Jelajahi Sumber

Added example of loading scene & UI content. Closes #583.

Lasse Öörni 11 tahun lalu
induk
melakukan
50e2493b97

+ 145 - 0
Bin/Data/LuaScripts/38_SceneAndUILoad.lua

@@ -0,0 +1,145 @@
+-- Scene & UI load example.
+-- This sample demonstrates:
+--      - Loading a scene from a file and showing it
+--      - Loading a UI layout from a file and showing it
+--      - Subscribing to the UI layout's events
+
+require "LuaScripts/Utilities/Sample"
+
+function Start()
+    -- Execute the common startup for samples
+    SampleStart()
+
+    -- Create the scene content
+    CreateScene()
+
+    -- Create the UI content
+    CreateUI()
+
+    -- Setup the viewport for displaying the scene
+    SetupViewport()
+
+    -- Subscribe to global events for camera movement
+    SubscribeToEvents()
+end
+
+function CreateScene()
+    scene_ = Scene()
+
+    -- Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
+    -- which scene.LoadXML() will read
+    local file = cache:GetFile("Scenes/SceneLoadExample.xml")
+    scene_:LoadXML(file)
+    -- In Lua the file returned by GetFile() needs to be deleted manually
+    file:delete()
+
+    -- Create the camera (not included in the scene file)
+    cameraNode = scene_:CreateChild("Camera")
+    cameraNode:CreateComponent("Camera")
+
+    -- Set an initial position for the camera scene node above the plane
+    cameraNode.position = Vector3(0.0, 2.0, -10.0)
+end
+
+function CreateUI()
+    -- Set up global UI style into the root UI element
+    local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
+    ui.root.defaultStyle = style
+
+    -- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
+    -- control the camera, and when visible, it will interact with the UI
+    local cursor = ui.root:CreateChild("Cursor")
+    cursor:SetStyleAuto()
+    ui.cursor = cursor
+    -- Set starting position of the cursor at the rendering window center
+    cursor:SetPosition(graphics.width / 2, graphics.height / 2)
+
+    -- Load UI content prepared in the editor and add to the UI hierarchy
+    local layoutRoot = ui:LoadLayout(cache:GetResource("XMLFile", "UI/UILoadExample.xml"))
+    ui.root:AddChild(layoutRoot)
+
+    -- Subscribe to button actions (toggle scene lights when pressed then released)
+    local button = layoutRoot:GetChild("ToggleLight1", true)
+    if button ~= nil then
+        SubscribeToEvent(button, "Released", "ToggleLight1")
+    end
+    button = layoutRoot:GetChild("ToggleLight2", true)
+    if button ~= nil then
+        SubscribeToEvent(button, "Released", "ToggleLight2")
+    end
+end
+
+function ToggleLight1()
+    local lightNode = scene_:GetChild("Light1", true)
+    if lightNode  ~= nil then
+        lightNode.enabled = not lightNode.enabled
+    end
+end
+
+function ToggleLight2()
+    local lightNode = scene_:GetChild("Light2", true)
+    if lightNode  ~= nil then
+        lightNode.enabled = not lightNode.enabled
+    end
+end
+
+
+function SetupViewport()
+    -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
+    local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
+    renderer:SetViewport(0, viewport)
+end
+
+function SubscribeToEvents()
+    -- Subscribe HandleUpdate() function for camera motion
+    SubscribeToEvent("Update", "HandleUpdate")
+end
+
+function HandleUpdate(eventType, eventData)
+    -- Take the frame time step, which is stored as a float
+    local timeStep = eventData:GetFloat("TimeStep")
+
+    -- Move the camera, scale movement with time step
+    MoveCamera(timeStep)
+end
+
+function MoveCamera(timeStep)
+    -- Right mouse button controls mouse cursor visibility: hide when pressed
+    ui.cursor.visible = not input:GetMouseButtonDown(MOUSEB_RIGHT)
+
+    -- Do not move if the UI has a focused element
+    if ui.focusElement ~= nil then
+        return
+    end
+
+    -- Movement speed as world units per second
+    local MOVE_SPEED = 20.0
+    -- Mouse sensitivity as degrees per pixel
+    local MOUSE_SENSITIVITY = 0.1
+
+    -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    -- Only move the camera when the cursor is hidden
+    if not ui.cursor.visible then
+        local mouseMove = input.mouseMove
+        yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
+        pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
+        pitch = Clamp(pitch, -90.0, 90.0)
+
+        -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+        cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
+    end
+
+    -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    if input:GetKeyDown(KEY_W) then
+        cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_S) then
+        cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_A) then
+        cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_D) then
+        cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
+    end
+end

