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- // Urho2D stretchable sprite example.
- // This sample demonstrates:
- // - Creating a 2D scene with both static and stretchable sprites
- // - Difference in scaling static and stretchable sprites
- // - Similarity in otherwise transforming static and stretchable sprites
- // - Displaying the scene using the Renderer subsystem
- // - Handling keyboard to transform nodes
- #include "Scripts/Utilities/Sample.as"
- Node@ refSpriteNode = null;
- Node@ stretchSpriteNode = null;
- int selectTransform = 0;
- void Start()
- {
- // Execute the common startup for samples
- SampleStart();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateInstructions();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Set the mouse mode to use in the sample
- SampleInitMouseMode(MM_FREE);
- // Hook up to the frame update events
- SubscribeToEvents();
- }
- void CreateScene()
- {
- scene_ = Scene();
- // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
- // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
- // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
- // optimizing manner
- scene_.CreateComponent("Octree");
- // Create a scene node for the camera, which we will move around
- // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
- cameraNode = scene_.CreateChild("Camera");
- // Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0f, 0.0f, -10.0f);
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.orthographic = true;
- camera.orthoSize = graphics.height * PIXEL_SIZE;
- @refSpriteNode = scene_.CreateChild("regular sprite");
- @stretchSpriteNode = scene_.CreateChild("stretchable sprite");
- Sprite2D@ sprite = cache.GetResource("Sprite2D", "Urho2D/Stretchable.png");
- if (sprite !is null)
- {
- StaticSprite2D@ staticSprite = refSpriteNode.CreateComponent("StaticSprite2D");
- staticSprite.sprite = sprite;
- StretchableSprite2D@ stretchSprite = stretchSpriteNode.CreateComponent("StretchableSprite2D");
- stretchSprite.sprite = sprite;
- stretchSprite.border = IntRect(25, 25, 25, 25);
- refSpriteNode.Translate2D(Vector2(-2.0f, 0.0f));
- stretchSpriteNode.Translate2D(Vector2(2.0f, 0.0f));
- }
- }
- void CreateInstructions()
- {
- // Construct new Text object, set string to display and font to use
- Text@ instructionText = ui.root.CreateChild("Text");
- instructionText.text = "Use WASD keys to transform, Tab key to cycle through\n"
- "Scale, Rotate, and Translate transform modes. In Rotate\n"
- "mode, combine A/D keys with Ctrl key to rotate about\n"
- "the Z axis";
- instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 12);
- // Position the text relative to the screen center
- instructionText.horizontalAlignment = HA_CENTER;
- instructionText.verticalAlignment = VA_CENTER;
- instructionText.SetPosition(0, ui.root.height / 4);
- }
- void SetupViewport()
- {
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
- // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
- // use, but now we just use full screen and default render path configured in the engine command line options
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- }
- void SubscribeToEvents()
- {
- // Subscribe to Key Up event, to handle individual key presses
- SubscribeToEvent("KeyUp", "OnKeyUp");
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate");
- // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
- UnsubscribeFromEvent("SceneUpdate");
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- switch (selectTransform)
- {
- case 0:
- ScaleSprites(timeStep);
- break;
- case 1:
- RotateSprites(timeStep);
- break;
- case 2:
- TranslateSprites(timeStep);
- break;
- default:
- log.Error("Bad transform selection: " + selectTransform);
- }
- }
- void OnKeyUp(StringHash eventType, VariantMap& eventData)
- {
- int key = eventData["Key"].GetInt();
- if(key == KEY_TAB)
- {
- ++selectTransform;
- selectTransform %= 3;
- }
- else if(key == KEY_ESCAPE)
- engine.Exit();
- }
- void TranslateSprites(float timeStep)
- {
- const float speed = 1.0f;
- const bool left = input.keyDown[KEY_A],
- right = input.keyDown[KEY_D],
- up = input.keyDown[KEY_W],
- down = input.keyDown[KEY_S];
- if (left || right || up || down)
- {
- const float quantum = timeStep * speed;
- const Vector2 translate = Vector2(
- (left ? -quantum : 0.0f) + (right ? quantum : 0.0f),
- (down ? -quantum : 0.0f) + (up ? quantum : 0.0f));
- refSpriteNode.Translate2D(translate);
- stretchSpriteNode.Translate2D(translate);
- }
- }
- void RotateSprites(float timeStep)
- {
- const float speed = 45.0f;
- const bool left = input.keyDown[KEY_A],
- right = input.keyDown[KEY_D],
- up = input.keyDown[KEY_W],
- down = input.keyDown[KEY_S],
- ctrl = input.keyDown[KEY_CTRL];
- if (left || right || up || down)
- {
- const float quantum = timeStep * speed;
- const float xrot = (up ? -quantum : 0.0f) + (down ? quantum: 0.0f);
- const float rot2 = (left ? -quantum: 0.0f) + (right ? quantum : 0.0f);
- const Quaternion totalRot = Quaternion(xrot,
- ctrl ? 0.0f : rot2,
- ctrl ? rot2 : 0.0f);
- refSpriteNode.Rotate(totalRot);
- stretchSpriteNode.Rotate(totalRot);
- }
- }
- void ScaleSprites(float timeStep)
- {
- const float speed = 0.5f;
- const bool left = input.keyDown[KEY_A],
- right = input.keyDown[KEY_D],
- up = input.keyDown[KEY_W],
- down = input.keyDown[KEY_S];
- if (left || right || up || down)
- {
- const float quantum = timeStep * speed;
- const Vector2 scale = Vector2(
- 1.0f + (right ? quantum : left ? -quantum : 0.0f),
- 1.0f + (up ? quantum : down ? -quantum : 0.0f));
- refSpriteNode.Scale2D(scale);
- stretchSpriteNode.Scale2D(scale);
- }
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<patch>"
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">TAB</replace>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"KeyBinding\" />"
- " <attribute name=\"Text\" value=\"TAB\" />"
- " </element>"
- " </add>"
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">CTRL</replace>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"KeyBinding\" />"
- " <attribute name=\"Text\" value=\"LCTRL\" />"
- " </element>"
- " </add>"
- "</patch>";
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