245 lines
8.6 KiB
C++
245 lines
8.6 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/Graphics/Material.h>
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#include <Urho3D/Graphics/Model.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/StaticModel.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/Resource/Localization.h>
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#include <Urho3D/Resource/ResourceEvents.h>
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#include <Urho3D/UI/Button.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/UI/Text3D.h>
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#include <Urho3D/UI/UIEvents.h>
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#include <Urho3D/UI/Window.h>
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#include "L10n.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(L10n)
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L10n::L10n(Context* context) :
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Sample(context)
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{
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}
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void L10n::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Enable and center OS cursor
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auto* input = GetSubsystem<Input>();
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input->SetMouseVisible(true);
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input->CenterMousePosition();
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// Load strings from JSON files and subscribe to the change language event
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InitLocalizationSystem();
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// Init the 3D space
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CreateScene();
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// Init the user interface
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CreateGUI();
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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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}
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void L10n::InitLocalizationSystem()
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{
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auto* l10n = GetSubsystem<Localization>();
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// JSON files must be in UTF8 encoding without BOM
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// The first found language will be set as current
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l10n->LoadJSONFile("StringsEnRu.json");
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// You can load multiple files
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l10n->LoadJSONFile("StringsDe.json");
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l10n->LoadJSONFile("StringsLv.json", "lv");
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// Hook up to the change language
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SubscribeToEvent(E_CHANGELANGUAGE, URHO3D_HANDLER(L10n, HandleChangeLanguage));
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}
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void L10n::CreateGUI()
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{
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// Get localization subsystem
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auto* l10n = GetSubsystem<Localization>();
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auto* cache = GetSubsystem<ResourceCache>();
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UIElement* root = GetSubsystem<UI>()->GetRoot();
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root->SetDefaultStyle(cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
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auto* window = new Window(context_);
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root->AddChild(window);
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window->SetMinSize(384, 192);
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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->SetStyleAuto();
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auto* windowTitle = new Text(context_);
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windowTitle->SetName("WindowTitle");
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windowTitle->SetStyleAuto();
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window->AddChild(windowTitle);
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// In this place the current language is "en" because it was found first when loading the JSON files
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String langName = l10n->GetLanguage();
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// Languages are numbered in the loading order
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int langIndex = l10n->GetLanguageIndex(); // == 0 at the beginning
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// Get string with identifier "title" in the current language
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String localizedString = l10n->Get("title");
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// Localization::Get returns String::EMPTY if the id is empty.
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// Localization::Get returns the id if translation is not found and will be added a warning into the log.
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windowTitle->SetText(localizedString + " (" + String(langIndex) + " " + langName + ")");
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auto* b = new Button(context_);
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window->AddChild(b);
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b->SetStyle("Button");
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b->SetMinHeight(24);
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auto* t = b->CreateChild<Text>("ButtonTextChangeLang");
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// The showing text value will automatically change when language is changed
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t->SetAutoLocalizable(true);
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// The text value used as a string identifier in this mode.
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// Remember that a letter case of the id and of the lang name is important.
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t->SetText("Press this button");
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t->SetAlignment(HA_CENTER, VA_CENTER);
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t->SetStyle("Text");
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SubscribeToEvent(b, E_RELEASED, URHO3D_HANDLER(L10n, HandleChangeLangButtonPressed));
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b = new Button(context_);
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window->AddChild(b);
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b->SetStyle("Button");
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b->SetMinHeight(24);
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t = b->CreateChild<Text>("ButtonTextQuit");
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t->SetAlignment(HA_CENTER, VA_CENTER);
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t->SetStyle("Text");
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// Manually set text in the current language
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t->SetText(l10n->Get("quit"));
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SubscribeToEvent(b, E_RELEASED, URHO3D_HANDLER(L10n, HandleQuitButtonPressed));
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}
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void L10n::CreateScene()
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{
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// Get localization subsystem
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auto* l10n = GetSubsystem<Localization>();
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auto* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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scene_->CreateComponent<Octree>();
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auto* zone = scene_->CreateComponent<Zone>();
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zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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zone->SetAmbientColor(Color(0.5f, 0.5f, 0.5f));
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zone->SetFogColor(Color(0.4f, 0.5f, 0.8f));
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zone->SetFogStart(1.0f);
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zone->SetFogEnd(100.0f);
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Node* planeNode = scene_->CreateChild("Plane");
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planeNode->SetScale(Vector3(300.0f, 1.0f, 300.0f));
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auto* planeObject = planeNode->CreateComponent<StaticModel>();
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planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
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auto* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetColor(Color(0.8f, 0.8f, 0.8f));
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cameraNode_ = scene_->CreateChild("Camera");
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cameraNode_->CreateComponent<Camera>();
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cameraNode_->SetPosition(Vector3(0.0f, 10.0f, -30.0f));
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Node* text3DNode = scene_->CreateChild("Text3D");
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text3DNode->SetPosition(Vector3(0.0f, 0.1f, 30.0f));
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auto* text3D = text3DNode->CreateComponent<Text3D>();
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// Manually set text in the current language.
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text3D->SetText(l10n->Get("lang"));
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text3D->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 30);
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text3D->SetColor(Color::BLACK);
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text3D->SetAlignment(HA_CENTER, VA_BOTTOM);
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text3DNode->SetScale(15);
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auto* renderer = GetSubsystem<Renderer>();
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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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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(L10n, HandleUpdate));
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}
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void L10n::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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auto* input = GetSubsystem<Input>();
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const float MOUSE_SENSITIVITY = 0.1f;
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IntVector2 mouseMove = input->GetMouseMove();
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yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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}
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void L10n::HandleChangeLangButtonPressed(StringHash eventType, VariantMap& eventData)
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{
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auto* l10n = GetSubsystem<Localization>();
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// Languages are numbered in the loading order
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int lang = l10n->GetLanguageIndex();
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lang++;
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if (lang >= l10n->GetNumLanguages())
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lang = 0;
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l10n->SetLanguage(lang);
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}
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void L10n::HandleQuitButtonPressed(StringHash eventType, VariantMap& eventData)
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{
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if (GetPlatform() != "Web")
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engine_->Exit();
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}
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// You can manually change texts, sprites and other aspects of the game when language is changed
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void L10n::HandleChangeLanguage(StringHash eventType, VariantMap& eventData)
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{
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auto* l10n = GetSubsystem<Localization>();
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UIElement* uiRoot = GetSubsystem<UI>()->GetRoot();
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auto* windowTitle = uiRoot->GetChildStaticCast<Text>("WindowTitle", true);
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windowTitle->SetText(l10n->Get("title") + " (" + String(l10n->GetLanguageIndex()) + " " + l10n->GetLanguage() + ")");
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auto* buttonText = uiRoot->GetChildStaticCast<Text>("ButtonTextQuit", true);
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buttonText->SetText(l10n->Get("quit"));
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auto* text3D = scene_->GetChild("Text3D")->GetComponent<Text3D>();
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text3D->SetText(l10n->Get("lang"));
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// A text on the button "Press this button" changes automatically
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}
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