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- //
- // Copyright (c) 2008-2015 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 <Urho3D/Urho3D.h>
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Graphics/Graphics.h>
- #include <Urho3D/Graphics/Zone.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Resource/XMLFile.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/UI/Button.h>
- #include <Urho3D/UI/Cursor.h>
- #include <Urho3D/UI/UI.h>
- #include <Urho3D/UI/UIEvents.h>
- #include "SceneAndUILoad.h"
- #include <Urho3D/DebugNew.h>
- DEFINE_APPLICATION_MAIN(SceneAndUILoad)
- SceneAndUILoad::SceneAndUILoad(Context* context) :
- Sample(context)
- {
- }
- void SceneAndUILoad::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the scene content
- CreateScene();
-
- // Create the UI content
- CreateUI();
-
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Subscribe to global events for camera movement
- SubscribeToEvents();
- }
- void SceneAndUILoad::CreateScene()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
- // which scene.LoadXML() will read
- SharedPtr<File> file = cache->GetFile("Scenes/SceneLoadExample.xml");
- scene_->LoadXML(*file);
- // Create the camera (not included in the scene file)
- cameraNode_ = scene_->CreateChild("Camera");
- cameraNode_->CreateComponent<Camera>();
- // Set an initial position for the camera scene node above the plane
- cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -10.0f));
- }
- void SceneAndUILoad::CreateUI()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- UI* ui = GetSubsystem<UI>();
-
- // Set up global UI style into the root UI element
- XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
- ui->GetRoot()->SetDefaultStyle(style);
- // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
- // control the camera, and when visible, it will interact with the UI
- SharedPtr<Cursor> cursor(new Cursor(context_));
- cursor->SetStyleAuto();
- ui->SetCursor(cursor);
- // Set starting position of the cursor at the rendering window center
- Graphics* graphics = GetSubsystem<Graphics>();
- cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
-
- // Load UI content prepared in the editor and add to the UI hierarchy
- SharedPtr<UIElement> layoutRoot = ui->LoadLayout(cache->GetResource<XMLFile>("UI/UILoadExample.xml"));
- ui->GetRoot()->AddChild(layoutRoot);
- // Subscribe to button actions (toggle scene lights when pressed then released)
- Button* button = static_cast<Button*>(layoutRoot->GetChild("ToggleLight1", true));
- if (button)
- SubscribeToEvent(button, E_RELEASED, HANDLER(SceneAndUILoad, ToggleLight1));
- button = static_cast<Button*>(layoutRoot->GetChild("ToggleLight2", true));
- if (button)
- SubscribeToEvent(button, E_RELEASED, HANDLER(SceneAndUILoad, ToggleLight2));
- }
- void SceneAndUILoad::SetupViewport()
- {
- Renderer* renderer = GetSubsystem<Renderer>();
-
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void SceneAndUILoad::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for camera motion
- SubscribeToEvent(E_UPDATE, HANDLER(SceneAndUILoad, HandleUpdate));
- }
- void SceneAndUILoad::MoveCamera(float timeStep)
- {
- // Right mouse button controls mouse cursor visibility: hide when pressed
- UI* ui = GetSubsystem<UI>();
- Input* input = GetSubsystem<Input>();
- ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
-
- // Do not move if the UI has a focused element
- if (ui->GetFocusElement())
- return;
-
- // Movement speed as world units per second
- const float MOVE_SPEED = 20.0f;
- // Mouse sensitivity as degrees per pixel
- const float MOUSE_SENSITIVITY = 0.1f;
-
- // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- // Only move the camera when the cursor is hidden
- if (!ui->GetCursor()->IsVisible())
- {
- IntVector2 mouseMove = input->GetMouseMove();
- yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
- pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
- pitch_ = Clamp(pitch_, -90.0f, 90.0f);
-
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- }
-
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input->GetKeyDown('W'))
- cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('S'))
- cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('A'))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('D'))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- }
- void SceneAndUILoad::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 SceneAndUILoad::ToggleLight1(StringHash eventType, VariantMap& eventData)
- {
- Node* lightNode = scene_->GetChild("Light1", true);
- if (lightNode)
- lightNode->SetEnabled(!lightNode->IsEnabled());
- }
- void SceneAndUILoad::ToggleLight2(StringHash eventType, VariantMap& eventData)
- {
- Node* lightNode = scene_->GetChild("Light2", true);
- if (lightNode)
- lightNode->SetEnabled(!lightNode->IsEnabled());
- }
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