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UIComponent AngelScript API fix, AS example and shutdown crash fix.

Lasse Öörni 8 年之前
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50fbdbd12e

+ 0 - 1
Source/Samples/48_Hello3DUI/Hello3DUI.cpp

@@ -173,7 +173,6 @@ void Hello3DUI::InitWindow()
         text->SetName(ToString("Item %d", i));
         list->AddItem(text);
     }
-    window_->AddChild(list);
 
     // Apply styles
     window_->SetStyleAuto();

+ 1 - 1
Source/Samples/48_Hello3DUI/Hello3DUI.h

@@ -32,7 +32,7 @@ class Window;
 }
 
 /// A 3D UI demonstration based on the HelloGUI sample. Renders UI alternatively
-/// either to a 3D scene object, or directly to the backbuffer.
+/// either to a 3D scene object using UIComponent, or directly to the backbuffer.
 class Hello3DUI : public Sample
 {
     URHO3D_OBJECT(Hello3DUI, Sample);

+ 3 - 3
Source/Urho3D/AngelScript/UIAPI.cpp

@@ -805,9 +805,9 @@ static void RegisterUI(asIScriptEngine* engine)
 static void RegisterUIComponent(asIScriptEngine* engine)
 {
     RegisterComponent<UIComponent>(engine, "UIComponent", true, false);
-    engine->RegisterObjectMethod("UIComponent", "UIElement@+ GetRoot()", asMETHOD(UIComponent, GetRoot), asCALL_THISCALL);
-    engine->RegisterObjectMethod("UIComponent", "Material@+ GetMaterial()", asMETHOD(UIComponent, GetMaterial), asCALL_THISCALL);
-    engine->RegisterObjectMethod("UIComponent", "Texture2D@+ GetTexture()", asMETHOD(UIComponent, GetTexture), asCALL_THISCALL);
+    engine->RegisterObjectMethod("UIComponent", "UIElement@+ get_root()", asMETHOD(UIComponent, GetRoot), asCALL_THISCALL);
+    engine->RegisterObjectMethod("UIComponent", "Material@+ get_material()", asMETHOD(UIComponent, GetMaterial), asCALL_THISCALL);
+    engine->RegisterObjectMethod("UIComponent", "Texture2D@+ get_texture()", asMETHOD(UIComponent, GetTexture), asCALL_THISCALL);
 }
 
 void RegisterUIAPI(asIScriptEngine* engine)

+ 4 - 1
Source/Urho3D/UI/UIComponent.cpp

@@ -94,7 +94,10 @@ void UIComponent::OnNodeSet(Node* node)
         model_ = 0;
     }
 
-    GetSubsystem<UI>()->SetRenderToTexture(this, node != 0);
+    UI* ui = GetSubsystem<UI>();
+    // May be null on shutdown
+    if (ui)
+        ui->SetRenderToTexture(this, node != 0);
 }
 
 void UIComponent::OnElementResized(StringHash eventType, VariantMap& args)

