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+/// A 3D UI demonstration based on the HelloGUI sample. Renders UI alternatively
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+/// either to a 3D scene object using UIComponent, or directly to the backbuffer.
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+
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+#include "Scripts/Utilities/Sample.as"
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+
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+Window@ window;
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+IntVector2 dragBeginPosition = IntVector2::ZERO;
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+UIElement@ textureRoot;
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+WeakHandle current;
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+bool renderOnCube = false;
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+bool drawDebug_ = false;
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+bool animateCube = true;
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+
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+void Start()
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+{
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+ // Execute the common startup for samples
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+ SampleStart();
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+
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+ // Enable OS cursor
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+ input.mouseVisible = true;
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+
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+ // Load XML file containing default UI style sheet
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+ XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
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+
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+ // Set the loaded style as default style
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+ ui.root.defaultStyle = style;
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+
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+ // Initialize Scene
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+ InitScene();
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+
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+ // Initialize Window
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+ InitWindow();
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+
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+ // Create and add some controls to the Window
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+ InitControls();
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+
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+ // Create a draggable Fish
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+ CreateDraggableFish();
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+
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+ // Create 3D UI rendered on a cube.
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+ Init3DUI();
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+
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+ // Set the mouse mode to use in the sample
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+ SampleInitMouseMode(MM_FREE);
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+}
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+
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+void InitControls()
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+{
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+ // Create a CheckBox
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+ CheckBox@ checkBox = CheckBox();
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+ checkBox.name = "CheckBox";
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+
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+ // Create a Button
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+ Button@ button = Button();
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+ button.name = "Button";
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+ button.minHeight = 24;
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+
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+ // Create a LineEdit
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+ LineEdit@ lineEdit = LineEdit();
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+ lineEdit.name = "LineEdit";
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+ lineEdit.minHeight = 24;
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+
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+ // Add controls to Window
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+ window.AddChild(checkBox);
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+ window.AddChild(button);
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+ window.AddChild(lineEdit);
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+
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+ // Apply previously set default style
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+ checkBox.SetStyleAuto();
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+ button.SetStyleAuto();
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+ lineEdit.SetStyleAuto();
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+
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+ Text@ instructions = Text();
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+ instructions.SetStyleAuto();
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+ instructions.text = "[TAB] - toggle between rendering on screen or cube.\n"
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+ "[Space] - toggle cube rotation.";
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+ ui.root.AddChild(instructions);
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+}
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+
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+void InitScene()
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+{
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+ scene_ = Scene();
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+
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+ scene_.CreateComponent("Octree");
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+ Zone@ zone = scene_.CreateComponent("Zone");
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+ zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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+ zone.fogColor = GRAY;
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+ zone.fogStart = 100.0f;
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+ zone.fogEnd = 300.0f;
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+
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+ // Create a child scene node (at world origin) and a StaticModel component into it.
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+ Node@ boxNode = scene_.CreateChild("Box");
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+ boxNode.scale = Vector3(5.0f, 5.0f, 5.0f);
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+ boxNode.rotation = Quaternion(90, Vector3::LEFT);
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+
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+ // Create a box model and hide it initially.
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+ StaticModel@ boxModel = boxNode.CreateComponent("StaticModel");
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+ boxModel.model = cache.GetResource("Model", "Models/Box.mdl");
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+ boxNode.enabled = false;
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+
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+ // Create a camera.
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+ cameraNode = scene_.CreateChild("Camera");
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+ cameraNode.CreateComponent("Camera");
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+
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+ // Set an initial position for the camera scene node.
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+ cameraNode.position = Vector3(0.0f, 0.0f, -10.0f);
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+
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+ // Set up a viewport so 3D scene can be visible.
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+ Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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+ renderer.viewports[0] = viewport;
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+
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+ // Subscribe to update event and animate cube and handle input.
