1 //
2 // Copyright (c) 2008-2017 the Urho3D project.
3 //
4 // Permission is hereby granted, free of charge, to any person obtaining a copy
5 // of this software and associated documentation files (the "Software"), to deal
6 // in the Software without restriction, including without limitation the rights
7 // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
8 // copies of the Software, and to permit persons to whom the Software is
9 // furnished to do so, subject to the following conditions:
10 //
11 // The above copyright notice and this permission notice shall be included in
12 // all copies or substantial portions of the Software.
13 //
14 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
19 // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
20 // THE SOFTWARE.
21 //
22
23 #include <Urho3D/Core/CoreEvents.h>
24 #include <Urho3D/Engine/Engine.h>
25 #include <Urho3D/Graphics/Graphics.h>
26 #include <Urho3D/Graphics/Texture2D.h>
27 #include <Urho3D/UI/Sprite.h>
28 #include <Urho3D/UI/UI.h>
29
30 #include "Sprites.h"
31
32 #include <Urho3D/DebugNew.h>
33
34 // Number of sprites to draw
35 static const unsigned NUM_SPRITES = 100;
36
37 // Custom variable identifier for storing sprite velocity within the UI element
38 static const StringHash VAR_VELOCITY("Velocity");
39
URHO3D_DEFINE_APPLICATION_MAIN(Sprites)40 URHO3D_DEFINE_APPLICATION_MAIN(Sprites)
41
42 Sprites::Sprites(Context* context) :
43 Sample(context)
44 {
45 }
46
Start()47 void Sprites::Start()
48 {
49 // Execute base class startup
50 Sample::Start();
51
52 // Create the sprites to the user interface
53 CreateSprites();
54
55 // Hook up to the frame update events
56 SubscribeToEvents();
57
58 // Set the mouse mode to use in the sample
59 Sample::InitMouseMode(MM_FREE);
60 }
61
CreateSprites()62 void Sprites::CreateSprites()
63 {
64 ResourceCache* cache = GetSubsystem<ResourceCache>();
65 Graphics* graphics = GetSubsystem<Graphics>();
66 UI* ui = GetSubsystem<UI>();
67
68 // Get rendering window size as floats
69 float width = (float)graphics->GetWidth();
70 float height = (float)graphics->GetHeight();
71
72 // Get the Urho3D fish texture
73 Texture2D* decalTex = cache->GetResource<Texture2D>("Textures/UrhoDecal.dds");
74
75 for (unsigned i = 0; i < NUM_SPRITES; ++i)
76 {
77 // Create a new sprite, set it to use the texture
78 SharedPtr<Sprite> sprite(new Sprite(context_));
79 sprite->SetTexture(decalTex);
80
81 // The UI root element is as big as the rendering window, set random position within it
82 sprite->SetPosition(Vector2(Random() * width, Random() * height));
83
84 // Set sprite size & hotspot in its center
85 sprite->SetSize(IntVector2(128, 128));
86 sprite->SetHotSpot(IntVector2(64, 64));
87
88 // Set random rotation in degrees and random scale
89 sprite->SetRotation(Random() * 360.0f);
90 sprite->SetScale(Random(1.0f) + 0.5f);
91
92 // Set random color and additive blending mode
93 sprite->SetColor(Color(Random(0.5f) + 0.5f, Random(0.5f) + 0.5f, Random(0.5f) + 0.5f));
94 sprite->SetBlendMode(BLEND_ADD);
95
96 // Add as a child of the root UI element
97 ui->GetRoot()->AddChild(sprite);
98
99 // Store sprite's velocity as a custom variable
100 sprite->SetVar(VAR_VELOCITY, Vector2(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
101
102 // Store sprites to our own container for easy movement update iteration
103 sprites_.Push(sprite);
104 }
105 }
106
MoveSprites(float timeStep)107 void Sprites::MoveSprites(float timeStep)
108 {
109 Graphics* graphics = GetSubsystem<Graphics>();
110 float width = (float)graphics->GetWidth();
111 float height = (float)graphics->GetHeight();
112
113 // Go through all sprites
114 for (unsigned i = 0; i < sprites_.Size(); ++i)
115 {
116 Sprite* sprite = sprites_[i];
117
118 // Rotate
119 float newRot = sprite->GetRotation() + timeStep * 30.0f;
120 sprite->SetRotation(newRot);
121
122 // Move, wrap around rendering window edges
123 Vector2 newPos = sprite->GetPosition() + sprite->GetVar(VAR_VELOCITY).GetVector2() * timeStep;
124 if (newPos.x_ < 0.0f)
125 newPos.x_ += width;
126 if (newPos.x_ >= width)
127 newPos.x_ -= width;
128 if (newPos.y_ < 0.0f)
129 newPos.y_ += height;
130 if (newPos.y_ >= height)
131 newPos.y_ -= height;
132 sprite->SetPosition(newPos);
133 }
134 }
135
SubscribeToEvents()136 void Sprites::SubscribeToEvents()
137 {
138 // Subscribe HandleUpdate() function for processing update events
139 SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Sprites, HandleUpdate));
140 }
141
HandleUpdate(StringHash eventType,VariantMap & eventData)142 void Sprites::HandleUpdate(StringHash eventType, VariantMap& eventData)
143 {
144 using namespace Update;
145
146 // Take the frame time step, which is stored as a float
147 float timeStep = eventData[P_TIMESTEP].GetFloat();
148
149 // Move sprites, scale movement with time step
150 MoveSprites(timeStep);
151 }
152