+ 306 - 0
bin/Data/Scripts/48_Hello3DUI.as

@@ -0,0 +1,306 @@
+/// A 3D UI demonstration based on the HelloGUI sample. Renders UI alternatively
+/// either to a 3D scene object using UIComponent, or directly to the backbuffer.
+
+#include "Scripts/Utilities/Sample.as"
+
+Window@ window;
+IntVector2 dragBeginPosition = IntVector2::ZERO;
+UIElement@ textureRoot;
+WeakHandle current;
+bool renderOnCube = false;
+bool drawDebug_ = false;
+bool animateCube = true;
+
+void Start()
+{
+    // Execute the common startup for samples
+    SampleStart();
+
+    // Enable OS cursor
+    input.mouseVisible = true;
+
+    // Load XML file containing default UI style sheet
+    XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
+
+    // Set the loaded style as default style
+    ui.root.defaultStyle = style;
+
+    // Initialize Scene
+    InitScene();
+
+    // Initialize Window
+    InitWindow();
+
+    // Create and add some controls to the Window
+    InitControls();
+
+    // Create a draggable Fish
+    CreateDraggableFish();
+
+    // Create 3D UI rendered on a cube.
+    Init3DUI();
+
+    // Set the mouse mode to use in the sample
+    SampleInitMouseMode(MM_FREE);
+}
+
+void InitControls()
+{
+    // Create a CheckBox
+    CheckBox@ checkBox = CheckBox();
+    checkBox.name = "CheckBox";
+
+    // Create a Button
+    Button@ button = Button();
+    button.name = "Button";
+    button.minHeight = 24;
+
+    // Create a LineEdit
+    LineEdit@ lineEdit = LineEdit();
+    lineEdit.name = "LineEdit";
+    lineEdit.minHeight = 24;
+
+    // Add controls to Window
+    window.AddChild(checkBox);
+    window.AddChild(button);
+    window.AddChild(lineEdit);
+
+    // Apply previously set default style
+    checkBox.SetStyleAuto();
+    button.SetStyleAuto();
+    lineEdit.SetStyleAuto();
+    
+    Text@ instructions = Text();
+    instructions.SetStyleAuto();
+    instructions.text = "[TAB]   - toggle between rendering on screen or cube.\n"
+                        "[Space] - toggle cube rotation.";
+    ui.root.AddChild(instructions);
+}
+
+void InitScene()
+{
+    scene_ = Scene();
+
+    scene_.CreateComponent("Octree");
+    Zone@ zone = scene_.CreateComponent("Zone");
+    zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
+    zone.fogColor = GRAY;
+    zone.fogStart = 100.0f;
+    zone.fogEnd = 300.0f;
+
+    // Create a child scene node (at world origin) and a StaticModel component into it.
+    Node@ boxNode = scene_.CreateChild("Box");
+    boxNode.scale = Vector3(5.0f, 5.0f, 5.0f);
+    boxNode.rotation = Quaternion(90, Vector3::LEFT);
+
+    // Create a box model and hide it initially.
+    StaticModel@ boxModel = boxNode.CreateComponent("StaticModel");
+    boxModel.model = cache.GetResource("Model", "Models/Box.mdl");
+    boxNode.enabled = false;
+
+    // Create a camera.
+    cameraNode = scene_.CreateChild("Camera");
+    cameraNode.CreateComponent("Camera");
+
+    // Set an initial position for the camera scene node.
+    cameraNode.position = Vector3(0.0f, 0.0f, -10.0f);
+
+    // Set up a viewport so 3D scene can be visible.
+    Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
+    renderer.viewports[0] = viewport;
+
+    // Subscribe to update event and animate cube and handle input.
+    SubscribeToEvent("Update", "HandleUpdate");
+}
+
+void InitWindow()
+{
+    // Create the Window and add it to the UI's root node
+    window = Window();
+    ui.root.AddChild(window);
+
+    // Set Window size and layout settings
+    window.minWidth = 384;
+    window.SetLayout(LM_VERTICAL, 6, IntRect(6, 6, 6, 6));
+    window.SetAlignment(HA_CENTER, VA_CENTER);
+    window.name = "Window";
+
+    // Create Window 'titlebar' container
+    UIElement@ titleBar = UIElement();
+    titleBar.SetMinSize(0, 24);
+    titleBar.verticalAlignment = VA_TOP;
+    titleBar.layoutMode = LM_HORIZONTAL;
+
+    // Create the Window title Text
+    Text@ windowTitle = Text();
+    windowTitle.name = "WindowTitle";
+    windowTitle.text = "Hello GUI!";
+
+    // Create the Window's close button
+    Button@ buttonClose = Button();
+    buttonClose.name = "CloseButton";
+
+    // Add the controls to the title bar
+    titleBar.AddChild(windowTitle);
+    titleBar.AddChild(buttonClose);
+
+    // Add the title bar to the Window
+    window.AddChild(titleBar);
+
+    // Create a list.
+    ListView@ list = window.CreateChild("ListView");
+    list.selectOnClickEnd = true;
+    list.highlightMode = HM_ALWAYS;
+    list.minHeight = 200;
+
+    for (int i = 0; i < 32; i++)
+    {
+        Text@ text = Text();
+        text.SetStyleAuto();
+        text.text = "List item " + i;
+        text.name = "Item " + i;
+        list.AddItem(text);
+    }
+
+    // Apply styles
+    window.SetStyleAuto();
+    list.SetStyleAuto();
+    windowTitle.SetStyleAuto();
+    buttonClose.style = "CloseButton";
+
+    // Subscribe to buttonClose release (following a 'press') events
+    SubscribeToEvent(buttonClose, "Released", "HandleClosePressed");
