ffa6a9d6e2
* Fix UI scale issues. * Fixing of UI scaling issue. * Unify cursor in UI scaled position. * Scaled UI issue: JSCanvasSize modification * Remove extra space. * Fixed Editor viewport related issues when UI scaled.
541 lines
22 KiB
ActionScript
541 lines
22 KiB
ActionScript
// Navigation example.
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// This sample demonstrates:
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// - Generating a navigation mesh into the scene
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// - Performing path queries to the navigation mesh
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// - Rebuilding the navigation mesh partially when adding or removing objects
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// - Visualizing custom debug geometry
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// - Raycasting drawable components
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// - Making a node follow the Detour path
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#include "Scripts/Utilities/Sample.as"
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Vector3 endPos;
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Array<Vector3> currentPath;
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Node@ jackNode;
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bool useStreaming = false;
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// Used for streaming only
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const int STREAMING_DISTANCE = 2;
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Array<VectorBuffer> navigationTilesData;
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Array<IntVector2> navigationTilesIdx;
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Array<IntVector2> addedTiles;
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void Start()
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{
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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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// Hook up to the frame update and render post-update events
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SubscribeToEvents();
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}
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void CreateScene()
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{
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scene_ = Scene();
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// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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// Also create a DebugRenderer component so that we can draw debug geometry
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scene_.CreateComponent("Octree");
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scene_.CreateComponent("DebugRenderer");
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// Create scene node & StaticModel component for showing a static plane
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Node@ planeNode = scene_.CreateChild("Plane");
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planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
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StaticModel@ planeObject = planeNode.CreateComponent("StaticModel");
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planeObject.model = cache.GetResource("Model", "Models/Plane.mdl");
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planeObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
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// Create a Zone component for ambient lighting & fog control
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Node@ zoneNode = scene_.CreateChild("Zone");
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Zone@ zone = zoneNode.CreateComponent("Zone");
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zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
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zone.fogColor = Color(0.5f, 0.5f, 0.7f);
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zone.fogStart = 100.0f;
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zone.fogEnd = 300.0f;
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// Create a directional light to the world. Enable cascaded shadows on it
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Node@ lightNode = scene_.CreateChild("DirectionalLight");
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lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
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Light@ light = lightNode.CreateComponent("Light");
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light.lightType = LIGHT_DIRECTIONAL;
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light.castShadows = true;
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light.shadowBias = BiasParameters(0.00025f, 0.5f);
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// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
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// Create some mushrooms
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const uint NUM_MUSHROOMS = 100;
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for (uint i = 0; i < NUM_MUSHROOMS; ++i)
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CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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// Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
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// rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
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const uint NUM_BOXES = 20;
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for (uint i = 0; i < NUM_BOXES; ++i)
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{
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Node@ boxNode = scene_.CreateChild("Box");
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float size = 1.0f + Random(10.0f);
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boxNode.position = Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f);
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boxNode.SetScale(size);
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StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
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boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
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boxObject.material = cache.GetResource("Material", "Materials/Stone.xml");
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boxObject.castShadows = true;
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if (size >= 3.0f)
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boxObject.occluder = true;
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}
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// Create Jack node that will follow the path
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jackNode = scene_.CreateChild("Jack");
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jackNode.position = Vector3(-5.0f, 0.0f, 20.0f);
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AnimatedModel@ modelObject = jackNode.CreateComponent("AnimatedModel");
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modelObject.model = cache.GetResource("Model", "Models/Jack.mdl");
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modelObject.material = cache.GetResource("Material", "Materials/Jack.xml");
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modelObject.castShadows = true;
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// Create a NavigationMesh component to the scene root
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NavigationMesh@ navMesh = scene_.CreateComponent("NavigationMesh");
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// Set small tiles to show navigation mesh streaming
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navMesh.tileSize = 32;
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// Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
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// navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
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scene_.CreateComponent("Navigable");
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// Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
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// in the scene and still update the mesh correctly
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navMesh.padding = Vector3(0.0f, 10.0f, 0.0f);
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// Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
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// physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
