152 строки
5.1 KiB
C++
152 строки
5.1 KiB
C++
//
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// Copyright (c) 2008-2017 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/Texture2D.h>
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#include <Urho3D/UI/Sprite.h>
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#include <Urho3D/UI/UI.h>
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#include "Sprites.h"
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#include <Urho3D/DebugNew.h>
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// Number of sprites to draw
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static const unsigned NUM_SPRITES = 100;
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// Custom variable identifier for storing sprite velocity within the UI element
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static const StringHash VAR_VELOCITY("Velocity");
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URHO3D_DEFINE_APPLICATION_MAIN(Sprites)
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Sprites::Sprites(Context* context) :
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Sample(context)
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{
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}
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void Sprites::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create the sprites to the user interface
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CreateSprites();
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// Hook up to the frame update events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_FREE);
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}
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void Sprites::CreateSprites()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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Graphics* graphics = GetSubsystem<Graphics>();
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UI* ui = GetSubsystem<UI>();
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// Get rendering window size as floats
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float width = (float)graphics->GetWidth();
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float height = (float)graphics->GetHeight();
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// Get the Urho3D fish texture
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Texture2D* decalTex = cache->GetResource<Texture2D>("Textures/UrhoDecal.dds");
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for (unsigned i = 0; i < NUM_SPRITES; ++i)
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{
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// Create a new sprite, set it to use the texture
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SharedPtr<Sprite> sprite(new Sprite(context_));
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sprite->SetTexture(decalTex);
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// The UI root element is as big as the rendering window, set random position within it
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sprite->SetPosition(Vector2(Random() * width, Random() * height));
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// Set sprite size & hotspot in its center
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sprite->SetSize(IntVector2(128, 128));
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sprite->SetHotSpot(IntVector2(64, 64));
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// Set random rotation in degrees and random scale
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sprite->SetRotation(Random() * 360.0f);
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sprite->SetScale(Random(1.0f) + 0.5f);
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// Set random color and additive blending mode
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sprite->SetColor(Color(Random(0.5f) + 0.5f, Random(0.5f) + 0.5f, Random(0.5f) + 0.5f));
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sprite->SetBlendMode(BLEND_ADD);
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// Add as a child of the root UI element
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ui->GetRoot()->AddChild(sprite);
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// Store sprite's velocity as a custom variable
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sprite->SetVar(VAR_VELOCITY, Vector2(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
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// Store sprites to our own container for easy movement update iteration
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sprites_.Push(sprite);
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}
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}
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void Sprites::MoveSprites(float timeStep)
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{
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Graphics* graphics = GetSubsystem<Graphics>();
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float width = (float)graphics->GetWidth();
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float height = (float)graphics->GetHeight();
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// Go through all sprites
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for (unsigned i = 0; i < sprites_.Size(); ++i)
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{
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Sprite* sprite = sprites_[i];
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// Rotate
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float newRot = sprite->GetRotation() + timeStep * 30.0f;
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sprite->SetRotation(newRot);
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// Move, wrap around rendering window edges
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Vector2 newPos = sprite->GetPosition() + sprite->GetVar(VAR_VELOCITY).GetVector2() * timeStep;
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if (newPos.x_ < 0.0f)
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newPos.x_ += width;
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if (newPos.x_ >= width)
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newPos.x_ -= width;
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if (newPos.y_ < 0.0f)
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newPos.y_ += height;
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if (newPos.y_ >= height)
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newPos.y_ -= height;
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sprite->SetPosition(newPos);
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}
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}
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void Sprites::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Sprites, HandleUpdate));
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}
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void Sprites::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Move sprites, scale movement with time step
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MoveSprites(timeStep);
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}
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