127 строки
5.8 KiB
C++
127 строки
5.8 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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#pragma once
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#include "Sample.h"
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namespace Urho3D
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{
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class Node;
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class Scene;
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}
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class Character;
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class Touch;
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/// Moving character example.
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/// This sample demonstrates:
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/// - Controlling a humanoid character through physics
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/// - Driving animations using the AnimationController component
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/// - Manual control of a bone scene node
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/// - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery
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/// - Defining attributes of a custom component so that it can be saved and loaded
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/// - Using touch inputs/gyroscope for iOS/Android (implemented through an external file)
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class CharacterDemo : public Sample
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{
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URHO3D_OBJECT(CharacterDemo, Sample);
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public:
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/// Construct.
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CharacterDemo(Context* context);
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/// Destruct.
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~CharacterDemo();
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/// Setup after engine initialization and before running the main loop.
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virtual void Start();
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protected:
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/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
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virtual String GetScreenJoystickPatchString() const { return
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"<patch>"
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" <add sel=\"/element\">"
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" <element type=\"Button\">"
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" <attribute name=\"Name\" value=\"Button3\" />"
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" <attribute name=\"Position\" value=\"-120 -120\" />"
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" <attribute name=\"Size\" value=\"96 96\" />"
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" <attribute name=\"Horiz Alignment\" value=\"Right\" />"
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" <attribute name=\"Vert Alignment\" value=\"Bottom\" />"
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" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />"
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" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />"
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" <attribute name=\"Hover Image Offset\" value=\"0 0\" />"
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" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"Label\" />"
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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=\"Color\" value=\"0 0 0 1\" />"
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" <attribute name=\"Text\" value=\"Gyroscope\" />"
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" </element>"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"KeyBinding\" />"
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" <attribute name=\"Text\" value=\"G\" />"
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" </element>"
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" </element>"
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" </add>"
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">1st/3rd</replace>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"KeyBinding\" />"
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" <attribute name=\"Text\" value=\"F\" />"
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" </element>"
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" </add>"
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Jump</replace>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"KeyBinding\" />"
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" <attribute name=\"Text\" value=\"SPACE\" />"
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" </element>"
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" </add>"
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"</patch>";
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}
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private:
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/// Create static scene content.
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void CreateScene();
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/// Create controllable character.
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void CreateCharacter();
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/// Construct an instruction text to the UI.
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void CreateInstructions();
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/// Subscribe to necessary events.
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void SubscribeToEvents();
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/// Handle application update. Set controls to character.
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void HandleUpdate(StringHash eventType, VariantMap& eventData);
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/// Handle application post-update. Update camera position after character has moved.
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void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
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/// Touch utility object.
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SharedPtr<Touch> touch_;
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/// The controllable character component.
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WeakPtr<Character> character_;
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/// First person camera flag.
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bool firstPerson_;
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};
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