Added example of loading scene & UI content. Closes #583.
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Коммит
50e2493b97
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-- Scene & UI load example.
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-- This sample demonstrates:
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-- - Loading a scene from a file and showing it
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-- - Loading a UI layout from a file and showing it
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-- - Subscribing to the UI layout's events
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require "LuaScripts/Utilities/Sample"
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function Start()
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-- Execute the common startup for samples
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SampleStart()
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-- Create the scene content
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CreateScene()
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-- Create the UI content
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CreateUI()
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-- Setup the viewport for displaying the scene
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SetupViewport()
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-- Subscribe to global events for camera movement
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SubscribeToEvents()
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end
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function CreateScene()
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scene_ = Scene()
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-- Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
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-- which scene.LoadXML() will read
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local file = cache:GetFile("Scenes/SceneLoadExample.xml")
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scene_:LoadXML(file)
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-- In Lua the file returned by GetFile() needs to be deleted manually
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file:delete()
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-- Create the camera (not included in the scene file)
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cameraNode = scene_:CreateChild("Camera")
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cameraNode:CreateComponent("Camera")
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-- Set an initial position for the camera scene node above the plane
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cameraNode.position = Vector3(0.0, 2.0, -10.0)
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end
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function CreateUI()
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-- Set up global UI style into the root UI element
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local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
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ui.root.defaultStyle = style
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-- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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-- control the camera, and when visible, it will interact with the UI
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local cursor = ui.root:CreateChild("Cursor")
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cursor:SetStyleAuto()
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ui.cursor = cursor
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-- Set starting position of the cursor at the rendering window center
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cursor:SetPosition(graphics.width / 2, graphics.height / 2)
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-- Load UI content prepared in the editor and add to the UI hierarchy
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local layoutRoot = ui:LoadLayout(cache:GetResource("XMLFile", "UI/UILoadExample.xml"))
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ui.root:AddChild(layoutRoot)
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-- Subscribe to button actions (toggle scene lights when pressed then released)
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local button = layoutRoot:GetChild("ToggleLight1", true)
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if button ~= nil then
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SubscribeToEvent(button, "Released", "ToggleLight1")
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end
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button = layoutRoot:GetChild("ToggleLight2", true)
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if button ~= nil then
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SubscribeToEvent(button, "Released", "ToggleLight2")
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end
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end
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function ToggleLight1()
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local lightNode = scene_:GetChild("Light1", true)
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if lightNode ~= nil then
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lightNode.enabled = not lightNode.enabled
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end
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end
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function ToggleLight2()
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local lightNode = scene_:GetChild("Light2", true)
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if lightNode ~= nil then
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lightNode.enabled = not lightNode.enabled
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end
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end
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function SetupViewport()
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-- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
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renderer:SetViewport(0, viewport)
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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for camera motion
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SubscribeToEvent("Update", "HandleUpdate")
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end
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function HandleUpdate(eventType, eventData)
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-- Take the frame time step, which is stored as a float
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local timeStep = eventData:GetFloat("TimeStep")
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-- Move the camera, scale movement with time step
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MoveCamera(timeStep)
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end
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function MoveCamera(timeStep)
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-- Right mouse button controls mouse cursor visibility: hide when pressed
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ui.cursor.visible = not input:GetMouseButtonDown(MOUSEB_RIGHT)
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-- Do not move if the UI has a focused element
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if ui.focusElement ~= nil then
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return
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end
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-- Movement speed as world units per second
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local MOVE_SPEED = 20.0
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-- Mouse sensitivity as degrees per pixel
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local MOUSE_SENSITIVITY = 0.1
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-- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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-- Only move the camera when the cursor is hidden
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if not ui.cursor.visible then
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local mouseMove = input.mouseMove
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yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
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pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
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pitch = Clamp(pitch, -90.0, 90.0)
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-- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
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end
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-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if input:GetKeyDown(KEY_W) then
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cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_S) then
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cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_A) then