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+ SubscribeToEvent("Update", "HandleUpdate");
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+}
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+
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+void InitWindow()
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+{
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+ // Create the Window and add it to the UI's root node
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+ window = Window();
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+ ui.root.AddChild(window);
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+
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+ // Set Window size and layout settings
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+ window.minWidth = 384;
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+ window.SetLayout(LM_VERTICAL, 6, IntRect(6, 6, 6, 6));
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+ window.SetAlignment(HA_CENTER, VA_CENTER);
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+ window.name = "Window";
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+
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+ // Create Window 'titlebar' container
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+ UIElement@ titleBar = UIElement();
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+ titleBar.SetMinSize(0, 24);
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+ titleBar.verticalAlignment = VA_TOP;
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+ titleBar.layoutMode = LM_HORIZONTAL;
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+
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+ // Create the Window title Text
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+ Text@ windowTitle = Text();
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+ windowTitle.name = "WindowTitle";
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+ windowTitle.text = "Hello GUI!";
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+
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+ // Create the Window's close button
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+ Button@ buttonClose = Button();
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+ buttonClose.name = "CloseButton";
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+
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+ // Add the controls to the title bar
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+ titleBar.AddChild(windowTitle);
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+ titleBar.AddChild(buttonClose);
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+
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+ // Add the title bar to the Window
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+ window.AddChild(titleBar);
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+
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+ // Create a list.
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+ ListView@ list = window.CreateChild("ListView");
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+ list.selectOnClickEnd = true;
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+ list.highlightMode = HM_ALWAYS;
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+ list.minHeight = 200;
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+
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+ for (int i = 0; i < 32; i++)
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+ {
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+ Text@ text = Text();
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+ text.SetStyleAuto();
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+ text.text = "List item " + i;
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+ text.name = "Item " + i;
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+ list.AddItem(text);
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+ }
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+
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+ // Apply styles
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+ window.SetStyleAuto();
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+ list.SetStyleAuto();
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+ windowTitle.SetStyleAuto();
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+ buttonClose.style = "CloseButton";
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+
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+ // Subscribe to buttonClose release (following a 'press') events
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+ SubscribeToEvent(buttonClose, "Released", "HandleClosePressed");
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+
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+ // Subscribe also to all UI mouse clicks just to see where we have clicked
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+ SubscribeToEvent("UIMouseClick", "HandleControlClicked");
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+}
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+
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+void CreateDraggableFish()
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+{
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+ // Create a draggable Fish button
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+ Button@ draggableFish = ui.root.CreateChild("Button", "Fish");
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+ draggableFish.texture = cache.GetResource("Texture2D", "Textures/UrhoDecal.dds"); // Set texture
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+ draggableFish.blendMode = BLEND_ADD;
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+ draggableFish.SetSize(128, 128);
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+ draggableFish.SetPosition((graphics.width - draggableFish.width) / 2, 200);
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+
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+ // Add a tooltip to Fish button
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+ ToolTip@ toolTip = draggableFish.CreateChild("ToolTip");
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+ toolTip.position = IntVector2(draggableFish.width + 5, draggableFish.width/2); // slightly offset from fish
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+ BorderImage@ textHolder = toolTip.CreateChild("BorderImage");
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+ textHolder.SetStyle("ToolTipBorderImage");
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+ Text@ toolTipText = textHolder.CreateChild("Text");
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+ toolTipText.SetStyle("ToolTipText");
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+ toolTipText.text = "Please drag me!";
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+
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+ // Subscribe draggableFish to Drag Events (in order to make it draggable)
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+ // See "Event list" in documentation's Main Page for reference on available Events and their eventData
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+ SubscribeToEvent(draggableFish, "DragBegin", "HandleDragBegin");
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+ SubscribeToEvent(draggableFish, "DragMove", "HandleDragMove");
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+ SubscribeToEvent(draggableFish, "DragEnd", "HandleDragEnd");
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+}
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+
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+void HandleDragBegin(StringHash eventType, VariantMap& eventData)
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+{
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+ // Get UIElement relative position where input (touch or click) occurred (top-left = IntVector2(0,0))
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+ dragBeginPosition = IntVector2(eventData["ElementX"].GetInt(), eventData["ElementY"].GetInt());
