text: //
  // 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 "Sample.h"
  
  namespace Urho3D
  {
  
  class Node;
  class Scene;
  
  }
  
  /// Animating 3D scene example.
  /// This sample demonstrates:
  ///     - Creating a 3D scene and using a custom component to animate the objects
  ///     - Controlling scene ambience with the Zone component
  ///     - Attaching a light to an object (the camera)
  class AnimatingScene : public Sample
  {
      URHO3D_OBJECT(AnimatingScene, Sample);
  
  public:
      /// Construct.
      AnimatingScene(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 CreateInstructions();
      /// 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);
  };
  