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

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2.5 KiB
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
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "Sample.h"
/// Moving sprites example.
/// This sample demonstrates:
/// - Adding Sprite elements to the UI
/// - Storing custom data (sprite velocity) inside UI elements
/// - Handling frame update events in which the sprites are moved
class Sprites : public Sample
{
// Enable type information.
URHO3D_OBJECT(Sprites, Sample);
public:
/// Construct.
Sprites(Context* context);
/// Setup after engine initialization and before running the main loop.
virtual void Start();
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
virtual String GetScreenJoystickPatchString() const { return
"<patch>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
" <attribute name=\"Is Visible\" value=\"false\" />"
" </add>"
"</patch>";
}
private:
/// Construct the sprites.
void CreateSprites();
/// Move the sprites using the delta time step given.
void MoveSprites(float timeStep);
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Vector to store the sprites for iterating through them.
Vector<SharedPtr<Sprite> > sprites_;
};