text: //
  // Copyright (c) 2008-2016 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 Character;
  class DisplacementMap;
  //=============================================================================
  //=============================================================================
  /// Moving character example.
  class CharacterDemo : public Sample
  {
      URHO3D_OBJECT(CharacterDemo, Sample);
  
  public:
      /// Construct.
      CharacterDemo(Context* context);
      /// Destruct.
      ~CharacterDemo();
  
      virtual void Setup();
      /// Setup after engine initialization and before running the main loop.
      virtual void Start();
  
  protected:
      /// Create static scene content.
      void CreateScene();
      void ChangeDebugHudText();
  
      /// Create controllable character.
      void CreateCharacter();
      /// Construct an instruction text to the UI.
      void CreateInstructions();
  
      /// Subscribe to necessary events.
      void SubscribeToEvents();
      /// Handle application update. Set controls to character.
      void HandleUpdate(StringHash eventType, VariantMap& eventData);
      /// Handle application post-update. Update camera position after character has moved.
      void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
      void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
      void MoveCamera(float timeStep);
  
      // async funcs
      void NodeRegisterLoadTriggers(Node *node);
      void HandleLoadTriggerEntered(StringHash eventType, VariantMap& eventData);
      void HandleLoadProgress(StringHash eventType, VariantMap& eventData);
      void HandleLevelLoaded(StringHash eventType, VariantMap& eventData);
  
  protected:
      /// The controllable character component.
      WeakPtr<Character> character_;
      /// First person camera flag.
      bool firstPerson_;
  
      WeakPtr<Node> curLevel_;
      WeakPtr<Node> nextLevel_;
      String        levelPathName_;
      String        levelLoadPending_;
  
      WeakPtr<Text> levelText_;
      WeakPtr<Text> triggerText_;
      WeakPtr<Text> progressText_;
  
      WeakPtr<Text> dbgPrimitiveText_;
      bool cameraMode_;
      bool drawDebug_;
      bool wireView_;
  
  };
  