Urho3D/bin/Data/LuaScripts/48_Hello3DUI.lua
2017-08-23 23:29:02 +03:00

294 lines
9.4 KiB
Lua

-- A 3D UI demonstration based on the HelloGUI sample. Renders UI alternatively
-- either to a 3D scene object using UIComponent, or directly to the backbuffer.
require "LuaScripts/Utilities/Sample"
local window = nil
local dragBeginPosition = IntVector2(0, 0)
local textureRoot = nil
local current = nil
local renderOnCube = false
local drawDebug = false
local animateCube = true
function Start()
-- Execute the common startup for samples
SampleStart()
-- Enable OS cursor
input.mouseVisible = true
-- Load XML file containing default UI style sheet
local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
-- Set the loaded style as default style
ui.root.defaultStyle = style
-- Initialize Scene
InitScene()
-- Initialize Window
InitWindow()
-- Create and add some controls to the Window
InitControls()
-- Create a draggable Fish
CreateDraggableFish()
-- Create 3D UI rendered on a cube.
Init3DUI()
-- Set the mouse mode to use in the sample
SampleInitMouseMode(MM_FREE)
end
function InitControls()
-- Create a CheckBox
local checkBox = CheckBox:new()
checkBox:SetName("CheckBox")
-- Create a Button
local button = Button:new()
button:SetName("Button")
button.minHeight = 24
-- Create a LineEdit
local lineEdit = LineEdit:new()
lineEdit:SetName("LineEdit")
lineEdit.minHeight = 24
-- Add controls to Window
window:AddChild(checkBox)
window:AddChild(button)
window:AddChild(lineEdit)
-- Apply previously set default style
checkBox:SetStyleAuto()
button:SetStyleAuto()
lineEdit:SetStyleAuto()
local instructions = Text:new()
instructions:SetStyleAuto()
instructions.text = "[TAB] - toggle between rendering on screen or cube.\n"..
"[Space] - toggle cube rotation."
ui.root:AddChild(instructions)
end
function InitScene()
scene_ = Scene()
scene_:CreateComponent("Octree")
local zone = scene_:CreateComponent("Zone")
zone.boundingBox = BoundingBox(-1000.0, 1000.0)
zone.fogColor = Color(0.5, 0.5, 0.5)
zone.fogStart = 100.0
zone.fogEnd = 300.0
-- Create a child scene node (at world origin) and a StaticModel component into it.
local boxNode = scene_:CreateChild("Box")
boxNode.scale = Vector3(5.0, 5.0, 5.0)
boxNode.rotation = Quaternion(90, Vector3(1, 0, 0))
-- Create a box model and hide it initially.
local boxModel = boxNode:CreateComponent("StaticModel")
boxModel.model = cache:GetResource("Model", "Models/Box.mdl")
boxNode.enabled = false
-- Create a camera.
cameraNode = scene_:CreateChild("Camera")
cameraNode:CreateComponent("Camera")
-- Set an initial position for the camera scene node.
cameraNode.position = Vector3(0.0, 0.0, -10.0)
-- Set up a viewport so 3D scene can be visible.
local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
renderer:SetViewport(0, viewport)
-- Subscribe to update event and animate cube and handle input.
SubscribeToEvent("Update", "HandleUpdate")
end
function InitWindow()
-- Create the Window and add it to the UI's root node
window = Window:new()
ui.root:AddChild(window)
-- Set Window size and layout settings
window.minWidth = 384
window:SetLayout(LM_VERTICAL, 6, IntRect(6, 6, 6, 6))
window:SetAlignment(HA_CENTER, VA_CENTER)
window:SetName("Window")
-- Create Window 'titlebar' container
local titleBar = UIElement:new()
titleBar:SetMinSize(0, 24)
titleBar.verticalAlignment = VA_TOP
titleBar.layoutMode = LM_HORIZONTAL
-- Create the Window title Text
local windowTitle = Text:new()
windowTitle.name = "WindowTitle"
windowTitle.text = "Hello GUI!"
-- Create the Window's close button
local buttonClose = Button:new()
buttonClose:SetName("CloseButton")
-- Add the controls to the title bar
titleBar:AddChild(windowTitle)
titleBar:AddChild(buttonClose)
-- Add the title bar to the Window
window:AddChild(titleBar)
-- Create a list.
