416 lines
14 KiB
C++
416 lines
14 KiB
C++
//
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// Copyright (c) 2008-2020 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 <Urho3D/Engine/Application.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Engine/Console.h>
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#include <Urho3D/UI/Cursor.h>
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#include <Urho3D/Engine/DebugHud.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Engine/EngineDefs.h>
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#include <Urho3D/IO/FileSystem.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/Input/InputEvents.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/Scene/SceneEvents.h>
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#include <Urho3D/UI/Sprite.h>
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#include <Urho3D/Graphics/Texture2D.h>
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#include <Urho3D/Core/Timer.h>
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#include <Urho3D/UI/UI.h>
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#include <Urho3D/Resource/XMLFile.h>
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#include <Urho3D/IO/Log.h>
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Sample::Sample(Context* context) :
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Application(context),
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yaw_(0.0f),
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pitch_(0.0f),
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touchEnabled_(false),
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useMouseMode_(MM_ABSOLUTE),
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screenJoystickIndex_(M_MAX_UNSIGNED),
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screenJoystickSettingsIndex_(M_MAX_UNSIGNED),
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paused_(false)
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{
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}
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void Sample::Setup()
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{
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// Modify engine startup parameters
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engineParameters_[EP_WINDOW_TITLE] = GetTypeName();
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engineParameters_[EP_LOG_NAME] = GetSubsystem<FileSystem>()->GetAppPreferencesDir("urho3d", "logs") + GetTypeName() + ".log";
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engineParameters_[EP_FULL_SCREEN] = false;
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engineParameters_[EP_HEADLESS] = false;
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engineParameters_[EP_SOUND] = false;
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// Construct a search path to find the resource prefix with two entries:
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// The first entry is an empty path which will be substituted with program/bin directory -- this entry is for binary when it is still in build tree
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// The second and third entries are possible relative paths from the installed program/bin directory to the asset directory -- these entries are for binary when it is in the Urho3D SDK installation location
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if (!engineParameters_.Contains(EP_RESOURCE_PREFIX_PATHS))
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engineParameters_[EP_RESOURCE_PREFIX_PATHS] = ";../share/Resources;../share/Urho3D/Resources";
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}
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void Sample::Start()
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{
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if (GetPlatform() == "Android" || GetPlatform() == "iOS")
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// On mobile platform, enable touch by adding a screen joystick
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InitTouchInput();
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else if (GetSubsystem<Input>()->GetNumJoysticks() == 0)
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// On desktop platform, do not detect touch when we already got a joystick
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SubscribeToEvent(E_TOUCHBEGIN, URHO3D_HANDLER(Sample, HandleTouchBegin));
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// Create logo
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CreateLogo();
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// Set custom window Title & Icon
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SetWindowTitleAndIcon();
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// Create console and debug HUD
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CreateConsoleAndDebugHud();
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// Subscribe key down event
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SubscribeToEvent(E_KEYDOWN, URHO3D_HANDLER(Sample, HandleKeyDown));
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// Subscribe key up event
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SubscribeToEvent(E_KEYUP, URHO3D_HANDLER(Sample, HandleKeyUp));
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// Subscribe scene update event
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SubscribeToEvent(E_SCENEUPDATE, URHO3D_HANDLER(Sample, HandleSceneUpdate));
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}
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void Sample::Stop()
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{
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engine_->DumpResources(true);
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}
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void Sample::InitTouchInput()
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{
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touchEnabled_ = true;
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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Input* input = GetSubsystem<Input>();
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XMLFile* layout = cache->GetResource<XMLFile>("UI/ScreenJoystick_Samples.xml");
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const String& patchString = GetScreenJoystickPatchString();
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if (!patchString.Empty())
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{
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// Patch the screen joystick layout further on demand
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SharedPtr<XMLFile> patchFile(new XMLFile(context_));
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if (patchFile->FromString(patchString))
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layout->Patch(patchFile);
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}
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screenJoystickIndex_ = (unsigned)input->AddScreenJoystick(layout, cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
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input->SetScreenJoystickVisible(screenJoystickSettingsIndex_, true);
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}
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void Sample::InitMouseMode(MouseMode mode)
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{
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useMouseMode_ = mode;
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Input* input = GetSubsystem<Input>();
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if (GetPlatform() != "Web")
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{
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if (useMouseMode_ == MM_FREE)
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input->SetMouseVisible(true);
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Console* console = GetSubsystem<Console>();
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if (useMouseMode_ != MM_ABSOLUTE)
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{
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input->SetMouseMode(useMouseMode_);
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if (console && console->IsVisible())
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input->SetMouseMode(MM_ABSOLUTE, true);
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}
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}
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else
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{
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input->SetMouseVisible(true);
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SubscribeToEvent(E_MOUSEBUTTONDOWN, URHO3D_HANDLER(Sample, HandleMouseModeRequest));
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SubscribeToEvent(E_MOUSEMODECHANGED, URHO3D_HANDLER(Sample, HandleMouseModeChange));
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}
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}
