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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #pragma once
- #include "Sample.h"
- /// Moving sprites example.
- /// This sample demonstrates:
- /// - Adding Sprite elements to the UI
- /// - Storing custom data (sprite velocity) inside UI elements
- /// - Handling frame update events in which the sprites are moved
- class Sprites : public Sample
- {
- // Enable type information.
- URHO3D_OBJECT(Sprites, Sample);
- public:
- /// Construct.
- explicit Sprites(Context* context);
- /// Setup after engine initialization and before running the main loop.
- void Start() override;
- protected:
- /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
- String GetScreenJoystickPatchString() const override { return
- "<patch>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
- " <attribute name=\"Is Visible\" value=\"false\" />"
- " </add>"
- "</patch>";
- }
- private:
- /// Construct the sprites.
- void CreateSprites();
- /// Move the sprites using the delta time step given.
- void MoveSprites(float timeStep);
- /// Subscribe to application-wide logic update events.
- void SubscribeToEvents();
- /// Handle the logic update event.
- void HandleUpdate(StringHash eventType, VariantMap& eventData);
- /// Vector to store the sprites for iterating through them.
- Vector<SharedPtr<Sprite>> sprites_;
- };
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