Urho3D/Source/Samples/38_SceneAndUILoad/SceneAndUILoad.cpp
2020-01-05 06:21:40 +00:00

195 lines
7.0 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.
//
#include <Urho3D/Core/CoreEvents.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Graphics/Camera.h>
#include <Urho3D/Graphics/Graphics.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/UI/Button.h>
#include <Urho3D/UI/UI.h>
#include <Urho3D/UI/UIEvents.h>
#include "SceneAndUILoad.h"
#include <Urho3D/DebugNew.h>
URHO3D_DEFINE_APPLICATION_MAIN(SceneAndUILoad)
SceneAndUILoad::SceneAndUILoad(Context* context) :
Sample(context)
{
}
void SceneAndUILoad::Start()
{
// Execute base class startup
Sample::Start();
// Create the scene content
CreateScene();
// Create the UI content
CreateUI();
// Setup the viewport for displaying the scene
SetupViewport();
// Subscribe to global events for camera movement
SubscribeToEvents();
// Set the mouse mode to use in the sample
Sample::InitMouseMode(MM_RELATIVE);
}
void SceneAndUILoad::CreateScene()
{
auto* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
// which scene.LoadXML() will read
SharedPtr<File> file = cache->GetFile("Scenes/SceneLoadExample.xml");
scene_->LoadXML(*file);
// Create the camera (not included in the scene file)
cameraNode_ = scene_->CreateChild("Camera");
cameraNode_->CreateComponent<Camera>();
// Set an initial position for the camera scene node above the plane
cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -10.0f));
}
void SceneAndUILoad::CreateUI()
{
auto* cache = GetSubsystem<ResourceCache>();
auto* ui = GetSubsystem<UI>();
// Set up global UI style into the root UI element
auto* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
ui->GetRoot()->SetDefaultStyle(style);
// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
// control the camera, and when visible, it will interact with the UI
SharedPtr<Cursor> cursor(new Cursor(context_));
cursor->SetStyleAuto();
ui->SetCursor(cursor);
// Set starting position of the cursor at the rendering window center
auto* graphics = GetSubsystem<Graphics>();
cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
// Load UI content prepared in the editor and add to the UI hierarchy
SharedPtr<UIElement> layoutRoot = ui->LoadLayout(cache->GetResource<XMLFile>("UI/UILoadExample.xml"));
ui->GetRoot()->AddChild(layoutRoot);
// Subscribe to button actions (toggle scene lights when pressed then released)
auto* button = layoutRoot->GetChildStaticCast<Button>("ToggleLight1", true);
if (button)
SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SceneAndUILoad, ToggleLight1));
button = layoutRoot->GetChildStaticCast<Button>("ToggleLight2", true);
if (button)
SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SceneAndUILoad, ToggleLight2));
}
void SceneAndUILoad::SetupViewport()
{
auto* renderer = GetSubsystem<Renderer>();
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
renderer->SetViewport(0, viewport);
}
void SceneAndUILoad::SubscribeToEvents()
{
// Subscribe HandleUpdate() function for camera motion
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(SceneAndUILoad, HandleUpdate));
}
void SceneAndUILoad::MoveCamera(float timeStep)
{
// Right mouse button controls mouse cursor visibility: hide when pressed
auto* ui = GetSubsystem<UI>();
auto* input = GetSubsystem<Input>();
ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
// Do not move if the UI has a focused element
if (ui->GetFocusElement())
return;
// Movement speed as world units per second
const float MOVE_SPEED = 20.0f;
// Mouse sensitivity as degrees per pixel
const float MOUSE_SENSITIVITY = 0.1f;
// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
// Only move the camera when the cursor is hidden
if (!ui->GetCursor()->IsVisible())
{
IntVector2 mouseMove = input->GetMouseMove();
yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
pitch_ = Clamp(pitch_, -90.0f, 90.0f);
// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
}
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input->GetKeyDown(KEY_W))
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_S))
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_A))
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_D))
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
}
void SceneAndUILoad::HandleUpdate(StringHash eventType, VariantMap& eventData)
{
using namespace Update;
// Take the frame time step, which is stored as a float
float timeStep = eventData[P_TIMESTEP].GetFloat();
// Move the camera, scale movement with time step
MoveCamera(timeStep);
}
void SceneAndUILoad::ToggleLight1(StringHash eventType, VariantMap& eventData)
{
Node* lightNode = scene_->GetChild("Light1", true);
if (lightNode)
lightNode->SetEnabled(!lightNode->IsEnabled());
}
void SceneAndUILoad::ToggleLight2(StringHash eventType, VariantMap& eventData)
{
Node* lightNode = scene_->GetChild("Light2", true);
if (lightNode)
lightNode->SetEnabled(!lightNode->IsEnabled());
}