122 lines
4.6 KiB
C++
122 lines
4.6 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 <Urho3D/Engine/Application.h>
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#include <Urho3D/Input/Input.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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class Sprite;
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}
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// All Urho3D classes reside in namespace Urho3D
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using namespace Urho3D;
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const float TOUCH_SENSITIVITY = 2.0f;
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/// Sample class, as framework for all samples.
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/// - Initialization of the Urho3D engine (in Application class)
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/// - Modify engine parameters for windowed mode and to show the class name as title
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/// - Create Urho3D logo at screen
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/// - Set custom window title and icon
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/// - Create Console and Debug HUD, and use F1 and F2 key to toggle them
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/// - Toggle rendering options from the keys 1-8
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/// - Take screenshot with key 9
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/// - Handle Esc key down to hide Console or exit application
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/// - Init touch input on mobile platform using screen joysticks (patched for each individual sample)
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class Sample : public Application
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{
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// Enable type information.
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URHO3D_OBJECT(Sample, Application);
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public:
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/// Construct.
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explicit Sample(Context* context);
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/// Setup before engine initialization. Modifies the engine parameters.
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void Setup() override;
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/// Setup after engine initialization. Creates the logo, console & debug HUD.
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void Start() override;
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/// Cleanup after the main loop. Called by Application.
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void Stop() 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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virtual String GetScreenJoystickPatchString() const { return String::EMPTY; }
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/// Initialize touch input on mobile platform.
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void InitTouchInput();
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/// Initialize mouse mode on non-web platform.
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void InitMouseMode(MouseMode mode);
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/// Control logo visibility.
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void SetLogoVisible(bool enable);
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/// Logo sprite.
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SharedPtr<Sprite> logoSprite_;
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/// Scene.
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SharedPtr<Scene> scene_;
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/// Camera scene node.
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SharedPtr<Node> cameraNode_;
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/// Camera yaw angle.
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float yaw_;
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/// Camera pitch angle.
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float pitch_;
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/// Flag to indicate whether touch input has been enabled.
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bool touchEnabled_;
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/// Mouse mode option to use in the sample.
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MouseMode useMouseMode_;
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private:
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/// Create logo.
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void CreateLogo();
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/// Set custom window Title & Icon
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void SetWindowTitleAndIcon();
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/// Create console and debug HUD.
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void CreateConsoleAndDebugHud();
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/// Handle request for mouse mode on web platform.
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void HandleMouseModeRequest(StringHash eventType, VariantMap& eventData);
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/// Handle request for mouse mode change on web platform.
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void HandleMouseModeChange(StringHash eventType, VariantMap& eventData);
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/// Handle key down event to process key controls common to all samples.
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void HandleKeyDown(StringHash eventType, VariantMap& eventData);
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/// Handle key up event to process key controls common to all samples.
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void HandleKeyUp(StringHash eventType, VariantMap& eventData);
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/// Handle scene update event to control camera's pitch and yaw for all samples.
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void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
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/// Handle touch begin event to initialize touch input on desktop platform.
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void HandleTouchBegin(StringHash eventType, VariantMap& eventData);
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/// Screen joystick index for navigational controls (mobile platforms only).
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unsigned screenJoystickIndex_;
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/// Screen joystick index for settings (mobile platforms only).
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unsigned screenJoystickSettingsIndex_;
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/// Pause flag.
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bool paused_;
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};
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#include "Sample.inl"
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