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void Sample::SetLogoVisible(bool enable)
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{
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if (logoSprite_)
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logoSprite_->SetVisible(enable);
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}
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void Sample::CreateLogo()
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{
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// Get logo texture
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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Texture2D* logoTexture = cache->GetResource<Texture2D>("Textures/FishBoneLogo.png");
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if (!logoTexture)
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return;
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// Create logo sprite and add to the UI layout
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UI* ui = GetSubsystem<UI>();
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logoSprite_ = ui->GetRoot()->CreateChild<Sprite>();
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// Set logo sprite texture
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logoSprite_->SetTexture(logoTexture);
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int textureWidth = logoTexture->GetWidth();
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int textureHeight = logoTexture->GetHeight();
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// Set logo sprite scale
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logoSprite_->SetScale(256.0f / textureWidth);
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// Set logo sprite size
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logoSprite_->SetSize(textureWidth, textureHeight);
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// Set logo sprite hot spot
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logoSprite_->SetHotSpot(textureWidth, textureHeight);
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// Set logo sprite alignment
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logoSprite_->SetAlignment(HA_RIGHT, VA_BOTTOM);
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// Make logo not fully opaque to show the scene underneath
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logoSprite_->SetOpacity(0.9f);
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// Set a low priority for the logo so that other UI elements can be drawn on top
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logoSprite_->SetPriority(-100);
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}
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void Sample::SetWindowTitleAndIcon()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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Graphics* graphics = GetSubsystem<Graphics>();
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Image* icon = cache->GetResource<Image>("Textures/UrhoIcon.png");
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graphics->SetWindowIcon(icon);
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graphics->SetWindowTitle("Urho3D Sample");
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}
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void Sample::CreateConsoleAndDebugHud()
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{
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// Get default style
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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XMLFile* xmlFile = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
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// Create console
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Console* console = engine_->CreateConsole();
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console->SetDefaultStyle(xmlFile);
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console->GetBackground()->SetOpacity(0.8f);
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// Create debug HUD.
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DebugHud* debugHud = engine_->CreateDebugHud();
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debugHud->SetDefaultStyle(xmlFile);
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}
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void Sample::HandleKeyUp(StringHash /*eventType*/, VariantMap& eventData)
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{
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using namespace KeyUp;
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int key = eventData[P_KEY].GetInt();
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// Close console (if open) or exit when ESC is pressed
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if (key == KEY_ESCAPE)
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{
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Console* console = GetSubsystem<Console>();
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if (console->IsVisible())
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console->SetVisible(false);
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else
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{
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if (GetPlatform() == "Web")
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{
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GetSubsystem<Input>()->SetMouseVisible(true);
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if (useMouseMode_ != MM_ABSOLUTE)
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GetSubsystem<Input>()->SetMouseMode(MM_FREE);
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}
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else
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engine_->Exit();
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}
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}
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}
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void Sample::HandleKeyDown(StringHash /*eventType*/, VariantMap& eventData)
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{
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using namespace KeyDown;
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int key = eventData[P_KEY].GetInt();
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// Toggle console with F1
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if (key == KEY_F1)
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GetSubsystem<Console>()->Toggle();
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// Toggle debug HUD with F2
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else if (key == KEY_F2)
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GetSubsystem<DebugHud>()->ToggleAll();
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// Common rendering quality controls, only when UI has no focused element
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else if (!GetSubsystem<UI>()->GetFocusElement())
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{
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Renderer* renderer = GetSubsystem<Renderer>();
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// Preferences / Pause
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if (key == KEY_SELECT && touchEnabled_)
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{
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paused_ = !paused_;
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Input* input = GetSubsystem<Input>();
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if (screenJoystickSettingsIndex_ == M_MAX_UNSIGNED)
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{
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// Lazy initialization
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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screenJoystickSettingsIndex_ = (unsigned)input->AddScreenJoystick(cache->GetResource<XMLFile>("UI/ScreenJoystickSettings_Samples.xml"), cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
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}
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else
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input->SetScreenJoystickVisible(screenJoystickSettingsIndex_, paused_);
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}
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// Texture quality
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else if (key == '1')
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{
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auto quality = (unsigned)renderer->GetTextureQuality();
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++quality;
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if (quality > QUALITY_HIGH)
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quality = QUALITY_LOW;
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renderer->SetTextureQuality((MaterialQuality)quality);
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}
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// Material quality
