Add Use SDF option to Text3D to enable signed distance field text.
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@ -5,8 +5,8 @@ class Text3D : public Drawable
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Text3D();
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~Text3D();
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bool SetFont(const String fontName, int size = DEFAULT_FONT_SIZE);
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bool SetFont(Font* font, int size = DEFAULT_FONT_SIZE);
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bool SetFont(const String fontName, int size = DEFAULT_FONT_SIZE, bool useSDF = false);
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bool SetFont(Font* font, int size = DEFAULT_FONT_SIZE, bool useSDF = false);
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void SetMaterial(Material* material);
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@ -30,6 +30,7 @@ class Text3D : public Drawable
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Font* GetFont() const;
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Material* GetMaterial() const;
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int GetFontSize() const;
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bool IsUseSDF() const;
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const String GetText() const;
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HorizontalAlignment GetTextAlignment() const;
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HorizontalAlignment GetHorizontalAlignment() const;
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@ -53,6 +54,7 @@ class Text3D : public Drawable
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tolua_property__get_set Font* font;
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tolua_property__get_set Material* material;
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tolua_readonly tolua_property__get_set int fontSize;
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tolua_readonly tolua_property__is_set bool useSDF;
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tolua_property__get_set String text;
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tolua_property__get_set HorizontalAlignment textAlignment;
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tolua_property__get_set HorizontalAlignment horizontalAlignment;
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@ -370,8 +370,8 @@ static void RegisterText(asIScriptEngine* engine)
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static void RegisterText3D(asIScriptEngine* engine)
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{
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RegisterDrawable<Text3D>(engine, "Text3D");
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engine->RegisterObjectMethod("Text3D", "bool SetFont(const String&in, int)", asMETHODPR(Text3D, SetFont, (const String&, int), bool), asCALL_THISCALL);
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engine->RegisterObjectMethod("Text3D", "bool SetFont(Font@+, int)", asMETHODPR(Text3D, SetFont, (Font*, int), bool), asCALL_THISCALL);
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engine->RegisterObjectMethod("Text3D", "bool SetFont(const String&in, int, bool)", asMETHODPR(Text3D, SetFont, (const String&, int, bool), bool), asCALL_THISCALL);
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engine->RegisterObjectMethod("Text3D", "bool SetFont(Font@+, int, bool)", asMETHODPR(Text3D, SetFont, (Font*, int, bool), bool), asCALL_THISCALL);
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engine->RegisterObjectMethod("Text3D", "void SetAlignment(HorizontalAlignment, VerticalAlignment)", asMETHOD(Text3D, SetAlignment), asCALL_THISCALL);
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engine->RegisterObjectMethod("Text3D", "Font@+ get_font() const", asMETHOD(Text3D, GetFont), asCALL_THISCALL);
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engine->RegisterObjectMethod("Text3D", "int get_fontSize() const", asMETHOD(Text3D, GetFontSize), asCALL_THISCALL);
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@ -49,6 +49,7 @@ static const float DEFAULT_EFFECT_DEPTH_BIAS = 0.1f;
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Text3D::Text3D(Context* context) :
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Drawable(context, DRAWABLE_GEOMETRY),
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text_(context),
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useSDF_(false),
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vertexBuffer_(new VertexBuffer(context_)),
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customWorldTransform_(Matrix3x4::IDENTITY),
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faceCameraMode_(FC_NONE),
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@ -156,9 +157,10 @@ void Text3D::SetMaterial(Material* material)
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UpdateTextMaterials(true);
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}
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bool Text3D::SetFont(const String& fontName, int size)
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bool Text3D::SetFont(const String& fontName, int size, bool useSDF)
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{
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bool success = text_.SetFont(fontName, size);
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useSDF_ = useSDF;
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// Changing font requires materials to be re-evaluated. Material evaluation can not be done in worker threads,
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// so UI batches must be brought up-to-date immediately
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@ -169,9 +171,10 @@ bool Text3D::SetFont(const String& fontName, int size)
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return success;
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}
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bool Text3D::SetFont(Font* font, int size)
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bool Text3D::SetFont(Font* font, int size, bool useSDF)
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{
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bool success = text_.SetFont(font, size);
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useSDF_ = useSDF;
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MarkTextDirty();
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UpdateTextBatches();
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@ -521,10 +524,10 @@ void Text3D::UpdateTextMaterials(bool forceUpdate)
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Material* material = new Material(context_);
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Technique* tech = new Technique(context_);
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Pass* pass = tech->CreatePass(PASS_ALPHA);
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pass->SetVertexShader("Basic");
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pass->SetVertexShaderDefines("DIFFMAP VERTEXCOLOR");
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pass->SetPixelShader("Basic");
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pass->SetPixelShaderDefines("ALPHAMAP VERTEXCOLOR");
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pass->SetVertexShader("Text");
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pass->SetPixelShader("Text");
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if (useSDF_)
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pass->SetPixelShaderDefines("SIGNED_DISTANCE_FIELD");
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pass->SetBlendMode(BLEND_ALPHA);
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pass->SetDepthWrite(false);
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material->SetTechnique(0, tech);
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@ -55,9 +55,9 @@ public:
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virtual UpdateGeometryType GetUpdateGeometryType();
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/// Set font and font size. Return true if successful.
