/
Urho3DPlayer.h
94 lines (83 loc) · 3.46 KB
/
Urho3DPlayer.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
//
// Copyright (c) 2008-2015 the Urho3D 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.
//
#pragma once
#include <Urho3D/Urho3D.h>
#include <Urho3D/Audio/Audio.h>
#include <Urho3D/Engine/Application.h>
#include <Urho3D/IO/FileSystem.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/Network/Network.h>
#include <Urho3D/Graphics/Renderer.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/UI/UI.h>
#include <Urho3D/Graphics/Viewport.h>
using namespace Urho3D;
/// Urho3DPlayer application runs a script specified on the command line.
class Urho3DPlayer : public Application
{
OBJECT(Urho3DPlayer);
public:
/// Construct.
Urho3DPlayer(Context* context);
/// Setup before engine initialization. Verify that a script file has been specified.
virtual void Setup();
/// Setup after engine initialization. Load the script and execute its start function.
virtual void Start();
/// Cleanup after the main loop. Run the script's stop function if it exists.
virtual void Stop();
void HandleElementResize(StringHash eventType, VariantMap& eventData);
void HandleNetworkMessage(StringHash eventType, VariantMap& eventData);
void HandleKeyDown(StringHash eventType, VariantMap& eventData);
void ElementRecursiveResize(UIElement* ele);
Node* GetRootNode(Connection* conn);
Node* GetRootNode(int clientID);
Node* GetRootNode(Node* sceneNode);
void RemoveRootNode(Node* rootNode);
Node* GetSceneNode(int clientID);//todo replace these with events system
Node* GetSceneNode(Node* rootNode);
int GetClientID(Node* sceneNode);
bool IsLocalClient(Node* sceneNode);
void RecursiveAddGuiTargets(UIElement* ele);
void ClearRootNodes();
float timeStep_;
Input* input_;
SharedPtr<Viewport> viewport_;
SharedPtr<Graphics> graphics_;
SharedPtr<ResourceCache> cache_;
SharedPtr<FileSystem> filesystem_;
SharedPtr<Renderer> renderer_;
SharedPtr<Network> network_;
SharedPtr<UI> ui_;
SharedPtr<Engine> engine_;
SharedPtr<Audio> audio_;
SharedPtr<Scene> scene_;
SharedPtr<Node> myRootNode_;
SharedPtr<Node> mySceneNode_;
Vector< SharedPtr<Node> > rootNodes_;//Parallel array with sceneNodes_.
Vector< SharedPtr<Node> > sceneNodes_;
VectorBuffer msg_;
private:
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
};