+ 97 - 0
Bin/Data/Scenes/SceneLoadExample.xml

@@ -0,0 +1,97 @@
+<?xml version="1.0"?>
+<scene id="1">
+	<attribute name="Name" value="" />
+	<attribute name="Time Scale" value="1" />
+	<attribute name="Smoothing Constant" value="50" />
+	<attribute name="Snap Threshold" value="5" />
+	<attribute name="Elapsed Time" value="0" />
+	<attribute name="Next Replicated Node ID" value="8" />
+	<attribute name="Next Replicated Component ID" value="9" />
+	<attribute name="Next Local Node ID" value="16777216" />
+	<attribute name="Next Local Component ID" value="16777216" />
+	<attribute name="Variables" />
+	<attribute name="Variable Names" value="" />
+	<component type="Octree" id="1" />
+	<component type="DebugRenderer" id="2" />
+	<node id="2">
+		<attribute name="Is Enabled" value="true" />
+		<attribute name="Name" value="Plane" />
+		<attribute name="Position" value="0 0.0792121 0" />
+		<attribute name="Rotation" value="1 0 0 0" />
+		<attribute name="Scale" value="5 1 5" />
+		<attribute name="Variables" />
+		<component type="StaticModel" id="3">
+			<attribute name="Model" value="Model;Models/Plane.mdl" />
+			<attribute name="Material" value="Material;Materials/Stone.xml" />
+		</component>
+	</node>
+	<node id="3">
+		<attribute name="Is Enabled" value="true" />
+		<attribute name="Name" value="Box" />
+		<attribute name="Position" value="1.32267 0.594299 -1.57271" />
+		<attribute name="Rotation" value="0.92388 0 0.382683 0" />
+		<attribute name="Scale" value="1 1 1" />
+		<attribute name="Variables" />
+		<component type="StaticModel" id="4">
+			<attribute name="Model" value="Model;Models/Box.mdl" />
+			<attribute name="Material" value="Material;Materials/Stone.xml" />
+			<attribute name="Cast Shadows" value="true" />
+		</component>
+	</node>
+	<node id="4">
+		<attribute name="Is Enabled" value="true" />
+		<attribute name="Name" value="Box" />
+		<attribute name="Position" value="-1.30641 0.594299 -1.3801" />
+		<attribute name="Rotation" value="0.966853 0 -0.255333 0" />
+		<attribute name="Scale" value="1 1 1" />
+		<attribute name="Variables" />
+		<component type="StaticModel" id="5">
+			<attribute name="Model" value="Model;Models/Box.mdl" />
+			<attribute name="Material" value="Material;Materials/Stone.xml" />
+			<attribute name="Cast Shadows" value="true" />
+		</component>
+	</node>
+	<node id="5">
+		<attribute name="Is Enabled" value="true" />
+		<attribute name="Name" value="Light1" />
+		<attribute name="Position" value="0.275269 1.54593 -5.1247" />
+		<attribute name="Rotation" value="0.996465 0.0840061 0 0" />
+		<attribute name="Scale" value="1 1 1" />
+		<attribute name="Variables" />
+		<component type="Light" id="6">
+			<attribute name="Light Type" value="Spot" />
+			<attribute name="Color" value="1 0.5 0.5 1" />
+			<attribute name="Spot FOV" value="60" />
+			<attribute name="Cast Shadows" value="true" />
+			<attribute name="Depth Constant Bias" value="0.0001" />
+		</component>
+	</node>
+	<node id="6">
+		<attribute name="Is Enabled" value="true" />
+		<attribute name="Name" value="Box" />
+		<attribute name="Position" value="0.055109 0.594299 0.653738" />
+		<attribute name="Rotation" value="0.999947 0 0.0103017 0" />
+		<attribute name="Scale" value="1 1 1" />
+		<attribute name="Variables" />
+		<component type="StaticModel" id="7">
+			<attribute name="Model" value="Model;Models/Box.mdl" />
+			<attribute name="Material" value="Material;Materials/Stone.xml" />
+			<attribute name="Cast Shadows" value="true" />
+		</component>
+	</node>
+	<node id="7">
+		<attribute name="Is Enabled" value="true" />
+		<attribute name="Name" value="Light2" />
+		<attribute name="Position" value="-2.55712 0.969277 4.03673" />
+		<attribute name="Rotation" value="0.346269 0.0588016 0.923076 -0.156752" />
+		<attribute name="Scale" value="1 1 1" />
+		<attribute name="Variables" />
+		<component type="Light" id="8">
+			<attribute name="Light Type" value="Spot" />
+			<attribute name="Color" value="0.5 0.5 1 1" />
+			<attribute name="Spot FOV" value="60" />
+			<attribute name="Cast Shadows" value="true" />
+			<attribute name="Depth Constant Bias" value="0.0001" />
+		</component>
+	</node>
+</scene>

