SceneAndUILoad.h 2.4 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. #pragma once
  23. #include "Sample.h"
  24. namespace Urho3D
  25. {
  26. class Drawable;
  27. class Node;
  28. class Scene;
  29. }
  30. /// Scene & UI load example.
  31. /// This sample demonstrates:
  32. /// - Loading a scene from a file and showing it
  33. /// - Loading a UI layout from a file and showing it
  34. /// - Subscribing to the UI layout's events
  35. class SceneAndUILoad : public Sample
  36. {
  37. URHO3D_OBJECT(SceneAndUILoad, Sample);
  38. public:
  39. /// Construct.
  40. SceneAndUILoad(Context* context);
  41. /// Setup after engine initialization and before running the main loop.
  42. virtual void Start();
  43. private:
  44. /// Construct the scene content.
  45. void CreateScene();
  46. /// Construct user interface elements.
  47. void CreateUI();
  48. /// Set up a viewport for displaying the scene.
  49. void SetupViewport();
  50. /// Subscribe to application-wide logic update event.
  51. void SubscribeToEvents();
  52. /// Reads input and moves the camera.
  53. void MoveCamera(float timeStep);
  54. /// Handle the logic update event.
  55. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  56. /// Handle toggle button 1 being pressed.
  57. void ToggleLight1(StringHash eventType, VariantMap& eventData);
  58. /// Handle toggle button 2 being pressed.
  59. void ToggleLight2(StringHash eventType, VariantMap& eventData);
  60. };