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cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_D) then
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cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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end
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<?xml version="1.0"?>
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<scene id="1">
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<attribute name="Name" value="" />
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<attribute name="Time Scale" value="1" />
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<attribute name="Smoothing Constant" value="50" />
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<attribute name="Snap Threshold" value="5" />
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<attribute name="Elapsed Time" value="0" />
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<attribute name="Next Replicated Node ID" value="8" />
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<attribute name="Next Replicated Component ID" value="9" />
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<attribute name="Next Local Node ID" value="16777216" />
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<attribute name="Next Local Component ID" value="16777216" />
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<attribute name="Variables" />
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<attribute name="Variable Names" value="" />
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<component type="Octree" id="1" />
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<component type="DebugRenderer" id="2" />
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<node id="2">
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<attribute name="Is Enabled" value="true" />
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<attribute name="Name" value="Plane" />
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<attribute name="Position" value="0 0.0792121 0" />
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<attribute name="Rotation" value="1 0 0 0" />
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<attribute name="Scale" value="5 1 5" />
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<attribute name="Variables" />
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<component type="StaticModel" id="3">
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<attribute name="Model" value="Model;Models/Plane.mdl" />
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<attribute name="Material" value="Material;Materials/Stone.xml" />
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</component>
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</node>
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<node id="3">
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<attribute name="Is Enabled" value="true" />
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<attribute name="Name" value="Box" />
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<attribute name="Position" value="1.32267 0.594299 -1.57271" />
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<attribute name="Rotation" value="0.92388 0 0.382683 0" />
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<attribute name="Scale" value="1 1 1" />
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<attribute name="Variables" />
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<component type="StaticModel" id="4">
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<attribute name="Model" value="Model;Models/Box.mdl" />
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<attribute name="Material" value="Material;Materials/Stone.xml" />
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<attribute name="Cast Shadows" value="true" />
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</component>
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</node>
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<node id="4">
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<attribute name="Is Enabled" value="true" />
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<attribute name="Name" value="Box" />
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<attribute name="Position" value="-1.30641 0.594299 -1.3801" />
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<attribute name="Rotation" value="0.966853 0 -0.255333 0" />
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<attribute name="Scale" value="1 1 1" />
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<attribute name="Variables" />
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<component type="StaticModel" id="5">
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<attribute name="Model" value="Model;Models/Box.mdl" />
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<attribute name="Material" value="Material;Materials/Stone.xml" />
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<attribute name="Cast Shadows" value="true" />
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</component>
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</node>
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<node id="5">
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<attribute name="Is Enabled" value="true" />
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<attribute name="Name" value="Light1" />
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<attribute name="Position" value="0.275269 1.54593 -5.1247" />
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<attribute name="Rotation" value="0.996465 0.0840061 0 0" />
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<attribute name="Scale" value="1 1 1" />
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<attribute name="Variables" />
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<component type="Light" id="6">
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<attribute name="Light Type" value="Spot" />
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<attribute name="Color" value="1 0.5 0.5 1" />
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<attribute name="Spot FOV" value="60" />
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<attribute name="Cast Shadows" value="true" />
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<attribute name="Depth Constant Bias" value="0.0001" />
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</component>
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</node>
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<node id="6">
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<attribute name="Is Enabled" value="true" />
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<attribute name="Name" value="Box" />
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<attribute name="Position" value="0.055109 0.594299 0.653738" />
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<attribute name="Rotation" value="0.999947 0 0.0103017 0" />
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<attribute name="Scale" value="1 1 1" />
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<attribute name="Variables" />
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<component type="StaticModel" id="7">
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<attribute name="Model" value="Model;Models/Box.mdl" />
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<attribute name="Material" value="Material;Materials/Stone.xml" />
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<attribute name="Cast Shadows" value="true" />
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</component>
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</node>
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<node id="7">
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<attribute name="Is Enabled" value="true" />
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<attribute name="Name" value="Light2" />
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<attribute name="Position" value="-2.55712 0.969277 4.03673" />
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<attribute name="Rotation" value="0.346269 0.0588016 0.923076 -0.156752" />
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<attribute name="Scale" value="1 1 1" />
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<attribute name="Variables" />
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<component type="Light" id="8">
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<attribute name="Light Type" value="Spot" />
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<attribute name="Color" value="0.5 0.5 1 1" />
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<attribute name="Spot FOV" value="60" />
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<attribute name="Cast Shadows" value="true" />
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<attribute name="Depth Constant Bias" value="0.0001" />
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</component>
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</node>
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</scene>
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@ -0,0 +1,145 @@
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// Scene & UI load example.
