| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154 |
- // Scene & UI load example.
- // This sample demonstrates:
- // - Loading a scene from a file and showing it
- // - Loading a UI layout from a file and showing it
- // - Subscribing to the UI layout's events
- #include "Scripts/Utilities/Sample.as"
- void Start()
- {
- // Execute the common startup for samples
- SampleStart();
- // Create the scene content
- CreateScene();
- // Create the UI content and subscribe to UI events
- CreateUI();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Set the mouse mode to use in the sample
- SampleInitMouseMode(MM_RELATIVE);
- // Subscribe to global events for camera movement
- SubscribeToEvents();
- }
- void CreateScene()
- {
- scene_ = Scene();
- // Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
- // which scene.LoadXML() will read
- scene_.LoadXML(cache.GetFile("Scenes/SceneLoadExample.xml"));
- // Create the camera (not included in the scene file)
- cameraNode = scene_.CreateChild("Camera");
- cameraNode.CreateComponent("Camera");
- // Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0f, 2.0f, -10.0f);
- }
- void CreateUI()
- {
- // Set up global UI style into the root UI element
- XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
- ui.root.defaultStyle = style;
- // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
- // control the camera, and when visible, it will interact with the UI
- Cursor@ cursor = Cursor();
- cursor.SetStyleAuto();
- ui.cursor = cursor;
- // Set starting position of the cursor at the rendering window center
- cursor.SetPosition(graphics.width / 2, graphics.height / 2);
- // Load UI content prepared in the editor and add to the UI hierarchy
- UIElement@ layoutRoot = ui.LoadLayout(cache.GetResource("XMLFile", "UI/UILoadExample.xml"));
- ui.root.AddChild(layoutRoot);
- // Subscribe to button actions (toggle scene lights when pressed then released)
- Button@ button = layoutRoot.GetChild("ToggleLight1", true);
- if (button !is null)
- SubscribeToEvent(button, "Released", "ToggleLight1");
- button = layoutRoot.GetChild("ToggleLight2", true);
- if (button !is null)
- SubscribeToEvent(button, "Released", "ToggleLight2");
- }
- void ToggleLight1()
- {
- Node@ lightNode = scene_.GetChild("Light1", true);
- if (lightNode !is null)
- lightNode.enabled = !lightNode.enabled;
- }
- void ToggleLight2()
- {
- Node@ lightNode = scene_.GetChild("Light2", true);
- if (lightNode !is null)
- lightNode.enabled = !lightNode.enabled;
- }
- void SetupViewport()
- {
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- }
- void SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for camera motion
- SubscribeToEvent("Update", "HandleUpdate");
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- }
- void MoveCamera(float timeStep)
- {
- input.mouseVisible = input.mouseMode != MM_RELATIVE;
- bool mouseDown = input.mouseButtonDown[MOUSEB_RIGHT];
- // Override the MM_RELATIVE mouse grabbed settings, to allow interaction with UI
- input.mouseGrabbed = mouseDown;
- // Right mouse button controls mouse cursor visibility: hide when pressed
- ui.cursor.visible = !mouseDown;
- // Do not move if the UI has a focused element
- if (ui.focusElement !is null)
- return;
- // Movement speed as world units per second
- const float MOVE_SPEED = 20.0f;
- // Mouse sensitivity as degrees per pixel
- const float MOUSE_SENSITIVITY = 0.1f;
- // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- // Only move the camera when the cursor is hidden
- if (!ui.cursor.visible)
- {
- IntVector2 mouseMove = input.mouseMove;
- yaw += MOUSE_SENSITIVITY * mouseMove.x;
- pitch += MOUSE_SENSITIVITY * mouseMove.y;
- pitch = Clamp(pitch, -90.0f, 90.0f);
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
- }
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input.keyDown[KEY_W])
- cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_S])
- cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_A])
- cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_D])
- cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions = "";
|