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Source/Samples/35_SignedDistanceFieldText/SignedDistanceFieldText.h
59 строк
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gleblebedev
Free fly controller and multitouch adapter (#397)
02 май 2022, 23:11
Не верифицирован
02 май 2022, 23:11
8e17a96
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// // Copyright (c) 2008-2022 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; } /// Signed distance field text example. /// This sample demonstrates: /// - Creating a 3D scene with static content /// - Creating a 3D text use SDF Font /// - Displaying the scene using the Renderer subsystem /// - Handling keyboard and mouse input to move a freelook camera class SignedDistanceFieldText : public Sample { URHO3D_OBJECT(SignedDistanceFieldText, Sample); public: /// Construct. explicit SignedDistanceFieldText(Context* context); /// Setup after engine initialization and before running the main loop. void Start() override; private: /// Construct the scene content. void CreateScene(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Set up a viewport for displaying the scene. void SetupViewport(); };