187 lines
7.1 KiB
C++
187 lines
7.1 KiB
C++
//
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// Copyright (c) 2008-2021 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/Core/CoreEvents.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/Input/Input.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/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/Urho2D/AnimatedSprite2D.h>
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#include <Urho3D/Urho2D/AnimationSet2D.h>
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#include "Urho2DSpriterAnimation.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(Urho2DSpriterAnimation)
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Urho2DSpriterAnimation::Urho2DSpriterAnimation(Context* context) :
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Sample(context),
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spriterAnimationIndex_(0)
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{
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}
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void Urho2DSpriterAnimation::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateInstructions();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_FREE);
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// Hook up to the frame update events
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SubscribeToEvents();
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}
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void Urho2DSpriterAnimation::CreateScene()
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{
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scene_ = new Scene(context_);
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scene_->CreateComponent<Octree>();
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// Create camera node
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cameraNode_ = scene_->CreateChild("Camera");
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// Set camera's position
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cameraNode_->SetPosition(Vector3(0.0f, 0.0f, -10.0f));
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auto* camera = cameraNode_->CreateComponent<Camera>();
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camera->SetOrthographic(true);
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auto* graphics = GetSubsystem<Graphics>();
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camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
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camera->SetZoom(1.5f * Min((float)graphics->GetWidth() / 1280.0f, (float)graphics->GetHeight() / 800.0f)); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.5) is set for full visibility at 1280x800 resolution)
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auto* cache = GetSubsystem<ResourceCache>();
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auto* spriterAnimationSet = cache->GetResource<AnimationSet2D>("Urho2D/imp/imp.scml");
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if (!spriterAnimationSet)
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return;
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spriterNode_ = scene_->CreateChild("SpriterAnimation");
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auto* spriterAnimatedSprite = spriterNode_->CreateComponent<AnimatedSprite2D>();
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spriterAnimatedSprite->SetAnimationSet(spriterAnimationSet);
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spriterAnimatedSprite->SetAnimation(spriterAnimationSet->GetAnimation(spriterAnimationIndex_));
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}
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void Urho2DSpriterAnimation::CreateInstructions()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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auto* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText("Mouse click to play next animation, \nUse WASD keys to move, use PageUp PageDown keys to zoom.");
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instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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instructionText->SetTextAlignment(HA_CENTER); // Center rows in relation to each other
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// Position the text relative to the screen center
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instructionText->SetHorizontalAlignment(HA_CENTER);
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instructionText->SetVerticalAlignment(VA_CENTER);
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instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void Urho2DSpriterAnimation::SetupViewport()
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{
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auto* renderer = GetSubsystem<Renderer>();
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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}
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void Urho2DSpriterAnimation::MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (GetSubsystem<UI>()->GetFocusElement())
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return;
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auto* input = GetSubsystem<Input>();
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// Movement speed as world units per second
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const float MOVE_SPEED = 4.0f;
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// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if (input->GetKeyDown(KEY_W))
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cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_S))
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cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_A))
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cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_D))
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cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_PAGEUP))
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{
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auto* camera = cameraNode_->GetComponent<Camera>();
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camera->SetZoom(camera->GetZoom() * 1.01f);
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}
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if (input->GetKeyDown(KEY_PAGEDOWN))
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{
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auto* camera = cameraNode_->GetComponent<Camera>();
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camera->SetZoom(camera->GetZoom() * 0.99f);
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}
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}
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void Urho2DSpriterAnimation::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Urho2DSpriterAnimation, HandleUpdate));
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SubscribeToEvent(E_MOUSEBUTTONDOWN, URHO3D_HANDLER(Urho2DSpriterAnimation, HandleMouseButtonDown));
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// Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
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UnsubscribeFromEvent(E_SCENEUPDATE);
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}
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void Urho2DSpriterAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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}
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void Urho2DSpriterAnimation::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
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{
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auto* spriterAnimatedSprite = spriterNode_->GetComponent<AnimatedSprite2D>();
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AnimationSet2D* spriterAnimationSet = spriterAnimatedSprite->GetAnimationSet();
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spriterAnimationIndex_ = (spriterAnimationIndex_ + 1) % spriterAnimationSet->GetNumAnimations();
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spriterAnimatedSprite->SetAnimation(spriterAnimationSet->GetAnimation(spriterAnimationIndex_), LM_FORCE_LOOPED);
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}
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