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+}
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+
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+void HandleDragMove(StringHash eventType, VariantMap& eventData)
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+{
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+ IntVector2 dragCurrentPosition = IntVector2(eventData["X"].GetInt(), eventData["Y"].GetInt());
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+ // Get the element (fish) that is being dragged. GetPtr() returns a RefCounted handle which can be cast implicitly
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+ UIElement@ draggedElement = eventData["Element"].GetPtr();
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+ draggedElement.position = dragCurrentPosition - dragBeginPosition;
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+}
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+
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+void HandleDragEnd(StringHash eventType, VariantMap& eventData) // For reference (not used here)
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+{
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+}
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+
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+void HandleClosePressed(StringHash eventType, VariantMap& eventData)
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+{
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+ engine.Exit();
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+}
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+
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+void HandleControlClicked(StringHash eventType, VariantMap& eventData)
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+{
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+ // Get the Text control acting as the Window's title
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+ Text@ windowTitle = window.GetChild("WindowTitle", true);
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+
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+ // Get control that was clicked
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+ UIElement@ clicked = eventData["Element"].GetPtr();
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+
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+ String name = "...?";
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+ if (clicked !is null)
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+ {
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+ // Get the name of the control that was clicked
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+ name = clicked.name;
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+ }
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+
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+ // Update the Window's title text
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+ windowTitle.text = "Hello " + name + "!";
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+}
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+
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+void Init3DUI()
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+{
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+ // Node that will get UI rendered on it.
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+ Node@ boxNode = scene_.GetChild("Box");
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+ // Create a component that sets up UI rendering. It sets material to StaticModel of the node.
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+ UIComponent@ component = boxNode.CreateComponent("UIComponent");
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+ // Optionally modify material. Technique is changed so object is visible without any lights.
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+ component.material.SetTechnique(0, cache.GetResource("Technique", "Techniques/DiffUnlit.xml"));
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+ // Save root element of texture UI for later use.
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+ textureRoot = component.root;
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+ // Set size of root element. This is size of texture as well.
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+ textureRoot.SetSize(512, 512);
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+}
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+
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+void HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ float timeStep = eventData["TimeStep"].GetFloat();
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+ Node@ node = scene_.GetChild("Box");
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+
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+ if (current.Get() !is null && drawDebug_)
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+ ui.DebugDraw(cast<UIElement>(current.Get()));
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+
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+ if (input.mouseButtonPress[MOUSEB_LEFT])
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+ current = ui.GetElementAt(input.mousePosition);
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+
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+ if (input.keyPress[KEY_TAB])
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+ {
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+ renderOnCube = !renderOnCube;
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+ // Toggle between rendering on screen or to texture.
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+ if (renderOnCube)
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+ {
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+ node.enabled = true;
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+ textureRoot.AddChild(window);
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+ }
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+ else
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+ {
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+ node.enabled = false;
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+ ui.root.AddChild(window);
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+ }
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+ }
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+
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+ if (input.keyPress[KEY_SPACE])
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+ animateCube = !animateCube;
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+
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+ if (input.keyPress[KEY_F2])
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+ drawDebug_ = !drawDebug_;
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+
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+ if (animateCube)
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+ {
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+ node.Yaw(6.0f * timeStep * 1.5f);
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+ node.Roll(-6.0f * timeStep * 1.5f);
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+ node.Pitch(-6.0f * timeStep * 1.5f);
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+ }
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+}
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+
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+// Create XML patch instructions for screen joystick layout specific to this sample app
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+String patchInstructions =
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+ "<patch>" +
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+ " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
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+ " <attribute name=\"Is Visible\" value=\"false\" />" +
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+ " </add>" +
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+ "</patch>";
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