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// it will use renderable geometry instead
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navMesh.Build();
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// Create the camera. Limit far clip distance to match the fog
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cameraNode = scene_.CreateChild("Camera");
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Camera@ camera = cameraNode.CreateComponent("Camera");
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camera.farClip = 300.0f;
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// Set an initial position for the camera scene node above the plane and looking down
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cameraNode.position = Vector3(0.0f, 50.0f, 0.0f);
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pitch = 80.0f;
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
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}
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void CreateUI()
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{
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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 point the raycast target
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XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
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Cursor@ cursor = Cursor();
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cursor.SetStyleAuto(style);
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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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// Construct new Text object, set string to display and font to use
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Text@ instructionText = ui.root.CreateChild("Text");
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instructionText.text =
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"Use WASD keys to move, RMB to rotate view\n"
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"LMB to set destination, SHIFT+LMB to teleport\n"
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"MMB or O key to add or remove obstacles\n"
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"Tab to toggle navigation mesh streaming\n"
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"Space to toggle debug geometry";
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instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
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// The text has multiple rows. Center them in relation to each other
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instructionText.textAlignment = HA_CENTER;
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// Position the text relative to the screen center
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instructionText.horizontalAlignment = HA_CENTER;
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instructionText.verticalAlignment = VA_CENTER;
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instructionText.SetPosition(0, ui.root.height / 4);
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}
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void SetupViewport()
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{
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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}
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void SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate");
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// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
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// debug geometry
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SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate");
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}
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void MoveCamera(float timeStep)
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{
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input.mouseVisible = input.mouseMode != MM_RELATIVE;
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bool mouseDown = input.mouseButtonDown[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 = !mouseDown;
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// Do not move if the UI has a focused element (the console)
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if (ui.focusElement !is null)
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return;
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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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 (!ui.cursor.visible)
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{
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IntVector2 mouseMove = input.mouseMove;
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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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// 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, 0.0f);
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}
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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.keyDown[KEY_W])
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cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_S])
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cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_A])
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cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_D])
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cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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// Set destination or teleport with left mouse button
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if (input.mouseButtonPress[MOUSEB_LEFT])
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SetPathPoint();
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// Add or remove objects with middle mouse button, then rebuild navigation mesh partially
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if (input.mouseButtonPress[MOUSEB_MIDDLE] || input.keyPress[KEY_O])
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AddOrRemoveObject();
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// Toggle debug geometry with space
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if (input.keyPress[KEY_SPACE])
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drawDebug = !drawDebug;
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}
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void SetPathPoint()
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{
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Vector3 hitPos;
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Drawable@ hitDrawable;
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NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
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if (Raycast(250.0f, hitPos, hitDrawable))
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{
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Vector3 pathPos = navMesh.FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
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if (input.qualifierDown[QUAL_SHIFT])
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{
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// Teleport
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currentPath.Clear();
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jackNode.LookAt(Vector3(pathPos.x, jackNode.position.y, pathPos.z), Vector3::UP);
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jackNode.position = pathPos;
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}
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else
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{
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// Calculate path from Jack's current position to the end point
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endPos = pathPos;
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currentPath = navMesh.FindPath(jackNode.position, endPos);
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}
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}
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}
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void AddOrRemoveObject()
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{
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// Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
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Vector3 hitPos;
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Drawable@ hitDrawable;
