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- //
- // Copyright (c) 2008-2014 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 <Urho3D/Engine/Application.h>
- namespace Urho3D
- {
- class Node;
- class Scene;
- class Sprite;
- }
- // All Urho3D classes reside in namespace Urho3D
- using namespace Urho3D;
- const float TOUCH_SENSITIVITY = 2.0f;
- /// Sample class, as framework for all samples.
- /// - Initialization of the Urho3D engine (in Application class)
- /// - Modify engine parameters for windowed mode and to show the class name as title
- /// - Create Urho3D logo at screen
- /// - Set custom window title and icon
- /// - Create Console and Debug HUD, and use F1 and F2 key to toggle them
- /// - Toggle rendering options from the keys 1-8
- /// - Take screenshot with key 9
- /// - Handle Esc key down to hide Console or exit application
- /// - Init touch input on mobile platform using screen joysticks (patched for each individual sample)
- class Sample : public Application
- {
- // Enable type information.
- OBJECT(Sample);
- public:
- /// Construct.
- Sample(Context* context);
- /// Setup before engine initialization. Modifies the engine parameters.
- virtual void Setup();
- /// Setup after engine initialization. Creates the logo, console & debug HUD.
- virtual void Start();
- /// Cleanup after the main loop. Called by Application.
- virtual void Stop();
- protected:
- /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
- virtual String GetScreenJoystickPatchString() const { return String::EMPTY; }
- /// Initialize touch input on mobile platform.
- void InitTouchInput();
- /// Control logo visibility.
- void SetLogoVisible(bool enable);
- /// Logo sprite.
- SharedPtr<Sprite> logoSprite_;
- /// Scene.
- SharedPtr<Scene> scene_;
- /// Camera scene node.
- SharedPtr<Node> cameraNode_;
- /// Camera yaw angle.
- float yaw_;
- /// Camera pitch angle.
- float pitch_;
- /// Flag to indicate whether touch input has been enabled.
- bool touchEnabled_;
- private:
- /// Create logo.
- void CreateLogo();
- /// Set custom window Title & Icon
- void SetWindowTitleAndIcon();
- /// Create console and debug HUD.
- void CreateConsoleAndDebugHud();
- /// Handle key down event to process key controls common to all samples.
- void HandleKeyDown(StringHash eventType, VariantMap& eventData);
- /// Handle scene update event to control camera's pitch and yaw for all samples.
- void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
- /// Handle touch begin event to initialize touch input on desktop platform.
- void HandleTouchBegin(StringHash eventType, VariantMap& eventData);
- /// Screen joystick index for navigational controls (mobile platforms only).
- unsigned screenJoystickIndex_;
- /// Screen joystick index for settings (mobile platforms only).
- unsigned screenJoystickSettingsIndex_;
- /// Pause flag.
- bool paused_;
- };
- #include "Sample.inl"
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