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bool SetFont(const String& fontName, int size = DEFAULT_FONT_SIZE);
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bool SetFont(const String& fontName, int size = DEFAULT_FONT_SIZE, bool useSDF = false);
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/// Set font and font size. Return true if successful.
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bool SetFont(Font* font, int size = DEFAULT_FONT_SIZE);
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bool SetFont(Font* font, int size = DEFAULT_FONT_SIZE, bool useSDF = false);
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/// Set material.
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void SetMaterial(Material* material);
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/// Set text. Text is assumed to be either ASCII or UTF8-encoded.
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@ -97,6 +97,8 @@ public:
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Material* GetMaterial() const;
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/// Return font size.
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int GetFontSize() const;
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/// Is use SDF.
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bool IsUseSDF() const { return useSDF_; }
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/// Return text.
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const String& GetText() const;
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/// Return row alignment.
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@ -165,6 +167,8 @@ private:
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/// Internally used text element.
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Text text_;
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/// Use signed distance field.
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bool useSDF_;
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/// Geometries.
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Vector<SharedPtr<Geometry> > geometries_;
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/// Vertex buffer.
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33
Source/Samples/35_SignedDistanceFieldText/CMakeLists.txt
Normal file
33
Source/Samples/35_SignedDistanceFieldText/CMakeLists.txt
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@ -0,0 +1,33 @@
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#
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# Copyright (c) 2008-2014 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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# Define target name
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set (TARGET_NAME 35_SignedDistanceFieldText)
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# Define source files
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define_source_files (EXTRA_H_FILES ${COMMON_SAMPLE_H_FILES})
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# Setup target with resource copying
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setup_main_executable ()
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# Setup test cases
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add_test (NAME ${TARGET_NAME} COMMAND ${TARGET_NAME} -timeout ${URHO3D_TEST_TIME_OUT})
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@ -0,0 +1,216 @@
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//
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// Copyright (c) 2008-2014 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 "Camera.h"
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#include "CoreEvents.h"
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#include "Engine.h"
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#include "Font.h"
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#include "Graphics.h"
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#include "Input.h"
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#include "Material.h"
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#include "Model.h"
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#include "Octree.h"
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#include "Renderer.h"
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#include "ResourceCache.h"
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#include "Scene.h"
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#include "StaticModel.h"
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#include "Text.h"
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#include "Text3D.h"
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#include "UI.h"
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#include "SignedDistanceFieldText.h"
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#include "DebugNew.h"
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DEFINE_APPLICATION_MAIN(SignedDistanceFieldText)
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SignedDistanceFieldText::SignedDistanceFieldText(Context* context) :
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Sample(context)
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{
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}
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void SignedDistanceFieldText::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 scene content
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CreateScene();
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// Create the UI content
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CreateInstructions();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Hook up to the frame update events
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SubscribeToEvents();
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}
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void SignedDistanceFieldText::CreateScene()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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// Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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// show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
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// is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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// optimizing manner
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scene_->CreateComponent<Octree>();
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// Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
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// plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
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// (100 x 100 world units)
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Node* planeNode = scene_->CreateChild("Plane");
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planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
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StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
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planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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// Create a directional light to the world so that we can see something. The light scene node's orientation controls the
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// light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
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// The light will use default settings (white light, no shadows)
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
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Light* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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// Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
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// quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
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// LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
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// see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
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// same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
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// scene.
