Urho3D/bin/Data/Scripts/48_Hello3DUI.as

307 lines
9.4 KiB
ActionScript

/// 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.
#include "Scripts/Utilities/Sample.as"
Window@ window;
IntVector2 dragBeginPosition = IntVector2::ZERO;
UIElement@ textureRoot;
WeakHandle current;
bool renderOnCube = false;
bool drawDebug_ = false;
bool animateCube = true;
void Start()
{
// Execute the common startup for samples
SampleStart();
// Enable OS cursor
input.mouseVisible = true;
// Load XML file containing default UI style sheet
XMLFile@ 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);
}
void InitControls()
{
// Create a CheckBox
CheckBox@ checkBox = CheckBox();
checkBox.name = "CheckBox";
// Create a Button
Button@ button = Button();
button.name = "Button";
button.minHeight = 24;
// Create a LineEdit
LineEdit@ lineEdit = LineEdit();
lineEdit.name = "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();
Text@ instructions = Text();
instructions.SetStyleAuto();
instructions.text = "[TAB] - toggle between rendering on screen or cube.\n"
"[Space] - toggle cube rotation.";
ui.root.AddChild(instructions);
}
void InitScene()
{
scene_ = Scene();
scene_.CreateComponent("Octree");
Zone@ zone = scene_.CreateComponent("Zone");
zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
zone.fogColor = GRAY;
zone.fogStart = 100.0f;
zone.fogEnd = 300.0f;
// Create a child scene node (at world origin) and a StaticModel component into it.
Node@ boxNode = scene_.CreateChild("Box");
boxNode.scale = Vector3(5.0f, 5.0f, 5.0f);
boxNode.rotation = Quaternion(90, Vector3::LEFT);
// Create a box model and hide it initially.
StaticModel@ 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(0.0f, 0.0f, -10.0f);
// Set up a viewport so 3D scene can be visible.
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
// Subscribe to update event and animate cube and handle input.
SubscribeToEvent("Update", "HandleUpdate");
}
void InitWindow()
{
// Create the Window and add it to the UI's root node
window = Window();
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.name = "Window";
// Create Window 'titlebar' container
UIElement@ titleBar = UIElement();
titleBar.SetMinSize(0, 24);
titleBar.verticalAlignment = VA_TOP;
titleBar.layoutMode = LM_HORIZONTAL;
// Create the Window title Text
Text@ windowTitle = Text();
windowTitle.name = "WindowTitle";
windowTitle.text = "Hello GUI!";
// Create the Window's close button
Button@ buttonClose = Button();
buttonClose.name = "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.
ListView@ list = window.CreateChild("ListView");
list.selectOnClickEnd = true;
list.highlightMode = HM_ALWAYS;
list.minHeight = 200;
for (int i = 0; i < 32; i++)
{
Text@ text = Text();
text.SetStyleAuto();
text.text = "List item " + i;
text.name = "Item " + i;
list.AddItem(text);
}
// Apply styles
window.SetStyleAuto();
list.SetStyleAuto();
windowTitle.SetStyleAuto();
buttonClose.style = "CloseButton";
// Subscribe to buttonClose release (following a 'press') events
SubscribeToEvent(buttonClose, "Released", "HandleClosePressed");
// Subscribe also to all UI mouse clicks just to see where we have clicked
SubscribeToEvent("UIMouseClick", "HandleControlClicked");
}
void CreateDraggableFish()
{
// Create a draggable Fish button
Button@ 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((graphics.width - draggableFish.width) / 2, 200);
// Add a tooltip to Fish button
ToolTip@ toolTip = draggableFish.CreateChild("ToolTip");
toolTip.position = IntVector2(draggableFish.width + 5, draggableFish.width/2); // slightly offset from fish
BorderImage@ textHolder = toolTip.CreateChild("BorderImage");
textHolder.SetStyle("ToolTipBorderImage");
Text@ 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", "HandleDragBegin");
SubscribeToEvent(draggableFish, "DragMove", "HandleDragMove");
SubscribeToEvent(draggableFish, "DragEnd", "HandleDragEnd");
}
void HandleDragBegin(StringHash eventType, VariantMap& eventData)
{
// Get UIElement relative position where input (touch or click) occurred (top-left = IntVector2(0,0))
dragBeginPosition = IntVector2(eventData["ElementX"].GetInt(), eventData["ElementY"].GetInt());
}
void HandleDragMove(StringHash eventType, VariantMap& eventData)
{
IntVector2 dragCurrentPosition = IntVector2(eventData["X"].GetInt(), eventData["Y"].GetInt());
// Get the element (fish) that is being dragged. GetPtr() returns a RefCounted handle which can be cast implicitly
UIElement@ draggedElement = eventData["Element"].GetPtr();
draggedElement.position = dragCurrentPosition - dragBeginPosition;
}
void HandleDragEnd(StringHash eventType, VariantMap& eventData) // For reference (not used here)
{
}
void HandleClosePressed(StringHash eventType, VariantMap& eventData)
{
engine.Exit();
}
void HandleControlClicked(StringHash eventType, VariantMap& eventData)
{
// Get the Text control acting as the Window's title
Text@ windowTitle = window.GetChild("WindowTitle", true);
// Get control that was clicked
UIElement@ clicked = eventData["Element"].GetPtr();
String name = "...?";
if (clicked !is null)
{
// Get the name of the control that was clicked
name = clicked.name;
}
// Update the Window's title text
windowTitle.text = "Hello " + name + "!";
}
void Init3DUI()
{
// Node that will get UI rendered on it.
Node@ boxNode = scene_.GetChild("Box");
// Create a component that sets up UI rendering. It sets material to StaticModel of the node.
UIComponent@ 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);
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
float timeStep = eventData["TimeStep"].GetFloat();
Node@ node = scene_.GetChild("Box");
if (current.Get() !is null && drawDebug_)
ui.DebugDraw(cast<UIElement>(current.Get()));
if (input.mouseButtonPress[MOUSEB_LEFT])
current = ui.GetElementAt(input.mousePosition);
if (input.keyPress[KEY_TAB])
{
renderOnCube = !renderOnCube;
// Toggle between rendering on screen or to texture.
if (renderOnCube)
{
node.enabled = true;
textureRoot.AddChild(window);
}
else
{
node.enabled = false;
ui.root.AddChild(window);
}
}
if (input.keyPress[KEY_SPACE])
animateCube = !animateCube;
if (input.keyPress[KEY_F2])
drawDebug_ = !drawDebug_;
if (animateCube)
{
node.Yaw(6.0f * timeStep * 1.5f);
node.Roll(-6.0f * timeStep * 1.5f);
node.Pitch(-6.0f * timeStep * 1.5f);
}
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<patch>" +
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
" <attribute name=\"Is Visible\" value=\"false\" />" +
" </add>" +
"</patch>";