+ 145 - 0
Bin/Data/Scripts/38_SceneAndUILoad.as

@@ -0,0 +1,145 @@
+// Scene & UI load example.
+// This sample demonstrates:
+//      - Loading a scene from a file and showing it
+//      - Loading a UI layout from a file and showing it
+//      - Subscribing to the UI layout's events
+
+#include "Scripts/Utilities/Sample.as"
+
+void Start()
+{
+    // Execute the common startup for samples
+    SampleStart();
+
+    // Create the scene content
+    CreateScene();
+
+    // Create the UI content and subscribe to UI events
+    CreateUI();
+
+    // Setup the viewport for displaying the scene
+    SetupViewport();
+    
+    // Subscribe to global events for camera movement
+    SubscribeToEvents();
+}
+
+void CreateScene()
+{
+    scene_ = Scene();
+
+    // Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
+    // which scene.LoadXML() will read
+    scene_.LoadXML(cache.GetFile("Scenes/SceneLoadExample.xml"));
+
+    // Create the camera (not included in the scene file)
+    cameraNode = scene_.CreateChild("Camera");
+    cameraNode.CreateComponent("Camera");
+
+    // Set an initial position for the camera scene node above the plane
+    cameraNode.position = Vector3(0.0f, 2.0f, -10.0f);
+}
+
+void CreateUI()
+{
+    // Set up global UI style into the root UI element
+    XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
+    ui.root.defaultStyle = style;
+
+    // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
+    // control the camera, and when visible, it will interact with the UI
+    Cursor@ cursor = Cursor();
+    cursor.SetStyleAuto();
+    ui.cursor = cursor;
+    // Set starting position of the cursor at the rendering window center
+    cursor.SetPosition(graphics.width / 2, graphics.height / 2);
+
+    // Load UI content prepared in the editor and add to the UI hierarchy
+    UIElement@ layoutRoot = ui.LoadLayout(cache.GetResource("XMLFile", "UI/UILoadExample.xml"));
+    ui.root.AddChild(layoutRoot);
+
+    // Subscribe to button actions (toggle scene lights when pressed then released)
+    Button@ button = layoutRoot.GetChild("ToggleLight1", true);
+    if (button !is null)
+        SubscribeToEvent(button, "Released", "ToggleLight1");
+    button = layoutRoot.GetChild("ToggleLight2", true);
+    if (button !is null)
+        SubscribeToEvent(button, "Released", "ToggleLight2");
+}
+
+void ToggleLight1()
+{
+    Node@ lightNode = scene_.GetChild("Light1", true);
+    if (lightNode !is null)
+        lightNode.enabled = !lightNode.enabled;
+}
+
+void ToggleLight2()
+{
+    Node@ lightNode = scene_.GetChild("Light2", true);
+    if (lightNode !is null)
+        lightNode.enabled = !lightNode.enabled;
+}
+
+void SetupViewport()
+{
+    // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
+    Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
+    renderer.viewports[0] = viewport;
+}
+
+void SubscribeToEvents()
+{
+    // Subscribe HandleUpdate() function for camera motion
+    SubscribeToEvent("Update", "HandleUpdate");
+}
+
+void HandleUpdate(StringHash eventType, VariantMap& eventData)
+{
+    // Take the frame time step, which is stored as a float
+    float timeStep = eventData["TimeStep"].GetFloat();
+
+    // Move the camera, scale movement with time step
+    MoveCamera(timeStep);
+}
+
+void MoveCamera(float timeStep)
+{
+    // Right mouse button controls mouse cursor visibility: hide when pressed
+    ui.cursor.visible = !input.mouseButtonDown[MOUSEB_RIGHT];
+
+    // Do not move if the UI has a focused element
+    if (ui.focusElement !is null)
+        return;
+
+    // Movement speed as world units per second
+    const float MOVE_SPEED = 20.0f;
+    // Mouse sensitivity as degrees per pixel
+    const float MOUSE_SENSITIVITY = 0.1f;
+
+    // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    // Only move the camera when the cursor is hidden
+    if (!ui.cursor.visible)
+    {
+        IntVector2 mouseMove = input.mouseMove;
+        yaw += MOUSE_SENSITIVITY * mouseMove.x;
+        pitch += MOUSE_SENSITIVITY * mouseMove.y;
+        pitch = Clamp(pitch, -90.0f, 90.0f);
+
+        // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+        cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
+    }
+
+    // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    if (input.keyDown['W'])
+        cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['S'])
+        cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['A'])
+        cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['D'])
+        cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
+}
+
+// Create XML patch instructions for screen joystick layout specific to this sample app
+String patchInstructions = "";