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if (!useStreaming && Raycast(250.0f, hitPos, hitDrawable))
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{
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// The part of the navigation mesh we must update, which is the world bounding box of the associated
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// drawable component
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BoundingBox updateBox;
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Node@ hitNode = hitDrawable.node;
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if (hitNode.name == "Mushroom")
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{
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updateBox = hitDrawable.worldBoundingBox;
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hitNode.Remove();
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}
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else
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{
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Node@ newNode = CreateMushroom(hitPos);
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StaticModel@ newObject = newNode.GetComponent("StaticModel");
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updateBox = newObject.worldBoundingBox;
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}
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// Rebuild part of the navigation mesh, then rebuild the path if applicable
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NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
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navMesh.Build(updateBox);
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if (currentPath.length > 0)
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currentPath = navMesh.FindPath(jackNode.position, endPos);
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}
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}
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Node@ CreateMushroom(const Vector3& pos)
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{
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Node@ mushroomNode = scene_.CreateChild("Mushroom");
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mushroomNode.position = pos;
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mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
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mushroomNode.SetScale(2.0f + Random(0.5f));
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StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
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mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
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mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
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mushroomObject.castShadows = true;
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return mushroomNode;
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}
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bool Raycast(float maxDistance, Vector3& hitPos, Drawable@& hitDrawable)
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{
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hitDrawable = null;
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IntVector2 pos = ui.cursorPosition;
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// Check the cursor is visible and there is no UI element in front of the cursor
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if (!ui.cursor.visible || ui.GetElementAt(pos, true) !is null)
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return false;
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pos = ui.ConvertUIToSystem(ui.cursorPosition);
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Camera@ camera = cameraNode.GetComponent("Camera");
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Ray cameraRay = camera.GetScreenRay(float(pos.x) / graphics.width, float(pos.y) / graphics.height);
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// Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
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// Note the convenience accessor to scene's Octree component
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RayQueryResult result = scene_.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
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if (result.drawable !is null)
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{
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hitPos = result.position;
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hitDrawable = result.drawable;
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return true;
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}
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return false;
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}
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void FollowPath(float timeStep)
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{
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if (currentPath.length > 0)
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{
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Vector3 nextWaypoint = currentPath[0]; // NB: currentPath[0] is the next waypoint in order
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// Rotate Jack toward next waypoint to reach and move. Check for not overshooting the target
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float move = 5.0f * timeStep;
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float distance = (jackNode.position - nextWaypoint).length;
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if (move > distance)
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move = distance;
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jackNode.LookAt(nextWaypoint, Vector3::UP);
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jackNode.Translate(Vector3::FORWARD * move);
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// Remove waypoint if reached it
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if (distance < 0.1)
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currentPath.Erase(0);
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}
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}
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void ToggleStreaming(bool enabled)
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{
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NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
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if (enabled)
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{
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int maxTiles = (2 * STREAMING_DISTANCE + 1) * (2 * STREAMING_DISTANCE + 1);
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BoundingBox boundingBox = navMesh.boundingBox;
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SaveNavigationData();
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navMesh.Allocate(boundingBox, maxTiles);
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}
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else
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navMesh.Build();
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}
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void UpdateStreaming()
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{
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NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
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// Center the navigation mesh at the jack
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IntVector2 jackTile = navMesh.GetTileIndex(jackNode.worldPosition);
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IntVector2 beginTile = VectorMax(IntVector2(0, 0), jackTile - IntVector2(1, 1) * STREAMING_DISTANCE);
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IntVector2 endTile = VectorMin(jackTile + IntVector2(1, 1) * STREAMING_DISTANCE, navMesh.numTiles - IntVector2(1, 1));
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// Remove tiles
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for (uint i = 0; i < addedTiles.length;)
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{
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IntVector2 tileIdx = addedTiles[i];
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if (beginTile.x <= tileIdx.x && tileIdx.x <= endTile.x && beginTile.y <= tileIdx.y && tileIdx.y <= endTile.y)
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++i;
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else
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{
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addedTiles.Erase(i);
