//
// Copyright (c) 2008-2017 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 Node;
class Scene;
}
class Character;
class Touch;
/// Moving character example.
/// This sample demonstrates:
/// - Controlling a humanoid character through physics
/// - Driving animations using the AnimationController component
/// - Manual control of a bone scene node
/// - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery
/// - Defining attributes of a custom component so that it can be saved and loaded
/// - Using touch inputs/gyroscope for iOS/Android (implemented through an external file)
class CharacterDemo : public Sample
{
URHO3D_OBJECT(CharacterDemo, Sample);
public:
/// Construct.
CharacterDemo(Context* context);
/// Destruct.
virtual ~CharacterDemo() override;
/// Setup after engine initialization and before running the main loop.
virtual void Start() override;
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
virtual String GetScreenJoystickPatchString() const override { return
""
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" "
" 1st/3rd"
" "
" "
" "
" "
" "
" "
" "
" Jump"
" "
" "
" "
" "
" "
" "
"";
}
private:
/// Create static scene content.
void CreateScene();
/// Create controllable character.
void CreateCharacter();
/// Construct an instruction text to the UI.
void CreateInstructions();
/// Subscribe to necessary events.
void SubscribeToEvents();
/// Handle application update. Set controls to character.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Handle application post-update. Update camera position after character has moved.
void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
/// Touch utility object.
SharedPtr touch_;
/// The controllable character component.
WeakPtr character_;
/// First person camera flag.
bool firstPerson_;
};