// // 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" /// Moving sprites example. /// This sample demonstrates: /// - Adding Sprite elements to the UI /// - Storing custom data (sprite velocity) inside UI elements /// - Handling frame update events in which the sprites are moved class Sprites : public Sample { // Enable type information. URHO3D_OBJECT(Sprites, Sample); public: /// Construct. Sprites(Context* context); /// Setup after engine initialization and before running the main loop. virtual void Start(); protected: /// Return XML patch instructions for screen joystick layout for a specific sample app, if any. virtual String GetScreenJoystickPatchString() const { return "" " " " " " " ""; } private: /// Construct the sprites. void CreateSprites(); /// Move the sprites using the delta time step given. void MoveSprites(float timeStep); /// Subscribe to application-wide logic update events. void SubscribeToEvents(); /// Handle the logic update event. void HandleUpdate(StringHash eventType, VariantMap& eventData); /// Vector to store the sprites for iterating through them. Vector > sprites_; };