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Urho2DSpriterAnimation.cpp 7.1 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Urho3D/Core/CoreEvents.h>
  23. #include <Urho3D/Engine/Engine.h>
  24. #include <Urho3D/Graphics/Camera.h>
  25. #include <Urho3D/Graphics/Graphics.h>
  26. #include <Urho3D/Graphics/Octree.h>
  27. #include <Urho3D/Graphics/Renderer.h>
  28. #include <Urho3D/Graphics/Zone.h>
  29. #include <Urho3D/Input/Input.h>
  30. #include <Urho3D/Resource/ResourceCache.h>
  31. #include <Urho3D/Scene/Scene.h>
  32. #include <Urho3D/UI/Font.h>
  33. #include <Urho3D/UI/Text.h>
  34. #include <Urho3D/Urho2D/AnimatedSprite2D.h>
  35. #include <Urho3D/Urho2D/AnimationSet2D.h>
  36. #include "Urho2DSpriterAnimation.h"
  37. #include <Urho3D/DebugNew.h>
  38. DEFINE_APPLICATION_MAIN(Urho2DSpriterAnimation)
  39. Urho2DSpriterAnimation::Urho2DSpriterAnimation(Context* context) :
  40. Sample(context),
  41. spriterAnimationIndex_(0)
  42. {
  43. }
  44. void Urho2DSpriterAnimation::Start()
  45. {
  46. // Execute base class startup
  47. Sample::Start();
  48. // Create the scene content
  49. CreateScene();
  50. // Create the UI content
  51. CreateInstructions();
  52. // Setup the viewport for displaying the scene
  53. SetupViewport();
  54. // Hook up to the frame update events
  55. SubscribeToEvents();
  56. }
  57. void Urho2DSpriterAnimation::CreateScene()
  58. {
  59. scene_ = new Scene(context_);
  60. scene_->CreateComponent<Octree>();
  61. // Create camera node
  62. cameraNode_ = scene_->CreateChild("Camera");
  63. // Set camera's position
  64. cameraNode_->SetPosition(Vector3(0.0f, 0.0f, -10.0f));
  65. Camera* camera = cameraNode_->CreateComponent<Camera>();
  66. camera->SetOrthographic(true);
  67. Graphics* graphics = GetSubsystem<Graphics>();
  68. camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
  69. 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)
  70. ResourceCache* cache = GetSubsystem<ResourceCache>();
  71. AnimationSet2D* spriterAnimationSet = cache->GetResource<AnimationSet2D>("Urho2D/imp/imp.scml");
  72. if (!spriterAnimationSet)
  73. return;
  74. spriterNode_ = scene_->CreateChild("SpriterAnimation");
  75. AnimatedSprite2D* spriterAnimatedSprite = spriterNode_->CreateComponent<AnimatedSprite2D>();
  76. spriterAnimatedSprite->SetAnimationSet(spriterAnimationSet);
  77. spriterAnimatedSprite->SetAnimation(spriterAnimationSet->GetAnimation(spriterAnimationIndex_));
  78. }
  79. void Urho2DSpriterAnimation::CreateInstructions()
  80. {
  81. ResourceCache* cache = GetSubsystem<ResourceCache>();
  82. UI* ui = GetSubsystem<UI>();
  83. // Construct new Text object, set string to display and font to use
  84. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  85. instructionText->SetText("Mouse click to play next animation, \nUse WASD keys to move, use PageUp PageDown keys to zoom.");
  86. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  87. instructionText->SetTextAlignment(HA_CENTER); // Center rows in relation to each other
  88. // Position the text relative to the screen center
  89. instructionText->SetHorizontalAlignment(HA_CENTER);
  90. instructionText->SetVerticalAlignment(VA_CENTER);
  91. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  92. }
  93. void Urho2DSpriterAnimation::SetupViewport()
  94. {
  95. Renderer* renderer = GetSubsystem<Renderer>();
  96. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  97. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  98. renderer->SetViewport(0, viewport);
  99. }
  100. void Urho2DSpriterAnimation::MoveCamera(float timeStep)
  101. {
  102. // Do not move if the UI has a focused element (the console)
  103. if (GetSubsystem<UI>()->GetFocusElement())
  104. return;
  105. Input* input = GetSubsystem<Input>();
  106. // Movement speed as world units per second
  107. const float MOVE_SPEED = 4.0f;
  108. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  109. if (input->GetKeyDown('W'))
  110. cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
  111. if (input->GetKeyDown('S'))
  112. cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
  113. if (input->GetKeyDown('A'))
  114. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  115. if (input->GetKeyDown('D'))
  116. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  117. if (input->GetKeyDown(KEY_PAGEUP))
  118. {
  119. Camera* camera = cameraNode_->GetComponent<Camera>();
  120. camera->SetZoom(camera->GetZoom() * 1.01f);
  121. }
  122. if (input->GetKeyDown(KEY_PAGEDOWN))
  123. {
  124. Camera* camera = cameraNode_->GetComponent<Camera>();
  125. camera->SetZoom(camera->GetZoom() * 0.99f);
  126. }
  127. }
  128. void Urho2DSpriterAnimation::SubscribeToEvents()
  129. {
  130. // Subscribe HandleUpdate() function for processing update events
  131. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Urho2DSpriterAnimation, HandleUpdate));
  132. SubscribeToEvent(E_MOUSEBUTTONDOWN, URHO3D_HANDLER(Urho2DSpriterAnimation, HandleMouseButtonDown));
  133. // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
  134. UnsubscribeFromEvent(E_SCENEUPDATE);
  135. }
  136. void Urho2DSpriterAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  137. {
  138. using namespace Update;
  139. // Take the frame time step, which is stored as a float
  140. float timeStep = eventData[P_TIMESTEP].GetFloat();
  141. // Move the camera, scale movement with time step
  142. MoveCamera(timeStep);
  143. }
  144. void Urho2DSpriterAnimation::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
  145. {
  146. AnimatedSprite2D* spriterAnimatedSprite = spriterNode_->GetComponent<AnimatedSprite2D>();
  147. AnimationSet2D* spriterAnimationSet = spriterAnimatedSprite->GetAnimationSet();
  148. spriterAnimationIndex_ = (spriterAnimationIndex_ + 1) % spriterAnimationSet->GetNumAnimations();
  149. spriterAnimatedSprite->SetAnimation(spriterAnimationSet->GetAnimation(spriterAnimationIndex_), LM_FORCE_LOOPED);
  150. }