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SampleProject.cpp
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119 lines (105 loc) · 3.97 KB
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//
// Copyright (c) 2022-2023 the rbfx project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#include "SampleProject.h"
#include <Urho3D/Core/ProcessUtils.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Engine/EngineDefs.h>
#include <Urho3D/Graphics/Renderer.h>
#include <Urho3D/Graphics/Texture2D.h>
#include <Urho3D/IO/VirtualFileSystem.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/UI/SplashScreen.h>
URHO3D_DEFINE_PLUGIN_MAIN(SampleProject);
SampleProject::SampleProject(Context* context)
: MainPluginApplication(context)
{
}
void SampleProject::Load()
{
RegisterObject<PlayerController>();
RegisterObject<MainMenuWindow>();
RegisterObject<SampleGameScreen>();
}
void SampleProject::Unload()
{
loadingScreen_ = nullptr;
gameScreen_ = nullptr;
menuScreen_ = nullptr;
}
void SampleProject::OpenMenu()
{
const auto stateManager = GetSubsystem<StateManager>();
stateManager->EnqueueState(menuScreen_);
}
void SampleProject::NewGame()
{
const auto stateManager = GetSubsystem<StateManager>();
gameScreen_ = MakeShared<SampleGameScreen>(context_);
stateManager->EnqueueState(gameScreen_);
}
void SampleProject::ContinueGame()
{
if (!gameScreen_)
return;
const auto stateManager = GetSubsystem<StateManager>();
stateManager->EnqueueState(gameScreen_);
}
void SampleProject::Start(bool isMain)
{
auto engine = GetSubsystem<Engine>();
auto stateManager = GetSubsystem<StateManager>();
// TODO: Use this to check whether to show menu or not.
const bool fromEditor = !engine->GetParameter(Param_SceneName).IsEmpty();
// Allocate main menu screen.
menuScreen_ = MakeShared<MenuGameScreen>(context_);
// TODO: Web cursor is broken, disable menu on Web for now.
if (fromEditor || GetPlatform() == PlatformId::Web)
{
// Activate game screen.
StringVariantMap bundle;
bundle[Param_ScenePosition] = engine->GetParameter(Param_ScenePosition);
bundle[Param_SceneRotation] = engine->GetParameter(Param_SceneRotation);
gameScreen_ = MakeShared<SampleGameScreen>(context_);
stateManager->EnqueueState(gameScreen_, bundle);
}
else
{
stateManager->SetFadeInDuration(0.2f);
stateManager->SetFadeOutDuration(0.2f);
loadingScreen_ = MakeShared<SplashScreen>(context_);
loadingScreen_->SetMouseMode(MM_ABSOLUTE);
loadingScreen_->SetMouseVisible(true);
loadingScreen_->QueueSceneResourcesAsync("Scenes/Scene.xml");
loadingScreen_->SetProgressColor(Color::WHITE);
loadingScreen_->SetDefaultFogColor(Color::GRAY);
loadingScreen_->SetDuration(1.0f);
loadingScreen_->SetSkippable(true);
loadingScreen_->SetBackgroundImage(GetSubsystem<ResourceCache>()->GetResource<Texture2D>("Images/SplashScreen.jpg"));
stateManager->EnqueueState(loadingScreen_);
OpenMenu();
}
}
void SampleProject::Stop()
{
}