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// This sample demonstrates:
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// - Loading a scene from a file and showing it
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// - Loading a UI layout from a file and showing it
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// - Subscribing to the UI layout's events
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#include "Scripts/Utilities/Sample.as"
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void Start()
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{
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// Execute the common startup for samples
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SampleStart();
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// Create the scene content
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CreateScene();
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// Create the UI content and subscribe to UI events
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CreateUI();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Subscribe to global events for camera movement
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SubscribeToEvents();
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}
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void CreateScene()
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{
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scene_ = Scene();
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// Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
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// which scene.LoadXML() will read
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scene_.LoadXML(cache.GetFile("Scenes/SceneLoadExample.xml"));
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// Create the camera (not included in the scene file)
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cameraNode = scene_.CreateChild("Camera");
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cameraNode.CreateComponent("Camera");
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// Set an initial position for the camera scene node above the plane
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cameraNode.position = Vector3(0.0f, 2.0f, -10.0f);
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}
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void CreateUI()
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{
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// Set up global UI style into the root UI element
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XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
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ui.root.defaultStyle = style;
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// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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// control the camera, and when visible, it will interact with the UI
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Cursor@ cursor = Cursor();
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cursor.SetStyleAuto();
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ui.cursor = cursor;
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// Set starting position of the cursor at the rendering window center
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cursor.SetPosition(graphics.width / 2, graphics.height / 2);
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// Load UI content prepared in the editor and add to the UI hierarchy
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UIElement@ layoutRoot = ui.LoadLayout(cache.GetResource("XMLFile", "UI/UILoadExample.xml"));
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ui.root.AddChild(layoutRoot);
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// Subscribe to button actions (toggle scene lights when pressed then released)
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Button@ button = layoutRoot.GetChild("ToggleLight1", true);
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if (button !is null)
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SubscribeToEvent(button, "Released", "ToggleLight1");
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button = layoutRoot.GetChild("ToggleLight2", true);
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if (button !is null)
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SubscribeToEvent(button, "Released", "ToggleLight2");
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}
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void ToggleLight1()
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{
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Node@ lightNode = scene_.GetChild("Light1", true);
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if (lightNode !is null)
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lightNode.enabled = !lightNode.enabled;
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}
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void ToggleLight2()
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{
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Node@ lightNode = scene_.GetChild("Light2", true);
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if (lightNode !is null)
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lightNode.enabled = !lightNode.enabled;
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}
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void SetupViewport()
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{
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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}
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void SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for camera motion
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SubscribeToEvent("Update", "HandleUpdate");
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}
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void HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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// Take the frame time step, which is stored as a float
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float timeStep = eventData["TimeStep"].GetFloat();
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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}
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void MoveCamera(float timeStep)
