Urho3D/Source/Samples/51_Urho2DStretchableSprite/Urho2DStretchableSprite.h
2021-07-17 16:43:46 +00:00

100 lines
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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;
}
/// Urho2D stretchable sprite example.
/// This sample demonstrates:
/// - Creating a 2D scene with both static and stretchable sprites
/// - Difference in scaling static and stretchable sprites
/// - Similarity in otherwise transforming static and stretchable sprites
/// - Displaying the scene using the Renderer subsystem
/// - Handling keyboard to transform nodes
class Urho2DStretchableSprite : public Sample
{
URHO3D_OBJECT(Urho2DStretchableSprite, Sample);
public:
/// Construct.
explicit Urho2DStretchableSprite(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\">TAB</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"TAB\" />"
" </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\">CTRL</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"LCTRL\" />"
" </element>"
" </add>"
"</patch>";
}
private:
/// Construct the scene content.
void CreateScene();
/// Construct an instruction text to the UI.
void CreateInstructions();
/// Set up a viewport for displaying the scene.
void SetupViewport();
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Handle KeyUp event.
void OnKeyUp(StringHash eventType, VariantMap& eventData);
/// Translate sprite nodes.
void TranslateSprites(float timeStep);
/// Rotate sprite nodes.
void RotateSprites(float timeStep);
/// Scale sprite nodes.
void ScaleSprites(float timeStep);
/// Reference (static) sprite node.
SharedPtr<Node> refSpriteNode_;
/// Stretchable sprite node.
SharedPtr<Node> stretchSpriteNode_;
/// Transform mode tracking index.
unsigned selectTransform_ = 0;
};