100 lines
4.2 KiB
C++
100 lines
4.2 KiB
C++
//
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// Copyright (c) 2008-2021 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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}
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/// Urho2D stretchable sprite example.
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/// This sample demonstrates:
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/// - Creating a 2D scene with both static and stretchable sprites
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/// - Difference in scaling static and stretchable sprites
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/// - Similarity in otherwise transforming static and stretchable sprites
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/// - Displaying the scene using the Renderer subsystem
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/// - Handling keyboard to transform nodes
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class Urho2DStretchableSprite : public Sample
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{
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URHO3D_OBJECT(Urho2DStretchableSprite, Sample);
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public:
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/// Construct.
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explicit Urho2DStretchableSprite(Context* context);
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/// Setup after engine initialization and before running the main loop.
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void Start() override;
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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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String GetScreenJoystickPatchString() const override { return
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"<patch>"
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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\">TAB</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=\"TAB\" />"
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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\">CTRL</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=\"LCTRL\" />"
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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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/// Construct the scene content.
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void CreateScene();
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/// Construct an instruction text to the UI.
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void CreateInstructions();
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/// Set up a viewport for displaying the scene.
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void SetupViewport();
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/// Subscribe to application-wide logic update events.
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void SubscribeToEvents();
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/// Handle the logic update event.
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void HandleUpdate(StringHash eventType, VariantMap& eventData);
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/// Handle KeyUp event.
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void OnKeyUp(StringHash eventType, VariantMap& eventData);
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/// Translate sprite nodes.
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void TranslateSprites(float timeStep);
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/// Rotate sprite nodes.
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void RotateSprites(float timeStep);
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/// Scale sprite nodes.
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void ScaleSprites(float timeStep);
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/// Reference (static) sprite node.
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SharedPtr<Node> refSpriteNode_;
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/// Stretchable sprite node.
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SharedPtr<Node> stretchSpriteNode_;
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/// Transform mode tracking index.
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unsigned selectTransform_ = 0;
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};
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