local list = window:CreateChild("ListView")
list.selectOnClickEnd = true
list.highlightMode = HM_ALWAYS
list.minHeight = 200
for i = 0, 31 do
local text = Text:new()
text:SetStyleAuto()
text.text = "List item " .. i
text.name = "Item " .. i
list:AddItem(text)
end
-- Apply styles
window:SetStyleAuto()
list:SetStyleAuto()
windowTitle:SetStyleAuto()
buttonClose:SetStyle("CloseButton")
-- Subscribe to buttonClose release (following a 'press') events
SubscribeToEvent(buttonClose, "Released",
function (eventType, eventData)
engine:Exit()
end)
-- Subscribe also to all UI mouse clicks just to see where we have clicked
SubscribeToEvent("UIMouseClick", HandleControlClicked)
end
function CreateDraggableFish()
-- Create a draggable Fish button
local draggableFish = ui.root:CreateChild("Button", "Fish")
draggableFish.texture = cache:GetResource("Texture2D", "Textures/UrhoDecal.dds") -- Set texture
draggableFish.blendMode = BLEND_ADD
draggableFish:SetSize(128, 128)
draggableFish:SetPosition((GetGraphics().width - draggableFish.width) / 2, 200)
-- Add a tooltip to Fish button
local toolTip = draggableFish:CreateChild("ToolTip")
toolTip.position = IntVector2(draggableFish.width + 5, draggableFish.width/2) -- Slightly offset from fish
local textHolder = toolTip:CreateChild("BorderImage")
textHolder:SetStyle("ToolTipBorderImage")
local toolTipText = textHolder:CreateChild("Text")
toolTipText:SetStyle("ToolTipText")
toolTipText.text = "Please drag me!"
-- Subscribe draggableFish to Drag Events (in order to make it draggable)
-- See "Event list" in documentation's Main Page for reference on available Events and their eventData
SubscribeToEvent(draggableFish, "DragBegin",
function (eventType, eventData)
-- Get UIElement relative position where input (touch or click) occurred (top-left = IntVector2(0,0))
dragBeginPosition = IntVector2(eventData["ElementX"]:GetInt(), eventData["ElementY"]:GetInt())
end)
SubscribeToEvent(draggableFish, "DragMove",
function (eventType, eventData)
local dragCurrentPosition = IntVector2(eventData["X"]:GetInt(), eventData["Y"]:GetInt())
-- Get the dragged fish element
-- Note difference to C++: in C++ we would call GetPtr() and cast the pointer to UIElement, here we must specify
-- what kind of object we are getting. Null will be returned on type mismatch
local draggedElement = eventData["Element"]:GetPtr("UIElement")
draggedElement:SetPosition(dragCurrentPosition - dragBeginPosition)
end)
SubscribeToEvent(draggableFish, "DragEnd",
function (eventType, eventData)
end)
end
function HandleControlClicked(eventType, eventData)
-- Get the Text control acting as the Window's title
local element = window:GetChild("WindowTitle", true)
local windowTitle = tolua.cast(element, 'Text')
-- Get control that was clicked
local clicked = eventData["Element"]:GetPtr("UIElement")
local name = "...?"
if clicked ~= nil then
-- Get the name of the control that was clicked
name = clicked.name
end
-- Update the Window's title text
windowTitle.text = "Hello " .. name .. "!"
end
function Init3DUI()
-- Node that will get UI rendered on it.
local boxNode = scene_:GetChild("Box")
-- Create a component that sets up UI rendering. It sets material to StaticModel of the node.
local component = boxNode:CreateComponent("UIComponent")
-- Optionally modify material. Technique is changed so object is visible without any lights.
component.material:SetTechnique(0, cache:GetResource("Technique", "Techniques/DiffUnlit.xml"))
-- Save root element of texture UI for later use.
textureRoot = component.root
-- Set size of root element. This is size of texture as well.
textureRoot:SetSize(512, 512)
end
function HandleUpdate(eventType, eventData)
local timeStep = eventData["TimeStep"]:GetFloat()
local node = scene_:GetChild("Box")
if current ~= nil and drawDebug then
ui:DebugDraw(current)
end
if input:GetMouseButtonPress(MOUSEB_LEFT) then
current = ui:GetElementAt(input.mousePosition)
end
if input:GetKeyPress(KEY_TAB) then
renderOnCube = not renderOnCube
-- Toggle between rendering on screen or to texture.
if renderOnCube then
node.enabled = true
textureRoot:AddChild(window)
else
node.enabled = false
ui.root:AddChild(window)
end
end
if input:GetKeyPress(KEY_SPACE) then
animateCube = not animateCube
end
if input:GetKeyPress(KEY_F2) then
drawDebug = not drawDebug
end
if animateCube then
node:Yaw(6.0 * timeStep * 1.5)
node:Roll(-6.0 * timeStep * 1.5)
node:Pitch(-6.0 * timeStep * 1.5)
end
end
-- Create XML patch instructions for screen joystick layout specific to this sample app
function GetScreenJoystickPatchString()
return
"<patch>" ..
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" ..
" <attribute name=\"Is Visible\" value=\"false\" />" ..
" </add>" ..
"</patch>"
end