Urho3D/Source/Samples/48_Hello3DUI/Hello3DUI.h
2021-07-17 16:43:46 +00:00

104 lines
3.6 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 Window;
}
/// 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.
class Hello3DUI : public Sample
{
URHO3D_OBJECT(Hello3DUI, Sample);
public:
/// Construct.
explicit Hello3DUI(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>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
" <attribute name=\"Is Visible\" value=\"false\" />"
" </add>"
"</patch>";
}
private:
/// Create and initialize a Scene.
void InitScene();
/// Create and initialize a Window control.
void InitWindow();
/// Create and add various common controls for demonstration purposes.
void InitControls();
/// Create a draggable fish button.
void CreateDraggableFish();
/// Handle drag begin for the fish button.
void HandleDragBegin(StringHash eventType, VariantMap& eventData);
/// Handle drag move for the fish button.
void HandleDragMove(StringHash eventType, VariantMap& eventData);
/// Handle drag end for the fish button.
void HandleDragEnd(StringHash eventType, VariantMap& eventData);
/// Handle any UI control being clicked.
void HandleControlClicked(StringHash eventType, VariantMap& eventData);
/// Handle close button pressed and released.
void HandleClosePressed(StringHash eventType, VariantMap& eventData);
/// Animate cube.
void HandleUpdate(StringHash, VariantMap& eventData);
/// Create 3D UI.
void Init3DUI();
/// The Scene.
SharedPtr<Scene> scene_;
/// The Window.
SharedPtr<Window> window_;
/// The UI's root UIElement.
SharedPtr<UIElement> uiRoot_;
/// Remembered drag begin position.
IntVector2 dragBeginPosition_;
/// Root UI element of texture.
SharedPtr<UIElement> textureRoot_;
/// UI element with instructions.
SharedPtr<Text> instructions_;
/// Enable or disable cube rotation.
bool animateCube_;
/// Enable or disable rendering to texture.
bool renderOnCube_;
/// Draw debug information of last clicked element.
bool drawDebug_;
/// Last clicked UI element.
WeakPtr<UIElement> current_;
};