+ 33 - 0
Bin/Data/UI/UILoadExample.xml

@@ -0,0 +1,33 @@
+<?xml version="1.0"?>
+<element type="Window">
+	<attribute name="Position" value="100 100" />
+	<attribute name="Size" value="180 120" />
+	<element type="Button">
+		<attribute name="Name" value="ToggleLight1" />
+		<attribute name="Position" value="20 20" />
+		<attribute name="Size" value="140 30" />
+		<element type="Text">
+			<attribute name="Horiz Alignment" value="Center" />
+			<attribute name="Vert Alignment" value="Center" />
+			<attribute name="Top Left Color" value="0.85 0.85 0.85 1" />
+			<attribute name="Top Right Color" value="0.85 0.85 0.85 1" />
+			<attribute name="Bottom Left Color" value="0.85 0.85 0.85 1" />
+			<attribute name="Bottom Right Color" value="0.85 0.85 0.85 1" />
+			<attribute name="Text" value="Toggle light 1" />
+		</element>
+	</element>
+	<element type="Button">
+		<attribute name="Name" value="ToggleLight2" />
+		<attribute name="Position" value="20 70" />
+		<attribute name="Size" value="140 30" />
+		<element type="Text">
+			<attribute name="Horiz Alignment" value="Center" />
+			<attribute name="Vert Alignment" value="Center" />
+			<attribute name="Top Left Color" value="0.85 0.85 0.85 1" />
+			<attribute name="Top Right Color" value="0.85 0.85 0.85 1" />
+			<attribute name="Bottom Left Color" value="0.85 0.85 0.85 1" />
+			<attribute name="Bottom Right Color" value="0.85 0.85 0.85 1" />
+			<attribute name="Text" value="Toggle light 2" />
+		</element>
+	</element>
+</element>

+ 1 - 1
Docs/GettingStarted.dox

@@ -564,7 +564,7 @@ All the \ref Running_Commandline "command line options" supported by Urho3D play
 -scene </path/to/scene.xml>     Load a scene after starting up
 -scene </path/to/scene.xml>     Load a scene after starting up
 \endverbatim
 \endverbatim
 
 
-Hint: to get some content to look at, run the Physics sample application (Bin/Data/Scripts/11_Physics.as), and press F5. This saves a scene file called Physics.xml into the Data/Scenes subdirectory, which can be loaded in the editor. The NinjaSnowWar scene also exists in the Data/Scenes subdirectory, and the NinjaSnowWar object "prefabs" are in the Data/Objects subdirectory.
+Hint: to get more content to look at, run the Physics sample application (Bin/Data/Scripts/11_Physics.as), and press F5. This saves a scene file called Physics.xml into the Data/Scenes subdirectory, which can be loaded in the editor. Scenes utilized by the NinjaSnowWar and SceneAndUILoad examples also exist in the Data/Scenes subdirectory, and the NinjaSnowWar object "prefabs" are in the Data/Objects subdirectory.
 
