Urho3D/bin/Data/LuaScripts/Utilities/Sample.lua
2018-02-04 22:58:19 +08:00

313 lines
11 KiB
Lua

-- Common sample initialization as a framework for all samples.
-- - Create Urho3D logo at screen
-- - Set custom window title and icon
-- - Create Console and Debug HUD, and use F1 and F2 key to toggle them
-- - Toggle rendering options from the keys 1-8
-- - Take screenshots with key 9
-- - Handle Esc key down to hide Console or exit application
-- - Init touch input on mobile platform using screen joysticks (patched for each individual sample)
local logoSprite = nil
scene_ = nil -- Scene
screenJoystickIndex = M_MAX_UNSIGNED -- Screen joystick index for navigational controls (mobile platforms only)
screenJoystickSettingsIndex = M_MAX_UNSIGNED -- Screen joystick index for settings (mobile platforms only)
touchEnabled = false -- Flag to indicate whether touch input has been enabled
paused = false -- Pause flag
drawDebug = false -- Draw debug geometry flag
cameraNode = nil -- Camera scene node
yaw = 0 -- Camera yaw angle
pitch = 0 -- Camera pitch angle
TOUCH_SENSITIVITY = 2
useMouseMode_ = MM_ABSOLUTE
function SampleStart()
if GetPlatform() == "Android" or GetPlatform() == "iOS" or input.touchEmulation then
-- On mobile platform, enable touch by adding a screen joystick
InitTouchInput()
elseif input:GetNumJoysticks() == 0 then
-- On desktop platform, do not detect touch when we already got a joystick
SubscribeToEvent("TouchBegin", "HandleTouchBegin")
end
-- Create logo
CreateLogo()
-- Set custom window Title & Icon
SetWindowTitleAndIcon()
-- Create console and debug HUD
CreateConsoleAndDebugHud()
-- Subscribe key down event
SubscribeToEvent("KeyDown", "HandleKeyDown")
-- Subscribe key up event
SubscribeToEvent("KeyUp", "HandleKeyUp")
-- Subscribe scene update event
SubscribeToEvent("SceneUpdate", "HandleSceneUpdate")
end
function InitTouchInput()
touchEnabled = true
local layout = cache:GetResource("XMLFile", "UI/ScreenJoystick_Samples.xml")
local patchString = GetScreenJoystickPatchString()
if patchString ~= "" then
-- Patch the screen joystick layout further on demand
local patchFile = XMLFile()
if patchFile:FromString(patchString) then layout:Patch(patchFile) end
end
screenJoystickIndex = input:AddScreenJoystick(layout, cache:GetResource("XMLFile", "UI/DefaultStyle.xml"))
input:SetScreenJoystickVisible(screenJoystickSettingsIndex, true)
end
function SampleInitMouseMode(mode)
useMouseMode_ = mode
if GetPlatform() ~= "Web" then
if useMouseMode_ == MM_FREE then
input.mouseVisible = true
end
if useMouseMode_ ~= MM_ABSOLUTE then
input.mouseMode = useMouseMode_
if console ~= nil and console.visible then
input:SetMouseMode(MM_ABSOLUTE, true)
end
end
else
input.mouseVisible = true
SubscribeToEvent("MouseButtonDown", "HandleMouseModeRequest")
SubscribeToEvent("MouseModeChanged", "HandleMouseModeChange")
end
end
function SetLogoVisible(enable)
if logoSprite ~= nil then
logoSprite.visible = enable
end
end
function CreateLogo()
-- Get logo texture
local logoTexture = cache:GetResource("Texture2D", "Textures/FishBoneLogo.png")
if logoTexture == nil then
return
end
-- Create logo sprite and add to the UI layout
logoSprite = ui.root:CreateChild("Sprite")
-- Set logo sprite texture
logoSprite:SetTexture(logoTexture)
local textureWidth = logoTexture.width
local textureHeight = logoTexture.height
-- Set logo sprite scale
logoSprite:SetScale(256 / textureWidth)
-- Set logo sprite size
logoSprite:SetSize(textureWidth, textureHeight)
-- Set logo sprite hot spot
logoSprite.hotSpot = IntVector2(textureWidth, textureHeight)
-- Set logo sprite alignment
logoSprite:SetAlignment(HA_RIGHT, VA_BOTTOM)
-- Make logo not fully opaque to show the scene underneath
logoSprite.opacity = 0.9
-- Set a low priority for the logo so that other UI elements can be drawn on top
logoSprite.priority = -100
end
function SetWindowTitleAndIcon()
local icon = cache:GetResource("Image", "Textures/UrhoIcon.png")
graphics:SetWindowIcon(icon)
graphics.windowTitle = "Urho3D Sample"
end
function CreateConsoleAndDebugHud()
-- Get default style
local uiStyle = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
if uiStyle == nil then
return
end
-- Create console
engine:CreateConsole()
console.defaultStyle = uiStyle
console.background.opacity = 0.8
-- Create debug HUD
engine:CreateDebugHud()
debugHud.defaultStyle = uiStyle
end
function HandleKeyUp(eventType, eventData)
local key = eventData["Key"]:GetInt()