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navMesh.RemoveTile(tileIdx);
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}
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}
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// Add tiles
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for (int z = beginTile.y; z <= endTile.y; ++z)
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for (int x = beginTile.x; x <= endTile.x; ++x)
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{
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const IntVector2 tileIdx(x, z);
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int tileDataIdx = navigationTilesIdx.Find(tileIdx);
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if (!navMesh.HasTile(tileIdx) && tileDataIdx != -1)
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{
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addedTiles.Push(tileIdx);
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navMesh.AddTile(navigationTilesData[tileDataIdx]);
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}
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}
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}
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void SaveNavigationData()
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{
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NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
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navigationTilesData.Clear();
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navigationTilesIdx.Clear();
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addedTiles.Clear();
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IntVector2 numTiles = navMesh.numTiles;
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for (int z = 0; z < numTiles.y; ++z)
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for (int x = 0; x < numTiles.x; ++x)
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{
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IntVector2 idx(x, z);
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navigationTilesData.Push(navMesh.GetTileData(idx));
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navigationTilesIdx.Push(idx);
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}
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}
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void HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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// Take the frame time step, which is stored as a float
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float 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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// Make Jack follow the Detour path
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FollowPath(timeStep);
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// Update streaming
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if (input.keyPress[KEY_TAB])
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{
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useStreaming = !useStreaming;
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ToggleStreaming(useStreaming);
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}
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if (useStreaming)
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UpdateStreaming();
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}
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void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
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{
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// If draw debug mode is enabled, draw navigation mesh debug geometry
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if (drawDebug)
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{
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NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
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navMesh.DrawDebugGeometry(true);
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}
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if (currentPath.length > 0)
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{
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// Visualize the current calculated path
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// Note the convenience accessor to the DebugRenderer component
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DebugRenderer@ debug = scene_.debugRenderer;
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debug.AddBoundingBox(BoundingBox(endPos - Vector3(0.1f, 0.1f, 0.1f), endPos + Vector3(0.1f, 0.1f, 0.1f)),
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Color(1.0f, 1.0f, 1.0f));
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// Draw the path with a small upward bias so that it does not clip into the surfaces
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Vector3 bias(0.0f, 0.05f, 0.0f);
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debug.AddLine(jackNode.position + bias, currentPath[0] + bias, Color(1.0f, 1.0f, 1.0f));
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if (currentPath.length > 1)
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{
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for (uint i = 0; i < currentPath.length - 1; ++i)
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debug.AddLine(currentPath[i] + bias, currentPath[i + 1] + bias, Color(1.0f, 1.0f, 1.0f));
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}
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}
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions =
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"<patch>" +
|
|
" <add sel=\"/element\">" +
|
|
" <element type=\"Button\">" +
|
|
" <attribute name=\"Name\" value=\"Button3\" />" +
|
|
" <attribute name=\"Position\" value=\"-120 -120\" />" +
|
|
" <attribute name=\"Size\" value=\"96 96\" />" +
|
|
" <attribute name=\"Horiz Alignment\" value=\"Right\" />" +
|
|
" <attribute name=\"Vert Alignment\" value=\"Bottom\" />" +
|
|
" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" +
|
|
" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" +
|
|
" <attribute name=\"Hover Image Offset\" value=\"0 0\" />" +
|
|
" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" +
|
|
" <element type=\"Text\">" +
|
|
" <attribute name=\"Name\" value=\"Label\" />" +
|
|
" <attribute name=\"Horiz Alignment\" value=\"Center\" />" +
|
|
" <attribute name=\"Vert Alignment\" value=\"Center\" />" +
|
|
" <attribute name=\"Color\" value=\"0 0 0 1\" />" +
|
|
" <attribute name=\"Text\" value=\"Teleport\" />" +
|
|
" </element>" +
|
|
" <element type=\"Text\">" +
|
|
" <attribute name=\"Name\" value=\"KeyBinding\" />" +
|
|
" <attribute name=\"Text\" value=\"LSHIFT\" />" +
|
|
" </element>" +
|
|
" <element type=\"Text\">" +
|
|
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
|
|
" <attribute name=\"Text\" value=\"LEFT\" />" +
|
|
" </element>" +
|
|
" </element>" +
|
|
" <element type=\"Button\">" +
|
|
" <attribute name=\"Name\" value=\"Button4\" />" +
|
|
" <attribute name=\"Position\" value=\"-120 -12\" />" +
|
|
" <attribute name=\"Size\" value=\"96 96\" />" +
|
|
" <attribute name=\"Horiz Alignment\" value=\"Right\" />" +
|
|
" <attribute name=\"Vert Alignment\" value=\"Bottom\" />" +
|
|
" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" +
|
|
" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" +
|
|
" <attribute name=\"Hover Image Offset\" value=\"0 0\" />" +
|
|
" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" +
|
|
" <element type=\"Text\">" +
|
|
" <attribute name=\"Name\" value=\"Label\" />" +
|
|
" <attribute name=\"Horiz Alignment\" value=\"Center\" />" +
|
|
" <attribute name=\"Vert Alignment\" value=\"Center\" />" +
|
|
" <attribute name=\"Color\" value=\"0 0 0 1\" />" +
|
|
" <attribute name=\"Text\" value=\"Obstacles\" />" +
|
|
" </element>" +
|
|
" <element type=\"Text\">" +
|
|
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
|
|
" <attribute name=\"Text\" value=\"MIDDLE\" />" +
|
|
" </element>" +
|
|
" </element>" +
|
|
" </add>" +
|
|
" <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\">Set</replace>" +
|
|
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" +
|
|
" <element type=\"Text\">" +
|
|
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
|
|
" <attribute name=\"Text\" value=\"LEFT\" />" +
|
|
" </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\">Debug</replace>" +
|
|
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" +
|
|
" <element type=\"Text\">" +
|
|
" <attribute name=\"Name\" value=\"KeyBinding\" />" +
|
|
" <attribute name=\"Text\" value=\"SPACE\" />" +
|
|
" </element>" +
|
|
" </add>" +
|
|
"</patch>";
|