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Billiards.h
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Billiards.h
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//
// Copyright (c) 2008-2017 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 "Sample.h"
namespace Urho3D {
class Node;
class Scene;
class Text;
}
class Table;
class Ball;
class WhiteBall;
class Interface;
class Billiards : public Sample {
URHO3D_OBJECT(Billiards, Sample);
public:
/// Construct.
Billiards(Context *context);
/// Setup after engine initialization and before running the main loop.
virtual void Start();
private:
/// Construct the scene content.
void CreateScene();
/// Construct an instruction text to the UI.
void CreateInterface();
/// Set up a viewport for displaying the scene.
void SetupViewport();
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Read input and moves the camera.
void MoveCamera(float timeStep);
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap &eventData);
void HandlePostUpdate(StringHash eventType, VariantMap &eventData);
/// Handle the post-render update event.
void HandlePostRenderUpdate(StringHash eventType, VariantMap &eventData);
void HandleBallInPocket(StringHash eventType, VariantMap &eventData);
void HandleWhiteBallInPocket(StringHash eventType, VariantMap &eventData);
void SpawnObject();
void CreateTable();
void CreateWhiteBall();
void CreateBalls();
void CreateBall(String name, const Vector2 &position, String material = "Materials/Red.xml");
bool IsAnyBallMoving();
WeakPtr<Table> table_;
WeakPtr<WhiteBall> whiteBall_;
WeakPtr<Interface> interface_;
bool isAnyBallMoving_ = false;
Vector<WeakPtr<Ball>> balls_;
bool cameraFreeMode_ = false;
bool whiteBallInPocket_ = false;
bool drawDebug_ = false;
};