Urho3D/Source/Samples/03_Sprites/Sprites.cpp

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C++

//
// Copyright (c) 2008-2017 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 <Urho3D/Core/CoreEvents.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Graphics/Graphics.h>
#include <Urho3D/Graphics/Texture2D.h>
#include <Urho3D/UI/Sprite.h>
#include <Urho3D/UI/UI.h>
#include "Sprites.h"
#include <Urho3D/DebugNew.h>
// Number of sprites to draw
static const unsigned NUM_SPRITES = 100;
// Custom variable identifier for storing sprite velocity within the UI element
static const StringHash VAR_VELOCITY("Velocity");
URHO3D_DEFINE_APPLICATION_MAIN(Sprites)
Sprites::Sprites(Context* context) :
Sample(context)
{
}
void Sprites::Start()
{
// Execute base class startup
Sample::Start();
// Create the sprites to the user interface
CreateSprites();
// Hook up to the frame update events
SubscribeToEvents();
// Set the mouse mode to use in the sample
Sample::InitMouseMode(MM_FREE);
}
void Sprites::CreateSprites()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
Graphics* graphics = GetSubsystem<Graphics>();
UI* ui = GetSubsystem<UI>();
// Get rendering window size as floats
float width = (float)graphics->GetWidth();
float height = (float)graphics->GetHeight();
// Get the Urho3D fish texture
Texture2D* decalTex = cache->GetResource<Texture2D>("Textures/UrhoDecal.dds");
for (unsigned i = 0; i < NUM_SPRITES; ++i)
{
// Create a new sprite, set it to use the texture
SharedPtr<Sprite> sprite(new Sprite(context_));
sprite->SetTexture(decalTex);
// The UI root element is as big as the rendering window, set random position within it
sprite->SetPosition(Vector2(Random() * width, Random() * height));
// Set sprite size & hotspot in its center
sprite->SetSize(IntVector2(128, 128));
sprite->SetHotSpot(IntVector2(64, 64));
// Set random rotation in degrees and random scale
sprite->SetRotation(Random() * 360.0f);
sprite->SetScale(Random(1.0f) + 0.5f);
// Set random color and additive blending mode
sprite->SetColor(Color(Random(0.5f) + 0.5f, Random(0.5f) + 0.5f, Random(0.5f) + 0.5f));
sprite->SetBlendMode(BLEND_ADD);
// Add as a child of the root UI element
ui->GetRoot()->AddChild(sprite);
// Store sprite's velocity as a custom variable
sprite->SetVar(VAR_VELOCITY, Vector2(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
// Store sprites to our own container for easy movement update iteration
sprites_.Push(sprite);
}
}
void Sprites::MoveSprites(float timeStep)
{
Graphics* graphics = GetSubsystem<Graphics>();
float width = (float)graphics->GetWidth();
float height = (float)graphics->GetHeight();
// Go through all sprites
for (unsigned i = 0; i < sprites_.Size(); ++i)
{
Sprite* sprite = sprites_[i];
// Rotate
float newRot = sprite->GetRotation() + timeStep * 30.0f;
sprite->SetRotation(newRot);
// Move, wrap around rendering window edges
Vector2 newPos = sprite->GetPosition() + sprite->GetVar(VAR_VELOCITY).GetVector2() * timeStep;
if (newPos.x_ < 0.0f)
newPos.x_ += width;
if (newPos.x_ >= width)
newPos.x_ -= width;
if (newPos.y_ < 0.0f)
newPos.y_ += height;
if (newPos.y_ >= height)
newPos.y_ -= height;
sprite->SetPosition(newPos);
}
}
void Sprites::SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Sprites, HandleUpdate));
}
void Sprites::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 sprites, scale movement with time step
MoveSprites(timeStep);
}