467c4bd4e8
- (Web) Removed some of the exit engine logic.
155 lines
5.2 KiB
Lua
155 lines
5.2 KiB
Lua
-- Scene & UI load example.
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-- This sample demonstrates:
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-- - Loading a scene from a file and showing it
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-- - Loading a UI layout from a file and showing it
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-- - Subscribing to the UI layout's events
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require "LuaScripts/Utilities/Sample"
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function Start()
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-- Execute the common startup for samples
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SampleStart()
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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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CreateUI()
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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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SampleInitMouseMode(MM_RELATIVE)
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-- Subscribe to global events for camera movement
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SubscribeToEvents()
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end
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function CreateScene()
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scene_ = Scene()
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-- Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
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-- which scene.LoadXML() will read
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local file = cache:GetFile("Scenes/SceneLoadExample.xml")
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scene_:LoadXML(file)
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-- In Lua the file returned by GetFile() needs to be deleted manually
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file:delete()
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-- Create the camera (not included in the scene file)
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cameraNode = scene_:CreateChild("Camera")
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cameraNode:CreateComponent("Camera")
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-- Set an initial position for the camera scene node above the plane
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cameraNode.position = Vector3(0.0, 2.0, -10.0)
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end
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function CreateUI()
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-- Set up global UI style into the root UI element
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local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
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ui.root.defaultStyle = style
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-- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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-- control the camera, and when visible, it will interact with the UI
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local cursor = ui.root:CreateChild("Cursor")
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cursor:SetStyleAuto()
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ui.cursor = cursor
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-- Set starting position of the cursor at the rendering window center
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cursor:SetPosition(graphics.width / 2, graphics.height / 2)
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-- Load UI content prepared in the editor and add to the UI hierarchy
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local layoutRoot = ui:LoadLayout(cache:GetResource("XMLFile", "UI/UILoadExample.xml"))
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ui.root:AddChild(layoutRoot)
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-- Subscribe to button actions (toggle scene lights when pressed then released)
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local button = layoutRoot:GetChild("ToggleLight1", true)
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if button ~= nil then
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SubscribeToEvent(button, "Released", "ToggleLight1")
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end
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button = layoutRoot:GetChild("ToggleLight2", true)
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if button ~= nil then
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SubscribeToEvent(button, "Released", "ToggleLight2")
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end
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end
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function ToggleLight1()
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local lightNode = scene_:GetChild("Light1", true)
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if lightNode ~= nil then
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lightNode.enabled = not lightNode.enabled
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end
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end
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function ToggleLight2()
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local lightNode = scene_:GetChild("Light2", true)
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if lightNode ~= nil then
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lightNode.enabled = not lightNode.enabled
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end
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end
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function SetupViewport()
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-- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
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renderer:SetViewport(0, viewport)
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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for camera motion
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SubscribeToEvent("Update", "HandleUpdate")
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end
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function HandleUpdate(eventType, eventData)
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-- Take the frame time step, which is stored as a float
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local timeStep = eventData["TimeStep"]:GetFloat()
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-- Move the camera, scale movement with time step
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MoveCamera(timeStep)
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end
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function MoveCamera(timeStep)
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input.mouseVisible = input.mouseMode ~= MM_RELATIVE
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mouseDown = input:GetMouseButtonDown(MOUSEB_RIGHT)
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-- Override the MM_RELATIVE mouse grabbed settings, to allow interaction with UI
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input.mouseGrabbed = mouseDown
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-- Right mouse button controls mouse cursor visibility: hide when pressed
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ui.cursor.visible = not mouseDown
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-- Do not move if the UI has a focused element
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if ui.focusElement ~= nil then
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return
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end
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-- Movement speed as world units per second
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local MOVE_SPEED = 20.0
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-- Mouse sensitivity as degrees per pixel
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local MOUSE_SENSITIVITY = 0.1
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-- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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-- Only move the camera when the cursor is hidden
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if not ui.cursor.visible then
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local mouseMove = input.mouseMove
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yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
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pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
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pitch = Clamp(pitch, -90.0, 90.0)
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-- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
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end
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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) then
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cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_S) then
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cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_A) then
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cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_D) then
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cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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end
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