307 lines
9.4 KiB
ActionScript
307 lines
9.4 KiB
ActionScript
/// A 3D UI demonstration based on the HelloGUI sample. Renders UI alternatively
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/// either to a 3D scene object using UIComponent, or directly to the backbuffer.
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#include "Scripts/Utilities/Sample.as"
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Window@ window;
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IntVector2 dragBeginPosition = IntVector2::ZERO;
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UIElement@ textureRoot;
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WeakHandle current;
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bool renderOnCube = false;
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bool drawDebug_ = false;
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bool animateCube = true;
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void Start()
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{
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// Execute the common startup for samples
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SampleStart();
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// Enable OS cursor
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input.mouseVisible = true;
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// Load XML file containing default UI style sheet
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XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
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// Set the loaded style as default style
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ui.root.defaultStyle = style;
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// Initialize Scene
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InitScene();
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// Initialize Window
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InitWindow();
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// Create and add some controls to the Window
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InitControls();
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// Create a draggable Fish
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CreateDraggableFish();
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// Create 3D UI rendered on a cube.
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Init3DUI();
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// Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_FREE);
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}
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void InitControls()
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{
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// Create a CheckBox
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CheckBox@ checkBox = CheckBox();
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checkBox.name = "CheckBox";
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// Create a Button
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Button@ button = Button();
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button.name = "Button";
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button.minHeight = 24;
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// Create a LineEdit
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LineEdit@ lineEdit = LineEdit();
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lineEdit.name = "LineEdit";
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lineEdit.minHeight = 24;
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// Add controls to Window
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window.AddChild(checkBox);
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window.AddChild(button);
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window.AddChild(lineEdit);
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// Apply previously set default style
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checkBox.SetStyleAuto();
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button.SetStyleAuto();
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lineEdit.SetStyleAuto();
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Text@ instructions = Text();
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instructions.SetStyleAuto();
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instructions.text = "[TAB] - toggle between rendering on screen or cube.\n"
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"[Space] - toggle cube rotation.";
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ui.root.AddChild(instructions);
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}
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void InitScene()
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{
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scene_ = Scene();
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scene_.CreateComponent("Octree");
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Zone@ zone = scene_.CreateComponent("Zone");
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zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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zone.fogColor = GRAY;
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zone.fogStart = 100.0f;
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zone.fogEnd = 300.0f;
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// Create a child scene node (at world origin) and a StaticModel component into it.
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Node@ boxNode = scene_.CreateChild("Box");
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boxNode.scale = Vector3(5.0f, 5.0f, 5.0f);
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boxNode.rotation = Quaternion(90, Vector3::LEFT);
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// Create a box model and hide it initially.
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StaticModel@ boxModel = boxNode.CreateComponent("StaticModel");
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boxModel.model = cache.GetResource("Model", "Models/Box.mdl");
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boxNode.enabled = false;
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// Create a camera.
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cameraNode = scene_.CreateChild("Camera");
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cameraNode.CreateComponent("Camera");
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// Set an initial position for the camera scene node.
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cameraNode.position = Vector3(0.0f, 0.0f, -10.0f);
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// Set up a viewport so 3D scene can be visible.
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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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// Subscribe to update event and animate cube and handle input.
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SubscribeToEvent("Update", "HandleUpdate");
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}
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void InitWindow()
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{
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// Create the Window and add it to the UI's root node
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window = Window();
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ui.root.AddChild(window);
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// Set Window size and layout settings
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window.minWidth = 384;
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window.SetLayout(LM_VERTICAL, 6, IntRect(6, 6, 6, 6));
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window.SetAlignment(HA_CENTER, VA_CENTER);
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window.name = "Window";
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// Create Window 'titlebar' container
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UIElement@ titleBar = UIElement();
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titleBar.SetMinSize(0, 24);
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titleBar.verticalAlignment = VA_TOP;
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titleBar.layoutMode = LM_HORIZONTAL;
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// Create the Window title Text
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Text@ windowTitle = Text();
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windowTitle.name = "WindowTitle";
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windowTitle.text = "Hello GUI!";
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// Create the Window's close button
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Button@ buttonClose = Button();
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buttonClose.name = "CloseButton";
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// Add the controls to the title bar
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titleBar.AddChild(windowTitle);
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titleBar.AddChild(buttonClose);
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// Add the title bar to the Window
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window.AddChild(titleBar);
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// Create a list.
