155 lines
5.1 KiB
ActionScript
155 lines
5.1 KiB
ActionScript
// 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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#include "Scripts/Utilities/Sample.as"
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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 and subscribe to UI events
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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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}
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void CreateScene()
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{
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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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scene_.LoadXML(cache.GetFile("Scenes/SceneLoadExample.xml"));
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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(0.0f, 2.0f, -10.0f);
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}
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void CreateUI()
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{
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// Set up global UI style into the root UI element
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XMLFile@ 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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Cursor@ cursor = 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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UIElement@ 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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Button@ button = layoutRoot.GetChild("ToggleLight1", true);
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if (button !is null)
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SubscribeToEvent(button, "Released", "ToggleLight1");
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button = layoutRoot.GetChild("ToggleLight2", true);
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if (button !is null)
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SubscribeToEvent(button, "Released", "ToggleLight2");
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}
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void ToggleLight1()
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{
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Node@ lightNode = scene_.GetChild("Light1", true);
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if (lightNode !is null)
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lightNode.enabled = !lightNode.enabled;
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}
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void ToggleLight2()
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{
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Node@ lightNode = scene_.GetChild("Light2", true);
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if (lightNode !is null)
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lightNode.enabled = !lightNode.enabled;
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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 camera motion
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SubscribeToEvent("Update", "HandleUpdate");
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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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}
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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
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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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}
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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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