Urho3D/Source/Samples/32_Urho2DConstraints/Urho2DConstraints.h
2021-07-17 16:43:46 +00:00

121 lines
5.3 KiB
C++

//
// Copyright (c) 2008-2021 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.
//
#pragma once
#include "Sample.h"
namespace Urho3D
{
class Node;
class Scene;
class ConstraintDistance2D;
class ConstraintFriction2D;
class ConstraintGear2D;
class ConstraintMotor2D;
class ConstraintMouse2D;
class ConstraintPrismatic2D;
class ConstraintPulley2D;
class ConstraintRevolute2D;
class ConstraintRope2D;
class ConstraintWeld2D;
class ConstraintWheel2D;
}
/// Urho2D constraints sample.
/// This sample is designed to help understanding and chosing the right constraint.
/// This sample demonstrates:
/// - Creating physics constraints
/// - Creating Edge and Polygon Shapes from vertices
/// - Displaying physics debug geometry and constraints' joints
/// - Using SetOrderInLayer to alter the way sprites are drawn in relation to each other
/// - Using Text3D to display some text affected by zoom
/// - Setting the background color for the scene
class Urho2DConstraints : public Sample
{
URHO3D_OBJECT(Urho2DConstraints, Sample);
public:
/// Construct.
explicit Urho2DConstraints(Context* context);
/// Setup after engine initialization and before running the main loop.
void Start() override;
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
String GetScreenJoystickPatchString() const override { return
"<patch>"
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom In</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"PAGEUP\" />"
" </element>"
" </add>"
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom Out</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"PAGEDOWN\" />"
" </element>"
" </add>"
"</patch>";
}
private:
/// Construct the scene content.
void CreateScene();
/// Construct an instruction text to the UI.
void CreateInstructions();
/// Create Tex3D flag.
void CreateFlag(const String& text, float x, float y);
/// Read input and moves the camera.
void MoveCamera(float timeStep);
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Handle the post render update event during which we request debug geometry.
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
/// Handle the mouse click event.
void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData);
/// Handle the mouse button up event.
void HandleMouseButtonUp(StringHash eventType, VariantMap& eventData);
/// Handle the mouse move event.
void HandleMouseMove(StringHash eventType, VariantMap& eventData);
/// Handle the touch begin event.
void HandleTouchBegin3(StringHash eventType, VariantMap& eventData);
/// Handle the touch move event.
void HandleTouchMove3(StringHash eventType, VariantMap& eventData);
/// Handle the touch end event.
void HandleTouchEnd3(StringHash eventType, VariantMap& eventData);
/// Get mouse position in 2D world coordinates.
Vector2 GetMousePositionXY();
/// Flag for drawing debug geometry.
bool drawDebug_{};
/// Camera object.
Camera* camera_{};
};