-- Close console (if open) or exit when ESC is pressed
if key == KEY_ESCAPE then
if console:IsVisible() then
console:SetVisible(false)
else
if GetPlatform() == "Web" then
input.mouseVisible = true
if (useMouseMode_ ~= MM_ABSOLUTE) then
input.mouseMode = MM_FREE
end
else
engine:Exit()
end
end
end
end
function HandleKeyDown(eventType, eventData)
local key = eventData["Key"]:GetInt()
if key == KEY_F1 then
console:Toggle()
elseif key == KEY_F2 then
debugHud:ToggleAll()
elseif ui.focusElement == nil then
-- Preferences / Pause
if key == KEY_SELECT and touchEnabled then
paused = not paused
if screenJoystickSettingsIndex == M_MAX_UNSIGNED then
-- Lazy initialization
screenJoystickSettingsIndex = input:AddScreenJoystick(cache:GetResource("XMLFile", "UI/ScreenJoystickSettings_Samples.xml"), cache:GetResource("XMLFile", "UI/DefaultStyle.xml"))
else
input:SetScreenJoystickVisible(screenJoystickSettingsIndex, paused)
end
-- Texture quality
elseif key == KEY_1 then
local quality = renderer.textureQuality
quality = quality + 1
if quality > QUALITY_HIGH then
quality = QUALITY_LOW
end
renderer.textureQuality = quality
-- Material quality
elseif key == KEY_2 then
local quality = renderer.materialQuality
quality = quality + 1
if quality > QUALITY_HIGH then
quality = QUALITY_LOW
end
renderer.materialQuality = quality
-- Specular lighting
elseif key == KEY_3 then
renderer.specularLighting = not renderer.specularLighting
-- Shadow rendering
elseif key == KEY_4 then
renderer.drawShadows = not renderer.drawShadows
-- Shadow map resolution
elseif key == KEY_5 then
local shadowMapSize = renderer.shadowMapSize
shadowMapSize = shadowMapSize * 2
if shadowMapSize > 2048 then
shadowMapSize = 512
end
renderer.shadowMapSize = shadowMapSize
-- Shadow depth and filtering quality
elseif key == KEY_6 then
local quality = renderer.shadowQuality
quality = quality + 1
if quality > SHADOWQUALITY_BLUR_VSM then
quality = SHADOWQUALITY_SIMPLE_16BIT
end
renderer.shadowQuality = quality
-- Occlusion culling
elseif key == KEY_7 then
local occlusion = renderer.maxOccluderTriangles > 0
occlusion = not occlusion
if occlusion then
renderer.maxOccluderTriangles = 5000
else
renderer.maxOccluderTriangles = 0
end
-- Instancing
elseif key == KEY_8 then
renderer.dynamicInstancing = not renderer.dynamicInstancing
-- Take screenshot
elseif key == KEY_9 then
local screenshot = Image()
graphics:TakeScreenShot(screenshot)
local timeStamp = Time:GetTimeStamp()
timeStamp = string.gsub(timeStamp, "[:. ]", "_")
-- Here we save in the Data folder with date and time appended
screenshot:SavePNG(fileSystem:GetProgramDir() .. "Data/Screenshot_" .. timeStamp .. ".png")
end
end
end
function HandleSceneUpdate(eventType, eventData)
-- Move the camera by touch, if the camera node is initialized by descendant sample class
if touchEnabled and cameraNode then
for i=0, input:GetNumTouches()-1 do
local state = input:GetTouch(i)
if not state.touchedElement then -- Touch on empty space
if state.delta.x or state.delta.y then
local camera = cameraNode:GetComponent("Camera")
if not camera then return end
yaw = yaw + TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.x
pitch = pitch + TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.y
-- Construct new orientation for the camera scene node from yaw and pitch; roll is fixed to zero
cameraNode:SetRotation(Quaternion(pitch, yaw, 0))
else
-- Move the cursor to the touch position
local cursor = ui:GetCursor()
if cursor and cursor:IsVisible() then cursor:SetPosition(state.position) end
end
end
end
end
end
function HandleTouchBegin(eventType, eventData)
-- On some platforms like Windows the presence of touch input can only be detected dynamically
InitTouchInput()
UnsubscribeFromEvent("TouchBegin")
end
-- If the user clicks the canvas, attempt to switch to relative mouse mode on web platform
function HandleMouseModeRequest(eventType, eventData)
if console ~= nil and console.visible then
return
end
if input.mouseMode == MM_ABSOLUTE then
input.mouseVisible = false
elseif useMouseMode_ == MM_FREE then
input.mouseVisible = true
end
input.mouseMode = useMouseMode_
end
-- If the user clicks the canvas, attempt to switch to relative mouse mode on web platform
function HandleMouseModeChange(eventType, eventData)
mouseLocked = eventData["MouseLocked"]:GetBool()
input.mouseVisible = not mouseLocked
end
-- Create empty XML patch instructions for screen joystick layout if none defined
function GetScreenJoystickPatchString()
return ""
end