// // 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; } // Urho2D particle example. // This sample demonstrates: // - Creating a 2D scene with particle // - Displaying the scene using the Renderer subsystem // - Handling mouse move to move particle class Urho2DParticle : public Sample { URHO3D_OBJECT(Urho2DParticle, Sample); public: /// Construct. Urho2DParticle(Context* context); /// 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 "" " " " " " " ""; } private: /// Construct the scene content. void CreateScene(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Set up a viewport for displaying the scene. void SetupViewport(); /// Subscribe to application-wide logic update events. void SubscribeToEvents(); /// Handle mouse move event. void HandleMouseMove(StringHash eventType, VariantMap& eventData); /// Particle scene node. SharedPtr particleNode_; };