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{
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// Right mouse button controls mouse cursor visibility: hide when pressed
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ui.cursor.visible = !input.mouseButtonDown[MOUSEB_RIGHT];
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// Do not move if the UI has a focused element
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if (ui.focusElement !is null)
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return;
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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// Only move the camera when the cursor is hidden
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if (!ui.cursor.visible)
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{
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IntVector2 mouseMove = input.mouseMove;
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yaw += MOUSE_SENSITIVITY * mouseMove.x;
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pitch += MOUSE_SENSITIVITY * mouseMove.y;
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pitch = Clamp(pitch, -90.0f, 90.0f);
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
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}
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// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if (input.keyDown['W'])
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cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
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if (input.keyDown['S'])
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cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
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if (input.keyDown['A'])
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cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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if (input.keyDown['D'])
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cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions = "";
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@ -0,0 +1,33 @@
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<?xml version="1.0"?>
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<element type="Window">
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<attribute name="Position" value="100 100" />
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<attribute name="Size" value="180 120" />
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<element type="Button">
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<attribute name="Name" value="ToggleLight1" />
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<attribute name="Position" value="20 20" />
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<attribute name="Size" value="140 30" />
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<element type="Text">
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<attribute name="Horiz Alignment" value="Center" />
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<attribute name="Vert Alignment" value="Center" />
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<attribute name="Top Left Color" value="0.85 0.85 0.85 1" />
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<attribute name="Top Right Color" value="0.85 0.85 0.85 1" />
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<attribute name="Bottom Left Color" value="0.85 0.85 0.85 1" />
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<attribute name="Bottom Right Color" value="0.85 0.85 0.85 1" />
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<attribute name="Text" value="Toggle light 1" />
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</element>
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</element>
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<element type="Button">
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<attribute name="Name" value="ToggleLight2" />
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<attribute name="Position" value="20 70" />
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<attribute name="Size" value="140 30" />
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<element type="Text">
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<attribute name="Horiz Alignment" value="Center" />
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<attribute name="Vert Alignment" value="Center" />
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<attribute name="Top Left Color" value="0.85 0.85 0.85 1" />
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<attribute name="Top Right Color" value="0.85 0.85 0.85 1" />
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<attribute name="Bottom Left Color" value="0.85 0.85 0.85 1" />
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<attribute name="Bottom Right Color" value="0.85 0.85 0.85 1" />
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<attribute name="Text" value="Toggle light 2" />
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</element>
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</element>
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</element>
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@ -564,7 +564,7 @@ All the \ref Running_Commandline "command line options" supported by Urho3D play
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-scene </path/to/scene.xml> Load a scene after starting up
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\endverbatim
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Hint: to get some content to look at, run the Physics sample application (Bin/Data/Scripts/11_Physics.as), and press F5. This saves a scene file called Physics.xml into the Data/Scenes subdirectory, which can be loaded in the editor. The NinjaSnowWar scene also exists in the Data/Scenes subdirectory, and the NinjaSnowWar object "prefabs" are in the Data/Objects subdirectory.
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Hint: to get more content to look at, run the Physics sample application (Bin/Data/Scripts/11_Physics.as), and press F5. This saves a scene file called Physics.xml into the Data/Scenes subdirectory, which can be loaded in the editor. Scenes utilized by the NinjaSnowWar and SceneAndUILoad examples also exist in the Data/Scenes subdirectory, and the NinjaSnowWar object "prefabs" are in the Data/Objects subdirectory.
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\section EditorInstructions_Controls Controls