 
 \section EditorInstructions_Controls Controls
 \section EditorInstructions_Controls Controls
 
 

+ 33 - 0
Source/Samples/38_SceneAndUILoad/CMakeLists.txt

@@ -0,0 +1,33 @@
+#
+# Copyright (c) 2008-2014 the Urho3D project.
+#
+# 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.
+#
+
+# Define target name
+set (TARGET_NAME 38_SceneAndUILoad)
+
+# Define source files
+define_source_files (EXTRA_H_FILES ${COMMON_SAMPLE_H_FILES})
+
+# Setup target with resource copying
+setup_main_executable ()
+
+# Setup test cases
+add_test (NAME ${TARGET_NAME} COMMAND ${TARGET_NAME} -timeout ${URHO3D_TEST_TIME_OUT})

+ 194 - 0
Source/Samples/38_SceneAndUILoad/SceneAndUILoad.cpp

@@ -0,0 +1,194 @@
+//
+// Copyright (c) 2008-2014 the Urho3D project.
+//
+// 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 "Button.h"
+#include "Camera.h"
+#include "CoreEvents.h"
+#include "Cursor.h"
+#include "Engine.h"
+#include "Graphics.h"
+#include "Input.h"
+#include "ResourceCache.h"
+#include "Scene.h"
+#include "UI.h"
+#include "UIEvents.h"
+#include "XMLFile.h"
+#include "Zone.h"
+
+#include "SceneAndUILoad.h"
+
+#include "DebugNew.h"
+
+DEFINE_APPLICATION_MAIN(SceneAndUILoad)
+
+SceneAndUILoad::SceneAndUILoad(Context* context) :
+    Sample(context)
+{
+}
+
+void SceneAndUILoad::Start()
+{
+    // Execute base class startup
+    Sample::Start();
+
+    // Create the scene content
+    CreateScene();
+    
+    // Create the UI content
+    CreateUI();
+    
+    // Setup the viewport for displaying the scene
+    SetupViewport();
+
+    // Subscribe to global events for camera movement
+    SubscribeToEvents();
+}
+
+void SceneAndUILoad::CreateScene()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+
+    scene_ = new Scene(context_);
+
+    // Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
+    // which scene.LoadXML() will read
+    SharedPtr<File> file = cache->GetFile("Scenes/SceneLoadExample.xml");
+    scene_->LoadXML(*file);
+
+    // Create the camera (not included in the scene file)
+    cameraNode_ = scene_->CreateChild("Camera");
+    cameraNode_->CreateComponent<Camera>();
+
+    // Set an initial position for the camera scene node above the plane
+    cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -10.0f));
+}
+
+void SceneAndUILoad::CreateUI()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    UI* ui = GetSubsystem<UI>();
+    
+    // Set up global UI style into the root UI element
+    XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
+    ui->GetRoot()->SetDefaultStyle(style);
+
+    // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
+    // control the camera, and when visible, it will interact with the UI
+    SharedPtr<Cursor> cursor(new Cursor(context_));
+    cursor->SetStyleAuto();
+    ui->SetCursor(cursor);
+    // Set starting position of the cursor at the rendering window center
+    Graphics* graphics = GetSubsystem<Graphics>();
+    cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
+    
+    // Load UI content prepared in the editor and add to the UI hierarchy
+    SharedPtr<UIElement> layoutRoot = ui->LoadLayout(cache->GetResource<XMLFile>("UI/UILoadExample.xml"));
+    ui->GetRoot()->AddChild(layoutRoot);
+
+    // Subscribe to button actions (toggle scene lights when pressed then released)
+    Button* button = static_cast<Button*>(layoutRoot->GetChild("ToggleLight1", true));
+    if (button)
+        SubscribeToEvent(button, E_RELEASED, HANDLER(SceneAndUILoad, ToggleLight1));
+    button = static_cast<Button*>(layoutRoot->GetChild("ToggleLight2", true));
+    if (button)
+        SubscribeToEvent(button, E_RELEASED, HANDLER(SceneAndUILoad, ToggleLight2));
+}
+
+void SceneAndUILoad::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 SceneAndUILoad::SubscribeToEvents()
+{
+    // Subscribe HandleUpdate() function for camera motion
+    SubscribeToEvent(E_UPDATE, HANDLER(SceneAndUILoad, HandleUpdate));
+}
+
+void SceneAndUILoad::MoveCamera(float timeStep)
+{
+    // Right mouse button controls mouse cursor visibility: hide when pressed
+    UI* ui = GetSubsystem<UI>();
+    Input* input = GetSubsystem<Input>();
+    ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
+    
+    // Do not move if the UI has a focused element
+    if (ui->GetFocusElement())
+        return;
+    
+    // Movement speed as world units per second
+    const float MOVE_SPEED = 20.0f;
+    // Mouse sensitivity as degrees per pixel
+    const float MOUSE_SENSITIVITY = 0.1f;
+    
+    // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    // Only move the camera when the cursor is hidden
+    if (!ui->GetCursor()->IsVisible())
+    {
+        IntVector2 mouseMove = input->GetMouseMove();
+        yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
+        pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
+        pitch_ = Clamp(pitch_, -90.0f, 90.0f);
+        
+        // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+        cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
+    }
+    
+    // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    if (input->GetKeyDown('W'))
+        cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('S'))
+        cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('A'))
+        cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('D'))
+        cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
+}
+
+void SceneAndUILoad::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 SceneAndUILoad::ToggleLight1(StringHash eventType, VariantMap& eventData)
+{
+    Node* lightNode = scene_->GetChild("Light1", true);
+    if (lightNode)
+        lightNode->SetEnabled(!lightNode->IsEnabled());
+}
+
+void SceneAndUILoad::ToggleLight2(StringHash eventType, VariantMap& eventData)
+{
+    Node* lightNode = scene_->GetChild("Light2", true);
+    if (lightNode)
+        lightNode->SetEnabled(!lightNode->IsEnabled());
+}

