Urho2DTileMap.h 3.8 KB

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  1. //
  2. // Copyright (c) 2008-2020 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
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  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,
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  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. /// Urho2D tile map example.
  25. /// This sample demonstrates:
  26. /// - Creating a 2D scene with tile map
  27. /// - Displaying the scene using the Renderer subsystem
  28. /// - Handling keyboard to move and zoom 2D camera
  29. /// - Interacting with the tile map
  30. class Urho2DTileMap : public Sample
  31. {
  32. URHO3D_OBJECT(Urho2DTileMap, Sample);
  33. public:
  34. /// Construct.
  35. explicit Urho2DTileMap(Context* context);
  36. /// Setup after engine initialization and before running the main loop.
  37. void Start() override;
  38. protected:
  39. /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
  40. String GetScreenJoystickPatchString() const override { return
  41. "<patch>"
  42. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
  43. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom In</replace>"
  44. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
  45. " <element type=\"Text\">"
  46. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  47. " <attribute name=\"Text\" value=\"PAGEUP\" />"
  48. " </element>"
  49. " </add>"
  50. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
  51. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom Out</replace>"
  52. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
  53. " <element type=\"Text\">"
  54. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  55. " <attribute name=\"Text\" value=\"PAGEDOWN\" />"
  56. " </element>"
  57. " </add>"
  58. "</patch>";
  59. }
  60. private:
  61. /// Construct the scene content.
  62. void CreateScene();
  63. /// Construct an instruction text to the UI.
  64. void CreateInstructions();
  65. /// Set up a viewport for displaying the scene.
  66. void SetupViewport();
  67. /// Read input and moves the camera.
  68. void MoveCamera(float timeStep);
  69. /// Subscribe to application-wide logic update events.
  70. void SubscribeToEvents();
  71. /// Handle the logic update event.
  72. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  73. /// Handle the mouse click event.
  74. void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData);
  75. /// Get mouse position in 2D world coordinates.
  76. Vector2 GetMousePositionXY();
  77. };