|
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@ -0,0 +1,33 @@
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#
|
||||
# Copyright (c) 2008-2014 the Urho3D project.
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
# in the Software without restriction, including without limitation the rights
|
||||
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
# copies of the Software, and to permit persons to whom the Software is
|
||||
# furnished to do so, subject to the following conditions:
|
||||
#
|
||||
# The above copyright notice and this permission notice shall be included in
|
||||
# all copies or substantial portions of the Software.
|
||||
#
|
||||
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
# THE SOFTWARE.
|
||||
#
|
||||
|
||||
# Define target name
|
||||
set (TARGET_NAME 38_SceneAndUILoad)
|
||||
|
||||
# Define source files
|
||||
define_source_files (EXTRA_H_FILES ${COMMON_SAMPLE_H_FILES})
|
||||
|
||||
# Setup target with resource copying
|
||||
setup_main_executable ()
|
||||
|
||||
# Setup test cases
|
||||
add_test (NAME ${TARGET_NAME} COMMAND ${TARGET_NAME} -timeout ${URHO3D_TEST_TIME_OUT})
|
|
@ -0,0 +1,194 @@
|
|||
//
|
||||
// Copyright (c) 2008-2014 the Urho3D project.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
//
|
||||
|
||||
#include "Button.h"
|
||||
#include "Camera.h"
|
||||
#include "CoreEvents.h"
|
||||
#include "Cursor.h"
|
||||
#include "Engine.h"
|
||||
#include "Graphics.h"
|
||||
#include "Input.h"
|
||||
#include "ResourceCache.h"
|
||||
#include "Scene.h"
|
||||
#include "UI.h"
|
||||
#include "UIEvents.h"
|
||||
#include "XMLFile.h"
|
||||
#include "Zone.h"
|
||||
|
||||
#include "SceneAndUILoad.h"
|
||||
|
||||
#include "DebugNew.h"
|
||||
|
||||
DEFINE_APPLICATION_MAIN(SceneAndUILoad)
|
||||
|
||||
SceneAndUILoad::SceneAndUILoad(Context* context) :
|
||||
Sample(context)
|
||||
{
|
||||
}
|
||||
|
||||
void SceneAndUILoad::Start()
|
||||
{
|
||||
// Execute base class startup
|
||||
Sample::Start();
|
||||
|
||||
// Create the scene content
|
||||
CreateScene();
|
||||
|
||||
// Create the UI content
|
||||
CreateUI();
|
||||
|
||||
// Setup the viewport for displaying the scene
|
||||
SetupViewport();
|
||||
|
||||
// Subscribe to global events for camera movement
|
||||
SubscribeToEvents();
|
||||
}
|
||||
|
||||
void SceneAndUILoad::CreateScene()
|
||||
{
|
||||
ResourceCache* cache = GetSubsystem<ResourceCache>();
|
||||
|
||||
scene_ = new Scene(context_);
|
||||
|
||||
// Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
|
||||
// which scene.LoadXML() will read
|
||||
SharedPtr<File> file = cache->GetFile("Scenes/SceneLoadExample.xml");
|
||||
scene_->LoadXML(*file);
|
||||
|
||||
// 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_->SetPosition(Vector3(0.0f, 2.0f, -10.0f));
|
||||
}
|
||||
|
||||
void SceneAndUILoad::CreateUI()
|
||||
{
|
||||
ResourceCache* cache = GetSubsystem<ResourceCache>();
|
||||
UI* ui = GetSubsystem<UI>();
|
||||
|
||||
// Set up global UI style into the root UI element
|
||||
XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
|
||||
ui->GetRoot()->SetDefaultStyle(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
|
||||
SharedPtr<Cursor> cursor(new Cursor(context_));
|
||||
cursor->SetStyleAuto();
|
||||
ui->SetCursor(cursor);
|
||||
// Set starting position of the cursor at the rendering window center
|
||||
Graphics* graphics = GetSubsystem<Graphics>();
|
||||
cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
|
||||
|
||||
// Load UI content prepared in the editor and add to the UI hierarchy
|
||||
SharedPtr<UIElement> layoutRoot = ui->LoadLayout(cache->GetResource<XMLFile>("UI/UILoadExample.xml"));
|
||||
ui->GetRoot()->AddChild(layoutRoot);
|
||||
|
||||
// Subscribe to button actions (toggle scene lights when pressed then released)
|
||||
Button* button = static_cast<Button*>(layoutRoot->GetChild("ToggleLight1", true));
|
||||
if (button)
|
||||
SubscribeToEvent(button, E_RELEASED, HANDLER(SceneAndUILoad, ToggleLight1));
|
||||
button = static_cast<Button*>(layoutRoot->GetChild("ToggleLight2", true));
|
||||
if (button)
|
||||
SubscribeToEvent(button, E_RELEASED, HANDLER(SceneAndUILoad, ToggleLight2));
|
||||
}
|
||||
|
||||
