// // 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. // #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "Urho2DSpriterAnimation.h" #include URHO3D_DEFINE_APPLICATION_MAIN(Urho2DSpriterAnimation) Urho2DSpriterAnimation::Urho2DSpriterAnimation(Context* context) : Sample(context), spriterAnimationIndex_(0) { } void Urho2DSpriterAnimation::Start() { // Execute base class startup Sample::Start(); // Create the scene content CreateScene(); // Create the UI content CreateInstructions(); // Setup the viewport for displaying the scene SetupViewport(); // Set the mouse mode to use in the sample Sample::InitMouseMode(MM_FREE); // Hook up to the frame update events SubscribeToEvents(); } void Urho2DSpriterAnimation::CreateScene() { scene_ = new Scene(context_); scene_->CreateComponent(); // Create camera node cameraNode_ = scene_->CreateChild("Camera"); // Set camera's position cameraNode_->SetPosition(Vector3(0.0f, 0.0f, -10.0f)); Camera* camera = cameraNode_->CreateComponent(); camera->SetOrthographic(true); Graphics* graphics = GetSubsystem(); camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE); camera->SetZoom(1.5f * Min((float)graphics->GetWidth() / 1280.0f, (float)graphics->GetHeight() / 800.0f)); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.5) is set for full visibility at 1280x800 resolution) ResourceCache* cache = GetSubsystem(); AnimationSet2D* spriterAnimationSet = cache->GetResource("Urho2D/imp/imp.scml"); if (!spriterAnimationSet) return; spriterNode_ = scene_->CreateChild("SpriterAnimation"); AnimatedSprite2D* spriterAnimatedSprite = spriterNode_->CreateComponent(); spriterAnimatedSprite->SetAnimationSet(spriterAnimationSet); spriterAnimatedSprite->SetAnimation(spriterAnimationSet->GetAnimation(spriterAnimationIndex_)); } void Urho2DSpriterAnimation::CreateInstructions() { ResourceCache* cache = GetSubsystem(); UI* ui = GetSubsystem(); // Construct new Text object, set string to display and font to use Text* instructionText = ui->GetRoot()->CreateChild(); instructionText->SetText("Mouse click to play next animation, \nUse WASD keys to move, use PageUp PageDown keys to zoom."); instructionText->SetFont(cache->GetResource("Fonts/Anonymous Pro.ttf"), 15); instructionText->SetTextAlignment(HA_CENTER); // Center rows in relation to each other // Position the text relative to the screen center instructionText->SetHorizontalAlignment(HA_CENTER); instructionText->SetVerticalAlignment(VA_CENTER); instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4); } void Urho2DSpriterAnimation::SetupViewport() { Renderer* renderer = GetSubsystem(); // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen SharedPtr viewport(new Viewport(context_, scene_, cameraNode_->GetComponent())); renderer->SetViewport(0, viewport); } void Urho2DSpriterAnimation::MoveCamera(float timeStep) { // Do not move if the UI has a focused element (the console) if (GetSubsystem()->GetFocusElement()) return; Input* input = GetSubsystem(); // Movement speed as world units per second const float MOVE_SPEED = 4.0f; // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed if (input->GetKeyDown(KEY_W)) cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_S)) cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_A)) cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_D)) cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_PAGEUP)) { Camera* camera = cameraNode_->GetComponent(); camera->SetZoom(camera->GetZoom() * 1.01f); } if (input->GetKeyDown(KEY_PAGEDOWN)) { Camera* camera = cameraNode_->GetComponent(); camera->SetZoom(camera->GetZoom() * 0.99f); } } void Urho2DSpriterAnimation::SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Urho2DSpriterAnimation, HandleUpdate)); SubscribeToEvent(E_MOUSEBUTTONDOWN, URHO3D_HANDLER(Urho2DSpriterAnimation, HandleMouseButtonDown)); // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample UnsubscribeFromEvent(E_SCENEUPDATE); } void Urho2DSpriterAnimation::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 Urho2DSpriterAnimation::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData) { AnimatedSprite2D* spriterAnimatedSprite = spriterNode_->GetComponent(); AnimationSet2D* spriterAnimationSet = spriterAnimatedSprite->GetAnimationSet(); spriterAnimationIndex_ = (spriterAnimationIndex_ + 1) % spriterAnimationSet->GetNumAnimations(); spriterAnimatedSprite->SetAnimation(spriterAnimationSet->GetAnimation(spriterAnimationIndex_), LM_FORCE_LOOPED); }