+ 69 - 0
Source/Samples/38_SceneAndUILoad/SceneAndUILoad.h

@@ -0,0 +1,69 @@
+//
+// Copyright (c) 2008-2014 the Urho3D project.
+//
+// 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.
+//
+
+#pragma once
+
+#include "Sample.h"
+
+namespace Urho3D
+{
+
+class Drawable;
+class Node;
+class Scene;
+
+}
+
+/// Scene & UI load example.
+/// This sample demonstrates:
+///      - Loading a scene from a file and showing it
+///      - Loading a UI layout from a file and showing it
+///      - Subscribing to the UI layout's events
+class SceneAndUILoad : public Sample
+{
+    OBJECT(SceneAndUILoad);
+
+public:
+    /// Construct.
+    SceneAndUILoad(Context* context);
+
+    /// Setup after engine initialization and before running the main loop.
+    virtual void Start();
+
+private:
+    /// Construct the scene content.
+    void CreateScene();
+    /// Construct user interface elements.
+    void CreateUI();
+    /// Set up a viewport for displaying the scene.
+    void SetupViewport();
+    /// Subscribe to application-wide logic update event.
+    void SubscribeToEvents();
+    /// Reads input and moves the camera.
+    void MoveCamera(float timeStep);
+    /// Handle the logic update event.
+    void HandleUpdate(StringHash eventType, VariantMap& eventData);
+    /// Handle toggle button 1 being pressed.
+    void ToggleLight1(StringHash eventType, VariantMap& eventData);
+    /// Handle toggle button 2 being pressed.
+    void ToggleLight2(StringHash eventType, VariantMap& eventData);
+};

+ 1 - 0
Source/Samples/CMakeLists.txt

@@ -85,3 +85,4 @@ add_subdirectory (31_MaterialAnimation)
 add_subdirectory (34_DynamicGeometry)
 add_subdirectory (34_DynamicGeometry)
 add_subdirectory (35_SignedDistanceFieldText)
 add_subdirectory (35_SignedDistanceFieldText)
 add_subdirectory (37_UIDrag)
 add_subdirectory (37_UIDrag)
+add_subdirectory (38_SceneAndUILoad)