CharacterDemo.h 5.9 KB

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  1. //
  2. // Copyright (c) 2008-2021 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 Node;
  27. class Scene;
  28. }
  29. class Character;
  30. class Touch;
  31. /// Moving character example.
  32. /// This sample demonstrates:
  33. /// - Controlling a humanoid character through physics
  34. /// - Driving animations using the AnimationController component
  35. /// - Manual control of a bone scene node
  36. /// - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery
  37. /// - Defining attributes of a custom component so that it can be saved and loaded
  38. /// - Using touch inputs/gyroscope for iOS/Android (implemented through an external file)
  39. class CharacterDemo : public Sample
  40. {
  41. URHO3D_OBJECT(CharacterDemo, Sample);
  42. public:
  43. /// Construct.
  44. explicit CharacterDemo(Context* context);
  45. /// Destruct.
  46. ~CharacterDemo() override;
  47. /// Setup after engine initialization and before running the main loop.
  48. void Start() override;
  49. protected:
  50. /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
  51. String GetScreenJoystickPatchString() const override { return
  52. "<patch>"
  53. " <add sel=\"/element\">"
  54. " <element type=\"Button\">"
  55. " <attribute name=\"Name\" value=\"Button3\" />"
  56. " <attribute name=\"Position\" value=\"-120 -120\" />"
  57. " <attribute name=\"Size\" value=\"96 96\" />"
  58. " <attribute name=\"Horiz Alignment\" value=\"Right\" />"
  59. " <attribute name=\"Vert Alignment\" value=\"Bottom\" />"
  60. " <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />"
  61. " <attribute name=\"Image Rect\" value=\"96 0 192 96\" />"
  62. " <attribute name=\"Hover Image Offset\" value=\"0 0\" />"
  63. " <attribute name=\"Pressed Image Offset\" value=\"0 0\" />"
  64. " <element type=\"Text\">"
  65. " <attribute name=\"Name\" value=\"Label\" />"
  66. " <attribute name=\"Horiz Alignment\" value=\"Center\" />"
  67. " <attribute name=\"Vert Alignment\" value=\"Center\" />"
  68. " <attribute name=\"Color\" value=\"0 0 0 1\" />"
  69. " <attribute name=\"Text\" value=\"Gyroscope\" />"
  70. " </element>"
  71. " <element type=\"Text\">"
  72. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  73. " <attribute name=\"Text\" value=\"G\" />"
  74. " </element>"
  75. " </element>"
  76. " </add>"
  77. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
  78. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">1st/3rd</replace>"
  79. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
  80. " <element type=\"Text\">"
  81. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  82. " <attribute name=\"Text\" value=\"F\" />"
  83. " </element>"
  84. " </add>"
  85. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
  86. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Jump</replace>"
  87. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
  88. " <element type=\"Text\">"
  89. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  90. " <attribute name=\"Text\" value=\"SPACE\" />"
  91. " </element>"
  92. " </add>"
  93. "</patch>";
  94. }
  95. private:
  96. /// Create static scene content.
  97. void CreateScene();
  98. /// Create controllable character.
  99. void CreateCharacter();
  100. /// Construct an instruction text to the UI.
  101. void CreateInstructions();
  102. /// Subscribe to necessary events.
  103. void SubscribeToEvents();
  104. /// Handle application update. Set controls to character.
  105. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  106. /// Handle application post-update. Update camera position after character has moved.
  107. void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
  108. /// Touch utility object.
  109. SharedPtr<Touch> touch_;
  110. /// The controllable character component.
  111. WeakPtr<Character> character_;
  112. /// First person camera flag.
  113. bool firstPerson_;
  114. };