// // Copyright (c) 2008-2020 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 Window; } /// A simple 'HelloWorld' GUI created purely from code. /// This sample demonstrates: /// - Creation of controls and building a UI hierarchy /// - Loading UI style from XML and applying it to controls /// - Handling of global and per-control events /// For more advanced users (beginners can skip this section): /// - Dragging UIElements /// - Displaying tooltips /// - Accessing available Events data (eventData) class HelloGUI : public Sample { URHO3D_OBJECT(HelloGUI, Sample); public: /// Construct. explicit HelloGUI(Context* context); /// Setup after engine initialization and before running the main loop. void Start() override; protected: /// Return XML patch instructions for screen joystick layout for a specific sample app, if any. String GetScreenJoystickPatchString() const override { return "" " " " " " " ""; } private: /// Create and initialize a Window control. void InitWindow(); /// Create and add various common controls for demonstration purposes. void InitControls(); /// Create a draggable fish button. void CreateDraggableFish(); /// Handle drag begin for the fish button. void HandleDragBegin(StringHash eventType, VariantMap& eventData); /// Handle drag move for the fish button. void HandleDragMove(StringHash eventType, VariantMap& eventData); /// Handle drag end for the fish button. void HandleDragEnd(StringHash eventType, VariantMap& eventData); /// Handle any UI control being clicked. void HandleControlClicked(StringHash eventType, VariantMap& eventData); /// Handle close button pressed and released. void HandleClosePressed(StringHash eventType, VariantMap& eventData); /// The Window. SharedPtr window_; /// The UI's root UIElement. SharedPtr uiRoot_; /// Remembered drag begin position. IntVector2 dragBeginPosition_; };