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const unsigned NUM_OBJECTS = 200;
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for (unsigned i = 0; i < NUM_OBJECTS; ++i)
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{
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Node* mushroomNode = scene_->CreateChild("Mushroom");
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mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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mushroomNode->SetScale(0.5f + Random(2.0f));
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StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
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mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
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mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
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Node* mushroomTitleNode = mushroomNode->CreateChild("MushroomTitle");
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mushroomTitleNode->SetPosition(Vector3(0.0f, 1.2f, 0.0f));
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Text3D* mushroomTitleText = mushroomTitleNode->CreateComponent<Text3D>();
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mushroomTitleText->SetText("Mushroom " + String(i));
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if ((i % 2) == 0)
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{
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mushroomTitleText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.fnt"), 24, true);
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mushroomTitleText->SetColor(Color::GREEN);
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}
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else
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{
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mushroomTitleText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.ttf"), 24, false);
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mushroomTitleText->SetColor(Color::RED);
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}
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mushroomTitleText->SetAlignment(HA_CENTER, VA_CENTER);
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}
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// Create a scene node for the camera, which we will move around
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// The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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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_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
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}
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void SignedDistanceFieldText::CreateInstructions()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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UI* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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Text* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText("Use WASD keys and mouse/touch to move");
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instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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// Position the text relative to the screen center
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instructionText->SetHorizontalAlignment(HA_CENTER);
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instructionText->SetVerticalAlignment(VA_CENTER);
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instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void SignedDistanceFieldText::SetupViewport()
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{
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Renderer* renderer = GetSubsystem<Renderer>();
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
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// at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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// use, but now we just use full screen and default render path configured in the engine command line options
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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}
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void SignedDistanceFieldText::MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (GetSubsystem<UI>()->GetFocusElement())
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return;
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Input* input = GetSubsystem<Input>();
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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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IntVector2 mouseMove = input->GetMouseMove();
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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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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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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// Use the Translate() function (default local space) to move relative to the node's orientation.
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if (input->GetKeyDown('W'))
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cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input->GetKeyDown('S'))
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cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input->GetKeyDown('A'))
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cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input->GetKeyDown('D'))
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cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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}
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void SignedDistanceFieldText::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, HANDLER(SignedDistanceFieldText, HandleUpdate));
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}
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void SignedDistanceFieldText::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 the camera, scale movement with time step
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MoveCamera(timeStep);
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}
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@ -0,0 +1,65 @@
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//
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// Copyright (c) 2008-2014 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
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
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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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/// Signed distance field text example.
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/// This sample demonstrates:
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/// - Creating a 3D scene with static content
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/// - Creating a 3D text use SDF Font
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/// - Displaying the scene using the Renderer subsystem
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/// - Handling keyboard and mouse input to move a freelook camera
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class SignedDistanceFieldText : public Sample
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{
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OBJECT(SignedDistanceFieldText);
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public:
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/// Construct.
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SignedDistanceFieldText(Context* context);
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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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||||
private:
|
||||
/// Construct the scene content.
|
||||
void CreateScene();
|
||||
/// Construct an instruction text to the UI.
|
||||
void CreateInstructions();
|
||||
/// Set up a viewport for displaying the scene.
|
||||
void SetupViewport();
|
||||
/// Read input and moves the camera.
|
||||
void MoveCamera(float timeStep);
|
||||
/// Subscribe to application-wide logic update events.
|
||||
void SubscribeToEvents();
|
||||
/// Handle the logic update event.
|
||||
void HandleUpdate(StringHash eventType, VariantMap& eventData);
|
||||
};
|
@ -72,3 +72,4 @@ add_subdirectory (31_MaterialAnimation)
|
||||
add_subdirectory (32_Urho2DConstraints)
|
||||
add_subdirectory (33_Urho2DSpriterAnimation)
|
||||
add_subdirectory (34_DynamicGeometry)
|
||||
add_subdirectory (35_SignedDistanceFieldText)
|
Loading…
Reference in New Issue
Block a user