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- -- A 3D UI demonstration based on the HelloGUI sample. Renders UI alternatively
- -- either to a 3D scene object using UIComponent, or directly to the backbuffer.
- require "LuaScripts/Utilities/Sample"
- local window = nil
- local dragBeginPosition = IntVector2(0, 0)
- local textureRoot = nil
- local current = nil
- local renderOnCube = false
- local drawDebug = false
- local animateCube = true
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- Enable OS cursor
- input.mouseVisible = true
- -- Load XML file containing default UI style sheet
- local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
- -- Set the loaded style as default style
- ui.root.defaultStyle = style
- -- Initialize Scene
- InitScene()
- -- Initialize Window
- InitWindow()
- -- Create and add some controls to the Window
- InitControls()
- -- Create a draggable Fish
- CreateDraggableFish()
- -- Create 3D UI rendered on a cube.
- Init3DUI()
- -- Set the mouse mode to use in the sample
- SampleInitMouseMode(MM_FREE)
- end
- function InitControls()
- -- Create a CheckBox
- local checkBox = CheckBox:new()
- checkBox:SetName("CheckBox")
- -- Create a Button
- local button = Button:new()
- button:SetName("Button")
- button.minHeight = 24
- -- Create a LineEdit
- local lineEdit = LineEdit:new()
- lineEdit:SetName("LineEdit")
- lineEdit.minHeight = 24
- -- Add controls to Window
- window:AddChild(checkBox)
- window:AddChild(button)
- window:AddChild(lineEdit)
- -- Apply previously set default style
- checkBox:SetStyleAuto()
- button:SetStyleAuto()
- lineEdit:SetStyleAuto()
-
- local instructions = Text:new()
- instructions:SetStyleAuto()
- instructions.text = "[TAB] - toggle between rendering on screen or cube.\n"..
- "[Space] - toggle cube rotation."
- ui.root:AddChild(instructions)
- end
- function InitScene()
- scene_ = Scene()
- scene_:CreateComponent("Octree")
- local zone = scene_:CreateComponent("Zone")
- zone.boundingBox = BoundingBox(-1000.0, 1000.0)
- zone.fogColor = Color(0.5, 0.5, 0.5)
- zone.fogStart = 100.0
- zone.fogEnd = 300.0
- -- Create a child scene node (at world origin) and a StaticModel component into it.
- local boxNode = scene_:CreateChild("Box")
- boxNode.scale = Vector3(5.0, 5.0, 5.0)
- boxNode.rotation = Quaternion(90, Vector3(1, 0, 0))
- -- Create a box model and hide it initially.
- local boxModel = boxNode:CreateComponent("StaticModel")
- boxModel.model = cache:GetResource("Model", "Models/Box.mdl")
- boxNode.enabled = false
- -- Create a camera.
- cameraNode = scene_:CreateChild("Camera")
- cameraNode:CreateComponent("Camera")
- -- Set an initial position for the camera scene node.
- cameraNode.position = Vector3(0.0, 0.0, -10.0)
- -- Set up a viewport so 3D scene can be visible.
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- -- Subscribe to update event and animate cube and handle input.
- SubscribeToEvent("Update", "HandleUpdate")
- end
- function InitWindow()
- -- Create the Window and add it to the UI's root node
- window = Window:new()
- ui.root:AddChild(window)
- -- Set Window size and layout settings
- window.minWidth = 384
- window:SetLayout(LM_VERTICAL, 6, IntRect(6, 6, 6, 6))
- window:SetAlignment(HA_CENTER, VA_CENTER)
- window:SetName("Window")
- -- Create Window 'titlebar' container
- local titleBar = UIElement:new()
- titleBar:SetMinSize(0, 24)
- titleBar.verticalAlignment = VA_TOP
- titleBar.layoutMode = LM_HORIZONTAL
- -- Create the Window title Text
- local windowTitle = Text:new()
- windowTitle.name = "WindowTitle"
- windowTitle.text = "Hello GUI!"
- -- Create the Window's close button
- local buttonClose = Button:new()
- buttonClose:SetName("CloseButton")
- -- Add the controls to the title bar
- titleBar:AddChild(windowTitle)
- titleBar:AddChild(buttonClose)
- -- Add the title bar to the Window
- window:AddChild(titleBar)
- -- Create a list.