void SceneAndUILoad::SetupViewport()
|
||||
{
|
||||
Renderer* renderer = GetSubsystem<Renderer>();
|
||||
|
||||
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
|
||||
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
|
||||
renderer->SetViewport(0, viewport);
|
||||
}
|
||||
|
||||
void SceneAndUILoad::SubscribeToEvents()
|
||||
{
|
||||
// Subscribe HandleUpdate() function for camera motion
|
||||
SubscribeToEvent(E_UPDATE, HANDLER(SceneAndUILoad, HandleUpdate));
|
||||
}
|
||||
|
||||
void SceneAndUILoad::MoveCamera(float timeStep)
|
||||
{
|
||||
// Right mouse button controls mouse cursor visibility: hide when pressed
|
||||
UI* ui = GetSubsystem<UI>();
|
||||
Input* input = GetSubsystem<Input>();
|
||||
ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
|
||||
|
||||
// Do not move if the UI has a focused element
|
||||
if (ui->GetFocusElement())
|
||||
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->GetCursor()->IsVisible())
|
||||
{
|
||||
IntVector2 mouseMove = input->GetMouseMove();
|
||||
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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
|
||||
}
|
||||
|
||||
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
|
||||
if (input->GetKeyDown('W'))
|
||||
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
|
||||
if (input->GetKeyDown('S'))
|
||||
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
|
||||
if (input->GetKeyDown('A'))
|
||||
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
|
||||
if (input->GetKeyDown('D'))
|
||||
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
|
||||
}
|
||||
|
||||
void SceneAndUILoad::HandleUpdate(StringHash eventType, VariantMap& eventData)
|
||||
{
|
||||
using namespace Update;
|
||||
|
||||
// Take the frame time step, which is stored as a float
|
||||
float timeStep = eventData[P_TIMESTEP].GetFloat();
|
||||
|
||||
// Move the camera, scale movement with time step
|
||||
MoveCamera(timeStep);
|
||||
}
|
||||
|
||||
void SceneAndUILoad::ToggleLight1(StringHash eventType, VariantMap& eventData)
|
||||
{
|
||||
Node* lightNode = scene_->GetChild("Light1", true);
|
||||
if (lightNode)
|
||||
lightNode->SetEnabled(!lightNode->IsEnabled());
|
||||
}
|
||||
|
||||
void SceneAndUILoad::ToggleLight2(StringHash eventType, VariantMap& eventData)
|
||||
{
|
||||
Node* lightNode = scene_->GetChild("Light2", true);
|
||||
if (lightNode)
|
||||
lightNode->SetEnabled(!lightNode->IsEnabled());
|
||||
}
|
|
@ -0,0 +1,69 @@
|
|||
//
|
||||
// Copyright (c) 2008-2014 the Urho3D project.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
//
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Sample.h"
|
||||
|
||||
namespace Urho3D
|
||||
{
|
||||
|
||||
class Drawable;
|
||||
class Node;
|
||||
class Scene;
|
||||
|
||||
}
|
||||
|
||||
/// 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
|
||||
class SceneAndUILoad : public Sample
|
||||
{
|
||||
OBJECT(SceneAndUILoad);
|
||||
|
||||
public:
|
||||
/// Construct.
|
||||
SceneAndUILoad(Context* context);
|
||||
|
||||
/// Setup after engine initialization and before running the main loop.
|
||||
virtual void Start();
|
||||
|
||||
private:
|
||||
/// Construct the scene content.
|
||||
void CreateScene();
|
||||
/// Construct user interface elements.
|
||||
void CreateUI();
|
||||
/// Set up a viewport for displaying the scene.
|
||||
void SetupViewport();
|
||||
/// Subscribe to application-wide logic update event.
|
||||
void SubscribeToEvents();
|
||||
/// Reads input and moves the camera.
|
||||
void MoveCamera(float timeStep);
|
||||
/// Handle the logic update event.
|
||||
void HandleUpdate(StringHash eventType, VariantMap& eventData);
|
||||
/// Handle toggle button 1 being pressed.
|
||||
void ToggleLight1(StringHash eventType, VariantMap& eventData);
|
||||
/// Handle toggle button 2 being pressed.
|
||||
void ToggleLight2(StringHash eventType, VariantMap& eventData);
|
||||
};
|
|
@ -85,3 +85,4 @@ add_subdirectory (31_MaterialAnimation)
|
|||
add_subdirectory (34_DynamicGeometry)
|
||||
add_subdirectory (35_SignedDistanceFieldText)
|
||||
add_subdirectory (37_UIDrag)
|
||||
add_subdirectory (38_SceneAndUILoad)
|
||||
|
|
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