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ListView@ list = window.CreateChild("ListView");
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list.selectOnClickEnd = true;
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list.highlightMode = HM_ALWAYS;
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list.minHeight = 200;
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for (int i = 0; i < 32; i++)
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{
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Text@ text = Text();
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text.SetStyleAuto();
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text.text = "List item " + i;
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text.name = "Item " + i;
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list.AddItem(text);
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}
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// Apply styles
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window.SetStyleAuto();
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list.SetStyleAuto();
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windowTitle.SetStyleAuto();
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buttonClose.style = "CloseButton";
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// Subscribe to buttonClose release (following a 'press') events
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SubscribeToEvent(buttonClose, "Released", "HandleClosePressed");
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// Subscribe also to all UI mouse clicks just to see where we have clicked
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SubscribeToEvent("UIMouseClick", "HandleControlClicked");
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}
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void CreateDraggableFish()
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{
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// Create a draggable Fish button
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Button@ draggableFish = ui.root.CreateChild("Button", "Fish");
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draggableFish.texture = cache.GetResource("Texture2D", "Textures/UrhoDecal.dds"); // Set texture
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draggableFish.blendMode = BLEND_ADD;
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draggableFish.SetSize(128, 128);
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draggableFish.SetPosition((graphics.width - draggableFish.width) / 2, 200);
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// Add a tooltip to Fish button
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ToolTip@ toolTip = draggableFish.CreateChild("ToolTip");
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toolTip.position = IntVector2(draggableFish.width + 5, draggableFish.width/2); // slightly offset from fish
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BorderImage@ textHolder = toolTip.CreateChild("BorderImage");
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textHolder.SetStyle("ToolTipBorderImage");
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Text@ toolTipText = textHolder.CreateChild("Text");
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toolTipText.SetStyle("ToolTipText");
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toolTipText.text = "Please drag me!";
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// Subscribe draggableFish to Drag Events (in order to make it draggable)
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// See "Event list" in documentation's Main Page for reference on available Events and their eventData
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SubscribeToEvent(draggableFish, "DragBegin", "HandleDragBegin");
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SubscribeToEvent(draggableFish, "DragMove", "HandleDragMove");
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SubscribeToEvent(draggableFish, "DragEnd", "HandleDragEnd");
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}
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void HandleDragBegin(StringHash eventType, VariantMap& eventData)
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{
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// Get UIElement relative position where input (touch or click) occurred (top-left = IntVector2(0,0))
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dragBeginPosition = IntVector2(eventData["ElementX"].GetInt(), eventData["ElementY"].GetInt());
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}
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void HandleDragMove(StringHash eventType, VariantMap& eventData)
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{
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IntVector2 dragCurrentPosition = IntVector2(eventData["X"].GetInt(), eventData["Y"].GetInt());
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// Get the element (fish) that is being dragged. GetPtr() returns a RefCounted handle which can be cast implicitly
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UIElement@ draggedElement = eventData["Element"].GetPtr();
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draggedElement.position = dragCurrentPosition - dragBeginPosition;
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}
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void HandleDragEnd(StringHash eventType, VariantMap& eventData) // For reference (not used here)
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{
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}
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void HandleClosePressed(StringHash eventType, VariantMap& eventData)
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{
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engine.Exit();
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}
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void HandleControlClicked(StringHash eventType, VariantMap& eventData)
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{
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// Get the Text control acting as the Window's title
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Text@ windowTitle = window.GetChild("WindowTitle", true);
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// Get control that was clicked
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UIElement@ clicked = eventData["Element"].GetPtr();
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String name = "...?";
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if (clicked !is null)
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{
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// Get the name of the control that was clicked
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name = clicked.name;
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}
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// Update the Window's title text
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windowTitle.text = "Hello " + name + "!";
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}
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void Init3DUI()
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{
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// Node that will get UI rendered on it.
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Node@ boxNode = scene_.GetChild("Box");
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// Create a component that sets up UI rendering. It sets material to StaticModel of the node.
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UIComponent@ component = boxNode.CreateComponent("UIComponent");
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// Optionally modify material. Technique is changed so object is visible without any lights.
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component.material.SetTechnique(0, cache.GetResource("Technique", "Techniques/DiffUnlit.xml"));
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// Save root element of texture UI for later use.
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textureRoot = component.root;
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// Set size of root element. This is size of texture as well.
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textureRoot.SetSize(512, 512);
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}
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void HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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float timeStep = eventData["TimeStep"].GetFloat();
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Node@ node = scene_.GetChild("Box");
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if (current.Get() !is null && drawDebug_)
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ui.DebugDraw(cast<UIElement>(current.Get()));
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if (input.mouseButtonPress[MOUSEB_LEFT])
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current = ui.GetElementAt(input.mousePosition);
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if (input.keyPress[KEY_TAB])
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{
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renderOnCube = !renderOnCube;
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// Toggle between rendering on screen or to texture.
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if (renderOnCube)
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{
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node.enabled = true;
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textureRoot.AddChild(window);
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}
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else
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{
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node.enabled = false;
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ui.root.AddChild(window);
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}
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}
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if (input.keyPress[KEY_SPACE])
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animateCube = !animateCube;
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if (input.keyPress[KEY_F2])
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drawDebug_ = !drawDebug_;
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if (animateCube)
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{
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node.Yaw(6.0f * timeStep * 1.5f);
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node.Roll(-6.0f * timeStep * 1.5f);
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node.Pitch(-6.0f * timeStep * 1.5f);
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}
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions =
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"<patch>" +
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
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" <attribute name=\"Is Visible\" value=\"false\" />" +
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" </add>" +
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"</patch>";
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