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else if (key == '2')
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{
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auto quality = (unsigned)renderer->GetMaterialQuality();
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++quality;
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if (quality > QUALITY_HIGH)
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quality = QUALITY_LOW;
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renderer->SetMaterialQuality((MaterialQuality)quality);
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}
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// Specular lighting
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else if (key == '3')
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renderer->SetSpecularLighting(!renderer->GetSpecularLighting());
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// Shadow rendering
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else if (key == '4')
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renderer->SetDrawShadows(!renderer->GetDrawShadows());
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// Shadow map resolution
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else if (key == '5')
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{
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int shadowMapSize = renderer->GetShadowMapSize();
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shadowMapSize *= 2;
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if (shadowMapSize > 2048)
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shadowMapSize = 512;
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renderer->SetShadowMapSize(shadowMapSize);
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}
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// Shadow depth and filtering quality
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else if (key == '6')
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{
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ShadowQuality quality = renderer->GetShadowQuality();
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quality = (ShadowQuality)(quality + 1);
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if (quality > SHADOWQUALITY_BLUR_VSM)
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quality = SHADOWQUALITY_SIMPLE_16BIT;
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renderer->SetShadowQuality(quality);
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}
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// Occlusion culling
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else if (key == '7')
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{
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bool occlusion = renderer->GetMaxOccluderTriangles() > 0;
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occlusion = !occlusion;
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renderer->SetMaxOccluderTriangles(occlusion ? 5000 : 0);
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}
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// Instancing
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else if (key == '8')
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renderer->SetDynamicInstancing(!renderer->GetDynamicInstancing());
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// Take screenshot
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else if (key == '9')
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{
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Graphics* graphics = GetSubsystem<Graphics>();
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Image screenshot(context_);
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graphics->TakeScreenShot(screenshot);
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// Here we save in the Data folder with date and time appended
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screenshot.SavePNG(GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Screenshot_" +
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Time::GetTimeStamp().Replaced(':', '_').Replaced('.', '_').Replaced(' ', '_') + ".png");
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}
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}
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}
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void Sample::HandleSceneUpdate(StringHash /*eventType*/, VariantMap& eventData)
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{
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// Move the camera by touch, if the camera node is initialized by descendant sample class
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if (touchEnabled_ && cameraNode_)
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{
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Input* input = GetSubsystem<Input>();
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for (unsigned i = 0; i < input->GetNumTouches(); ++i)
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{
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TouchState* state = input->GetTouch(i);
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if (!state->touchedElement_) // Touch on empty space
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{
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if (state->delta_.x_ ||state->delta_.y_)
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{
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Camera* camera = cameraNode_->GetComponent<Camera>();
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if (!camera)
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return;
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Graphics* graphics = GetSubsystem<Graphics>();
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yaw_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.x_;
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pitch_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.y_;
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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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}
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else
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{
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// Move the cursor to the touch position
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Cursor* cursor = GetSubsystem<UI>()->GetCursor();
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if (cursor && cursor->IsVisible())
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cursor->SetPosition(state->position_);
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}
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}
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}
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}
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}
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void Sample::HandleTouchBegin(StringHash /*eventType*/, VariantMap& eventData)
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{
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// On some platforms like Windows the presence of touch input can only be detected dynamically
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InitTouchInput();
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UnsubscribeFromEvent("TouchBegin");
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}
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// If the user clicks the canvas, attempt to switch to relative mouse mode on web platform
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void Sample::HandleMouseModeRequest(StringHash /*eventType*/, VariantMap& eventData)
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{
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Console* console = GetSubsystem<Console>();
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if (console && console->IsVisible())
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return;
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Input* input = GetSubsystem<Input>();
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if (useMouseMode_ == MM_ABSOLUTE)
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input->SetMouseVisible(false);
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else if (useMouseMode_ == MM_FREE)
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input->SetMouseVisible(true);
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input->SetMouseMode(useMouseMode_);
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}
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void Sample::HandleMouseModeChange(StringHash /*eventType*/, VariantMap& eventData)
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{
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Input* input = GetSubsystem<Input>();
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bool mouseLocked = eventData[MouseModeChanged::P_MOUSELOCKED].GetBool();
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input->SetMouseVisible(!mouseLocked);
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}
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