+
+    // Subscribe also to all UI mouse clicks just to see where we have clicked
+    SubscribeToEvent("UIMouseClick", "HandleControlClicked");
+}
+
+void CreateDraggableFish()
+{
+    // Create a draggable Fish button
+    Button@ draggableFish = ui.root.CreateChild("Button", "Fish");
+    draggableFish.texture = cache.GetResource("Texture2D", "Textures/UrhoDecal.dds"); // Set texture
+    draggableFish.blendMode = BLEND_ADD;
+    draggableFish.SetSize(128, 128);
+    draggableFish.SetPosition((graphics.width - draggableFish.width) / 2, 200);
+
+    // Add a tooltip to Fish button
+    ToolTip@ toolTip = draggableFish.CreateChild("ToolTip");
+    toolTip.position = IntVector2(draggableFish.width + 5, draggableFish.width/2); // slightly offset from fish
+    BorderImage@ textHolder = toolTip.CreateChild("BorderImage");
+    textHolder.SetStyle("ToolTipBorderImage");
+    Text@ toolTipText = textHolder.CreateChild("Text");
+    toolTipText.SetStyle("ToolTipText");
+    toolTipText.text = "Please drag me!";
+
+    // Subscribe draggableFish to Drag Events (in order to make it draggable)
+    // See "Event list" in documentation's Main Page for reference on available Events and their eventData
+    SubscribeToEvent(draggableFish, "DragBegin", "HandleDragBegin");
+    SubscribeToEvent(draggableFish, "DragMove", "HandleDragMove");
+    SubscribeToEvent(draggableFish, "DragEnd", "HandleDragEnd");
+}
+
+void HandleDragBegin(StringHash eventType, VariantMap& eventData)
+{
+    // Get UIElement relative position where input (touch or click) occurred (top-left = IntVector2(0,0))
+    dragBeginPosition = IntVector2(eventData["ElementX"].GetInt(), eventData["ElementY"].GetInt());
+}
+
+void HandleDragMove(StringHash eventType, VariantMap& eventData)
+{
+    IntVector2 dragCurrentPosition = IntVector2(eventData["X"].GetInt(), eventData["Y"].GetInt());
+    // Get the element (fish) that is being dragged. GetPtr() returns a RefCounted handle which can be cast implicitly
+    UIElement@ draggedElement = eventData["Element"].GetPtr();
+    draggedElement.position = dragCurrentPosition - dragBeginPosition;
+}
+
+void HandleDragEnd(StringHash eventType, VariantMap& eventData) // For reference (not used here)
+{
+}
+
+void HandleClosePressed(StringHash eventType, VariantMap& eventData)
+{
+    engine.Exit();
+}
+
+void HandleControlClicked(StringHash eventType, VariantMap& eventData)
+{
+    // Get the Text control acting as the Window's title
+    Text@ windowTitle = window.GetChild("WindowTitle", true);
+
+    // Get control that was clicked
+    UIElement@ clicked = eventData["Element"].GetPtr();
+
+    String name = "...?";
+    if (clicked !is null)
+    {
+        // Get the name of the control that was clicked
+        name = clicked.name;
+    }
+
+    // Update the Window's title text
+    windowTitle.text = "Hello " + name + "!";
+}
+
+void Init3DUI()
+{
+    // Node that will get UI rendered on it.
+    Node@ boxNode = scene_.GetChild("Box");
+    // Create a component that sets up UI rendering. It sets material to StaticModel of the node.
+    UIComponent@ component = boxNode.CreateComponent("UIComponent");
+    // Optionally modify material. Technique is changed so object is visible without any lights.
+    component.material.SetTechnique(0, cache.GetResource("Technique", "Techniques/DiffUnlit.xml"));
+    // Save root element of texture UI for later use.
+    textureRoot = component.root;
+    // Set size of root element. This is size of texture as well.
+    textureRoot.SetSize(512, 512);
+}
+
+void HandleUpdate(StringHash eventType, VariantMap& eventData)
+{
+    float timeStep = eventData["TimeStep"].GetFloat();
+    Node@ node = scene_.GetChild("Box");
+
+    if (current.Get() !is null && drawDebug_)
+        ui.DebugDraw(cast<UIElement>(current.Get()));
+
+    if (input.mouseButtonPress[MOUSEB_LEFT])
+        current = ui.GetElementAt(input.mousePosition);
+
+    if (input.keyPress[KEY_TAB])
+    {
+        renderOnCube = !renderOnCube;
+        // Toggle between rendering on screen or to texture.
+        if (renderOnCube)
+        {
+            node.enabled = true;
+            textureRoot.AddChild(window);
+        }
+        else
+        {
+            node.enabled = false;
+            ui.root.AddChild(window);
+        }
+    }
+
+    if (input.keyPress[KEY_SPACE])
+        animateCube = !animateCube;
+
+    if (input.keyPress[KEY_F2])
+        drawDebug_ = !drawDebug_;
+
+    if (animateCube)
+    {
+        node.Yaw(6.0f * timeStep * 1.5f);
+        node.Roll(-6.0f * timeStep * 1.5f);
+        node.Pitch(-6.0f * timeStep * 1.5f);
+    }
+}
+
+// Create XML patch instructions for screen joystick layout specific to this sample app
+String patchInstructions =
+        "<patch>" +
+        "    <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
+        "        <attribute name=\"Is Visible\" value=\"false\" />" +
+        "    </add>" +
+        "</patch>";