- local list = window:CreateChild("ListView")
- list.selectOnClickEnd = true
- list.highlightMode = HM_ALWAYS
- list.minHeight = 200
- for i = 0, 31 do
- local text = Text:new()
- text:SetStyleAuto()
- text.text = "List item " .. i
- text.name = "Item " .. i
- list:AddItem(text)
- end
- -- Apply styles
- window:SetStyleAuto()
- list:SetStyleAuto()
- windowTitle:SetStyleAuto()
- buttonClose:SetStyle("CloseButton")
- -- Subscribe to buttonClose release (following a 'press') events
- SubscribeToEvent(buttonClose, "Released",
- function (eventType, eventData)
- engine:Exit()
- end)
- -- Subscribe also to all UI mouse clicks just to see where we have clicked
- SubscribeToEvent("UIMouseClick", HandleControlClicked)
- end
- function CreateDraggableFish()
- -- Create a draggable Fish button
- local draggableFish = ui.root:CreateChild("Button", "Fish")
- draggableFish.texture = cache:GetResource("Texture2D", "Textures/UrhoDecal.dds") -- Set texture
- draggableFish.blendMode = BLEND_ADD
- draggableFish:SetSize(128, 128)
- draggableFish:SetPosition((GetGraphics().width - draggableFish.width) / 2, 200)
- -- Add a tooltip to Fish button
- local toolTip = draggableFish:CreateChild("ToolTip")
- toolTip.position = IntVector2(draggableFish.width + 5, draggableFish.width/2) -- Slightly offset from fish
- local textHolder = toolTip:CreateChild("BorderImage")
- textHolder:SetStyle("ToolTipBorderImage")
- local toolTipText = textHolder:CreateChild("Text")
- toolTipText:SetStyle("ToolTipText")
- toolTipText.text = "Please drag me!"
- -- Subscribe draggableFish to Drag Events (in order to make it draggable)
- -- See "Event list" in documentation's Main Page for reference on available Events and their eventData
- SubscribeToEvent(draggableFish, "DragBegin",
- function (eventType, eventData)
- -- Get UIElement relative position where input (touch or click) occurred (top-left = IntVector2(0,0))
- dragBeginPosition = IntVector2(eventData["ElementX"]:GetInt(), eventData["ElementY"]:GetInt())
- end)
- SubscribeToEvent(draggableFish, "DragMove",
- function (eventType, eventData)
- local dragCurrentPosition = IntVector2(eventData["X"]:GetInt(), eventData["Y"]:GetInt())
- -- Get the dragged fish element
- -- Note difference to C++: in C++ we would call GetPtr() and cast the pointer to UIElement, here we must specify
- -- what kind of object we are getting. Null will be returned on type mismatch
- local draggedElement = eventData["Element"]:GetPtr("UIElement")
- draggedElement:SetPosition(dragCurrentPosition - dragBeginPosition)
- end)
- SubscribeToEvent(draggableFish, "DragEnd",
- function (eventType, eventData)
- end)
- end
- function HandleControlClicked(eventType, eventData)
- -- Get the Text control acting as the Window's title
- local element = window:GetChild("WindowTitle", true)
- local windowTitle = tolua.cast(element, 'Text')
- -- Get control that was clicked
- local clicked = eventData["Element"]:GetPtr("UIElement")
- local name = "...?"
- if clicked ~= nil then
- -- Get the name of the control that was clicked
- name = clicked.name
- end
- -- Update the Window's title text
- windowTitle.text = "Hello " .. name .. "!"
- end
- function Init3DUI()
- -- Node that will get UI rendered on it.
- local boxNode = scene_:GetChild("Box")
- -- Create a component that sets up UI rendering. It sets material to StaticModel of the node.
- local component = boxNode:CreateComponent("UIComponent")
- -- Optionally modify material. Technique is changed so object is visible without any lights.
- component.material:SetTechnique(0, cache:GetResource("Technique", "Techniques/DiffUnlit.xml"))
- -- Save root element of texture UI for later use.
- textureRoot = component.root
- -- Set size of root element. This is size of texture as well.
- textureRoot:SetSize(512, 512)
- end
- function HandleUpdate(eventType, eventData)
- local timeStep = eventData["TimeStep"]:GetFloat()
- local node = scene_:GetChild("Box")
- if current ~= nil and drawDebug then
- ui:DebugDraw(current)
- end
- if input:GetMouseButtonPress(MOUSEB_LEFT) then
- current = ui:GetElementAt(input.mousePosition)
- end
- if input:GetKeyPress(KEY_TAB) then
- renderOnCube = not renderOnCube
- -- Toggle between rendering on screen or to texture.
- if renderOnCube then
- node.enabled = true
- textureRoot:AddChild(window)
- else
- node.enabled = false
- ui.root:AddChild(window)
- end
- end
- if input:GetKeyPress(KEY_SPACE) then
- animateCube = not animateCube
- end
- if input:GetKeyPress(KEY_F2) then
- drawDebug = not drawDebug
- end
- if animateCube then
- node:Yaw(6.0 * timeStep * 1.5)
- node:Roll(-6.0 * timeStep * 1.5)
- node:Pitch(-6.0 * timeStep * 1.5)
- end
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<patch>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" ..
- " <attribute name=\"Is Visible\" value=\"false\" />" ..
- " </add>" ..
- "</patch>"
- end
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