE, ATOMIC_HANDLER(MyNativeComponent, HandleSceneUpdate));
  40. }
  41. else
  42. {
  43. UnsubscribeFromEvent(E_SCENEUPDATE);
  44. }
  45. }
  46. void MyNativeComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
  47. {
  48. using namespace SceneUpdate;
  49. GetNode()->Yaw(speed_ * 75.0f * eventData[P_TIMESTEP].GetFloat());
  50. }
  51. void MyNativeComponent::RegisterObject(Context* context)
  52. {
  53. context->RegisterFactory<MyNativeComponent>();
  54. ATOMIC_ATTRIBUTE("Speed", float, speed_, 1.0f, AM_DEFAULT);
  55. }
  56. }