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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/Graphics/Material.h>
- #include <Urho3D/Graphics/Model.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Graphics/StaticModel.h>
- #include <Urho3D/Graphics/Zone.h>
- #include <Urho3D/Resource/Localization.h>
- #include <Urho3D/Resource/ResourceEvents.h>
- #include <Urho3D/UI/Button.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/Text3D.h>
- #include <Urho3D/UI/UIEvents.h>
- #include <Urho3D/UI/Window.h>
- #include "L10n.h"
- #include <Urho3D/DebugNew.h>
- DEFINE_APPLICATION_MAIN(L10n)
- L10n::L10n(Context* context) :
- Sample(context)
- {
- }
- void L10n::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Enable OS cursor
- GetSubsystem<Input>()->SetMouseVisible(true);
- // Load strings from JSON files and subscribe to the change language event
- InitLocalizationSystem();
- // Init the 3D space
- CreateScene();
- // Init the user interface
- CreateGUI();
- }
- void L10n::InitLocalizationSystem()
- {
- Localization* l10n = GetSubsystem<Localization>();
- // JSON files must be in UTF8 encoding without BOM
- // The first founded language will be set as current
- l10n->LoadJSONFile("StringsEnRu.json");
- // You can load multiple files
- l10n->LoadJSONFile("StringsDe.json");
- // Hook up to the change language
- SubscribeToEvent(E_CHANGELANGUAGE, HANDLER(L10n, HandleChangeLanguage));
- }
- void L10n::CreateGUI()
- {
- // Get localization subsystem
- Localization* l10n = GetSubsystem<Localization>();
-
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- UIElement* root = GetSubsystem<UI>()->GetRoot();
- root->SetDefaultStyle(cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
- Window* window = new Window(context_);
- root->AddChild(window);
- window->SetMinSize(384, 192);
- window->SetLayout(LM_VERTICAL, 6, IntRect(6, 6, 6, 6));
- window->SetAlignment(HA_CENTER, VA_CENTER);
- window->SetStyleAuto();
- Text* windowTitle = new Text(context_);
- windowTitle->SetName("WindowTitle");
- windowTitle->SetStyleAuto();
- window->AddChild(windowTitle);
- // In this place the current language is "en" because it was found first when loading the JSON files
- String langName = l10n->GetLanguage();
- // Languages are numbered in the loading order
- int langIndex = l10n->GetLanguageIndex(); // == 0 at the beginning
- // Get string with identifier "title" in the current language
- String localizedString = l10n->Get("title");
- // Localization::Get returns String::EMPTY if the id is empty.
- // Localization::Get returns the id if translation is not found and will be added a warning into the log.
- windowTitle->SetText(localizedString + " (" + String(langIndex) + " " + langName + ")");
- Button* b = new Button(context_);
- window->AddChild(b);
- b->SetStyle("Button");
- b->SetMinHeight(24);
-
- Text* t = b->CreateChild<Text>("ButtonTextChangeLang");
- // The showing text value will automatically change when language is changed
- t->SetAutoLocalizable(true);
- // The text value used as a string identifier in this mode.
- // Remember that a letter case of the id and of the lang name is important.
- t->SetText("Press this button");
-
- t->SetAlignment(HA_CENTER, VA_CENTER);
- t->SetStyle("Text");
- SubscribeToEvent(b, E_RELEASED, HANDLER(L10n, HandleChangeLangButtonPressed));
- b = new Button(context_);
- window->AddChild(b);
- b->SetStyle("Button");
- b->SetMinHeight(24);
- t = b->CreateChild<Text>("ButtonTextQuit");
- t->SetAlignment(HA_CENTER, VA_CENTER);
- t->SetStyle("Text");
-
- // Manually set text in the current language
- t->SetText(l10n->Get("quit"));
-
- SubscribeToEvent(b, E_RELEASED, HANDLER(L10n, HandleQuitButtonPressed));
- }
- void L10n::CreateScene()
- {
- // Get localization subsystem
- Localization* l10n = GetSubsystem<Localization>();
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- scene_->CreateComponent<Octree>();
-
- Zone* zone = scene_->CreateComponent<Zone>();
- zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
- zone->SetAmbientColor(Color(0.5f, 0.5f, 0.5f));
- zone->SetFogColor(Color(0.4f, 0.5f, 0.8f));
- zone->SetFogStart(1.0f);
- zone->SetFogEnd(100.0f);
- Node* planeNode = scene_->CreateChild("Plane");
- planeNode->SetScale(Vector3(300.0f, 1.0f, 300.0f));
- StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
- planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
- planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
- Light* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetColor(Color(0.8f, 0.8f, 0.8f));
- cameraNode_ = scene_->CreateChild("Camera");
- cameraNode_->CreateComponent<Camera>();
- cameraNode_->SetPosition(Vector3(0.0f, 10.0f, -30.0f));
- Node* text3DNode = scene_->CreateChild("Text3D");
- text3DNode->SetPosition(Vector3(0.0f, 0.1f, 30.0f));
- Text3D* text3D = text3DNode->CreateComponent<Text3D>();
- // Manually set text in the current language.
- text3D->SetText(l10n->Get("lang"));
- text3D->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 30);
- text3D->SetColor(Color::BLACK);
- text3D->SetAlignment(HA_CENTER, VA_BOTTOM);
- text3DNode->SetScale(15);
- Renderer* renderer = GetSubsystem<Renderer>();
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- SubscribeToEvent(E_UPDATE, HANDLER(L10n, HandleUpdate));
- }
- void L10n::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- Input* input = GetSubsystem<Input>();
- const float MOUSE_SENSITIVITY = 0.1f;
- IntVector2 mouseMove = input->GetMouseMove();
- yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
- pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
- pitch_ = Clamp(pitch_, -90.0f, 90.0f);
- cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- }
- void L10n::HandleChangeLangButtonPressed(StringHash eventType, VariantMap& eventData)
- {
- Localization* l10n = GetSubsystem<Localization>();
- // Languages are numbered in the loading order
- int lang = l10n->GetLanguageIndex();
- lang++;
- if (lang >= l10n->GetNumLanguages())
- lang = 0;
- l10n->SetLanguage(lang);
- }
- void L10n::HandleQuitButtonPressed(StringHash eventType, VariantMap& eventData)
- {
- engine_->Exit();
- }
- // You can manually change texts, sprites and other aspects of the game when language is changed
- void L10n::HandleChangeLanguage(StringHash eventType, VariantMap& eventData)
- {
- Localization* l10n = GetSubsystem<Localization>();
- UIElement* uiRoot = GetSubsystem<UI>()->GetRoot();
- Text* windowTitle = static_cast<Text*>(uiRoot->GetChild("WindowTitle", true));
- windowTitle->SetText(l10n->Get("title") + " (" + String(l10n->GetLanguageIndex()) + " " + l10n->GetLanguage() + ")");
- Text* buttonText = static_cast<Text*>(uiRoot->GetChild("ButtonTextQuit", true));
- buttonText->SetText(l10n->Get("quit"));
- Text3D* text3D = scene_->GetChild("Text3D")->GetComponent<Text3D>();
- text3D->SetText(l10n->Get("lang"));
- // A text on the button "Press this button" changes automatically
- }
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