Urho3D/Source/Samples/09_MultipleViewports/MultipleViewports.h
2020-01-05 06:21:40 +00:00

118 lines
5.3 KiB
C++

//
// Copyright (c) 2008-2020 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
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "Sample.h"
namespace Urho3D
{
class Node;
class Scene;
}
/// Multiple viewports example.
/// This sample demonstrates:
/// - Setting up two viewports with two separate cameras
/// - Adding post processing effects to a viewport's render path and toggling them
class MultipleViewports : public Sample
{
URHO3D_OBJECT(MultipleViewports, Sample);
public:
/// Construct.
explicit MultipleViewports(Context* context);
/// Setup after engine initialization and before running the main loop.
void Start() override;
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
String GetScreenJoystickPatchString() const override { return
"<patch>"
" <add sel=\"/element\">"
" <element type=\"Button\">"
" <attribute name=\"Name\" value=\"Button3\" />"
" <attribute name=\"Position\" value=\"-120 -120\" />"
" <attribute name=\"Size\" value=\"96 96\" />"
" <attribute name=\"Horiz Alignment\" value=\"Right\" />"
" <attribute name=\"Vert Alignment\" value=\"Bottom\" />"
" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />"
" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />"
" <attribute name=\"Hover Image Offset\" value=\"0 0\" />"
" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"Label\" />"
" <attribute name=\"Horiz Alignment\" value=\"Center\" />"
" <attribute name=\"Vert Alignment\" value=\"Center\" />"
" <attribute name=\"Color\" value=\"0 0 0 1\" />"
" <attribute name=\"Text\" value=\"FXAA\" />"
" </element>"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"F\" />"
" </element>"
" </element>"
" </add>"
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Bloom</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"B\" />"
" </element>"
" </add>"
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"SPACE\" />"
" </element>"
" </add>"
"</patch>";
}
private:
/// Construct the scene content.
void CreateScene();
/// Construct an instruction text to the UI.
void CreateInstructions();
/// Set up viewports.
void SetupViewports();
/// Subscribe to application-wide logic update and post-render update events.
void SubscribeToEvents();
/// Read input and moves the camera.
void MoveCamera(float timeStep);
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Handle the post-render update event.
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
/// Rear-facing camera scene node.
SharedPtr<Node> rearCameraNode_;
/// Flag for drawing debug geometry.
bool drawDebug_;
};