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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.
- #include "Scripts/Utilities/Sample.as"
- Window@ window;
- IntVector2 dragBeginPosition = IntVector2::ZERO;
- UIElement@ textureRoot;
- WeakHandle current;
- bool renderOnCube = false;
- bool drawDebug_ = false;
- bool animateCube = true;
- void Start()
- {
- // Execute the common startup for samples
- SampleStart();
- // Enable OS cursor
- input.mouseVisible = true;
- // Load XML file containing default UI style sheet
- XMLFile@ 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);
- }
- void InitControls()
- {
- // Create a CheckBox
- CheckBox@ checkBox = CheckBox();
- checkBox.name = "CheckBox";
- // Create a Button
- Button@ button = Button();
- button.name = "Button";
- button.minHeight = 24;
- // Create a LineEdit
- LineEdit@ lineEdit = LineEdit();
- lineEdit.name = "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();
-
- Text@ instructions = Text();
- instructions.SetStyleAuto();
- instructions.text = "[TAB] - toggle between rendering on screen or cube.\n"
- "[Space] - toggle cube rotation.";
- ui.root.AddChild(instructions);
- }
- void InitScene()
- {
- scene_ = Scene();
- scene_.CreateComponent("Octree");
- Zone@ zone = scene_.CreateComponent("Zone");
- zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
- zone.fogColor = Color::GRAY;
- zone.fogStart = 100.0f;
- zone.fogEnd = 300.0f;
- // Create a child scene node (at world origin) and a StaticModel component into it.
- Node@ boxNode = scene_.CreateChild("Box");
- boxNode.scale = Vector3(5.0f, 5.0f, 5.0f);
- boxNode.rotation = Quaternion(90, Vector3::LEFT);
- // Create a box model and hide it initially.
- StaticModel@ 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(0.0f, 0.0f, -10.0f);
- // Set up a viewport so 3D scene can be visible.
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- // Subscribe to update event and animate cube and handle input.
- SubscribeToEvent("Update", "HandleUpdate");
- }
- void InitWindow()
- {
- // Create the Window and add it to the UI's root node
- window = Window();
- 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.name = "Window";
- // Create Window 'titlebar' container
- UIElement@ titleBar = UIElement();
- titleBar.SetMinSize(0, 24);
- titleBar.verticalAlignment = VA_TOP;
- titleBar.layoutMode = LM_HORIZONTAL;
- // Create the Window title Text
- Text@ windowTitle = Text();
- windowTitle.name = "WindowTitle";
- windowTitle.text = "Hello GUI!";
- // Create the Window's close button
- Button@ buttonClose = Button();
- buttonClose.name = "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.
- ListView@ list = window.CreateChild("ListView");
- list.selectOnClickEnd = true;
- list.highlightMode = HM_ALWAYS;
- list.minHeight = 200;
- for (int i = 0; i < 32; i++)
- {
- Text@ text = Text();
- text.SetStyleAuto();
- text.text = "List item " + i;
- text.name = "Item " + i;
- list.AddItem(text);
- }
- // Apply styles
- window.SetStyleAuto();
- list.SetStyleAuto();
- windowTitle.SetStyleAuto();
- buttonClose.style = "CloseButton";
- // Subscribe to buttonClose release (following a 'press') events
- SubscribeToEvent(buttonClose, "Released", "HandleClosePressed");
- // Subscribe also to all UI mouse clicks just to see where we have clicked
- SubscribeToEvent("UIMouseClick", "HandleControlClicked");
- }
- void CreateDraggableFish()
- {
- // Create a draggable Fish button
- Button@ 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((graphics.width - draggableFish.width) / 2, 200);
- // Add a tooltip to Fish button
- ToolTip@ toolTip = draggableFish.CreateChild("ToolTip");
- toolTip.position = IntVector2(draggableFish.width + 5, draggableFish.width/2); // slightly offset from fish
- BorderImage@ textHolder = toolTip.CreateChild("BorderImage");
- textHolder.SetStyle("ToolTipBorderImage");
- Text@ 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", "HandleDragBegin");
- SubscribeToEvent(draggableFish, "DragMove", "HandleDragMove");
- SubscribeToEvent(draggableFish, "DragEnd", "HandleDragEnd");
- }
- void HandleDragBegin(StringHash eventType, VariantMap& eventData)
- {
- // Get UIElement relative position where input (touch or click) occurred (top-left = IntVector2(0,0))
- dragBeginPosition = IntVector2(eventData["ElementX"].GetInt(), eventData["ElementY"].GetInt());
- }
- void HandleDragMove(StringHash eventType, VariantMap& eventData)
- {
- IntVector2 dragCurrentPosition = IntVector2(eventData["X"].GetInt(), eventData["Y"].GetInt());
- // Get the element (fish) that is being dragged. GetPtr() returns a RefCounted handle which can be cast implicitly
- UIElement@ draggedElement = eventData["Element"].GetPtr();
- draggedElement.position = dragCurrentPosition - dragBeginPosition;
- }
- void HandleDragEnd(StringHash eventType, VariantMap& eventData) // For reference (not used here)
- {
- }
- void HandleClosePressed(StringHash eventType, VariantMap& eventData)
- {
- engine.Exit();
- }
- void HandleControlClicked(StringHash eventType, VariantMap& eventData)
- {
- // Get the Text control acting as the Window's title
- Text@ windowTitle = window.GetChild("WindowTitle", true);
- // Get control that was clicked
- UIElement@ clicked = eventData["Element"].GetPtr();
- String name = "...?";
- if (clicked !is null)
- {
- // Get the name of the control that was clicked
- name = clicked.name;
- }
- // Update the Window's title text
- windowTitle.text = "Hello " + name + "!";
- }
- void Init3DUI()
- {
- // Node that will get UI rendered on it.
- Node@ boxNode = scene_.GetChild("Box");
- // Create a component that sets up UI rendering. It sets material to StaticModel of the node.
- UIComponent@ 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);
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- float timeStep = eventData["TimeStep"].GetFloat();
- Node@ node = scene_.GetChild("Box");
- if (current.Get() !is null && drawDebug_)
- ui.DebugDraw(cast<UIElement>(current.Get()));
- if (input.mouseButtonPress[MOUSEB_LEFT])
- current = ui.GetElementAt(input.mousePosition);
- if (input.keyPress[KEY_TAB])
- {
- renderOnCube = !renderOnCube;
- // Toggle between rendering on screen or to texture.
- if (renderOnCube)
- {
- node.enabled = true;
- textureRoot.AddChild(window);
- }
- else
- {
- node.enabled = false;
- ui.root.AddChild(window);
- }
- }
- if (input.keyPress[KEY_SPACE])
- animateCube = !animateCube;
- if (input.keyPress[KEY_F2])
- drawDebug_ = !drawDebug_;
- if (animateCube)
- {
- node.Yaw(6.0f * timeStep * 1.5f);
- node.Roll(-6.0f * timeStep * 1.5f);
- node.Pitch(-6.0f * timeStep * 1.5f);
- }
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<patch>" +
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
- " <attribute name=\"Is Visible\" value=\"false\" />" +
- " </add>" +
- "</patch>";
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