Compare commits
23 Commits
1.9.0mt4
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@@ -1,8 +0,0 @@
|
|||||||
[*]
|
|
||||||
charset = utf-8
|
|
||||||
|
|
||||||
[*.{cpp,h,txt,cmake,fsh,vsh}]
|
|
||||||
indent_size = 4
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|
||||||
indent_style = tab
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|
||||||
insert_final_newline = true
|
|
||||||
trim_trailing_whitespace = true
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|
||||||
104
.github/workflows/build.yml
vendored
104
.github/workflows/build.yml
vendored
@@ -1,104 +0,0 @@
|
|||||||
name: build
|
|
||||||
|
|
||||||
# build on c/cpp changes or workflow changes
|
|
||||||
on:
|
|
||||||
- push
|
|
||||||
- pull_request
|
|
||||||
|
|
||||||
jobs:
|
|
||||||
|
|
||||||
linux-gl:
|
|
||||||
runs-on: ubuntu-18.04
|
|
||||||
steps:
|
|
||||||
- uses: actions/checkout@v2
|
|
||||||
- name: Install deps
|
|
||||||
run: |
|
|
||||||
sudo apt-get update
|
|
||||||
sudo apt-get install g++ cmake libxxf86vm-dev libgl1-mesa-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
|
|
||||||
|
|
||||||
- name: Build
|
|
||||||
run: |
|
|
||||||
cmake .
|
|
||||||
make VERBOSE=1 -j2
|
|
||||||
|
|
||||||
- name: Package
|
|
||||||
run: |
|
|
||||||
make DESTDIR=$PWD/_install install
|
|
||||||
tar -c -I "gzip -9" -f irrlicht-linux.tar.gz -C ./_install/usr/local .
|
|
||||||
|
|
||||||
- uses: actions/upload-artifact@v2
|
|
||||||
with:
|
|
||||||
name: irrlicht-linux
|
|
||||||
path: ./irrlicht-linux.tar.gz
|
|
||||||
|
|
||||||
linux-gles:
|
|
||||||
runs-on: ubuntu-18.04
|
|
||||||
steps:
|
|
||||||
- uses: actions/checkout@v2
|
|
||||||
- name: Install deps
|
|
||||||
run: |
|
|
||||||
sudo apt-get update
|
|
||||||
sudo apt-get install g++ cmake libxxf86vm-dev libgles2-mesa-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
|
|
||||||
|
|
||||||
- name: Build
|
|
||||||
run: |
|
|
||||||
sed '/#define _IRR_COMPILE_WITH_OGLES2_/ s|^//||g' -i include/IrrCompileConfig.h
|
|
||||||
sed '/#define _IRR_COMPILE_WITH_OPENGL_/ s|^|//|g' -i include/IrrCompileConfig.h
|
|
||||||
cmake . -DBUILD_EXAMPLES=1
|
|
||||||
make -j2
|
|
||||||
|
|
||||||
- name: Test (headless)
|
|
||||||
run: |
|
|
||||||
cd bin/Linux
|
|
||||||
./AutomatedTest null
|
|
||||||
|
|
||||||
- name: Test (Xvfb)
|
|
||||||
run: |
|
|
||||||
cd bin/Linux
|
|
||||||
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest
|
|
||||||
|
|
||||||
win32:
|
|
||||||
runs-on: ubuntu-18.04
|
|
||||||
steps:
|
|
||||||
- uses: actions/checkout@v2
|
|
||||||
- name: Install deps
|
|
||||||
run: |
|
|
||||||
sudo apt-get update
|
|
||||||
sudo apt-get install cmake g++-mingw-w64-i686 -qyy
|
|
||||||
|
|
||||||
- name: Build
|
|
||||||
run: |
|
|
||||||
./scripts/ci-build-mingw.sh
|
|
||||||
env:
|
|
||||||
CC: i686-w64-mingw32-gcc
|
|
||||||
CXX: i686-w64-mingw32-g++
|
|
||||||
|
|
||||||
win64:
|
|
||||||
runs-on: ubuntu-18.04
|
|
||||||
steps:
|
|
||||||
- uses: actions/checkout@v2
|
|
||||||
- name: Install deps
|
|
||||||
run: |
|
|
||||||
sudo apt-get update
|
|
||||||
sudo apt-get install cmake g++-mingw-w64-x86-64 -qyy
|
|
||||||
|
|
||||||
- name: Build
|
|
||||||
run: |
|
|
||||||
./scripts/ci-build-mingw.sh
|
|
||||||
env:
|
|
||||||
CC: x86_64-w64-mingw32-gcc
|
|
||||||
CXX: x86_64-w64-mingw32-g++
|
|
||||||
|
|
||||||
macos:
|
|
||||||
runs-on: macos-10.15
|
|
||||||
steps:
|
|
||||||
- uses: actions/checkout@v2
|
|
||||||
- name: Install deps
|
|
||||||
run: |
|
|
||||||
brew update
|
|
||||||
brew install cmake libpng jpeg
|
|
||||||
|
|
||||||
- name: Build
|
|
||||||
run: |
|
|
||||||
cmake . -DCMAKE_FIND_FRAMEWORK=LAST
|
|
||||||
make -j3
|
|
||||||
17
.gitignore
vendored
17
.gitignore
vendored
@@ -1,17 +0,0 @@
|
|||||||
CMakeFiles
|
|
||||||
CMakeCache.txt
|
|
||||||
cmake_install.cmake
|
|
||||||
install_manifest.txt
|
|
||||||
IrrlichtMtConfig.cmake
|
|
||||||
IrrlichtMtConfigVersion.cmake
|
|
||||||
IrrlichtMtTargets.cmake
|
|
||||||
Makefile
|
|
||||||
libs/*
|
|
||||||
*.so*
|
|
||||||
*.a
|
|
||||||
*.exe
|
|
||||||
*.dll
|
|
||||||
bin/Linux
|
|
||||||
scripts/gl2ext.h
|
|
||||||
scripts/glcorearb.h
|
|
||||||
scripts/glext.h
|
|
||||||
@@ -1,82 +0,0 @@
|
|||||||
cmake_minimum_required(VERSION 3.5)
|
|
||||||
|
|
||||||
# Set policies up to 3.9 since we want to enable the IPO option
|
|
||||||
if(${CMAKE_VERSION} VERSION_LESS 3.9)
|
|
||||||
cmake_policy(VERSION ${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION})
|
|
||||||
else()
|
|
||||||
cmake_policy(VERSION 3.9)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
project(Irrlicht
|
|
||||||
VERSION 1.9.0
|
|
||||||
LANGUAGES CXX
|
|
||||||
)
|
|
||||||
|
|
||||||
message(STATUS "*** Building IrrlichtMt ${PROJECT_VERSION} ***")
|
|
||||||
|
|
||||||
include(GNUInstallDirs)
|
|
||||||
|
|
||||||
if(ANDROID)
|
|
||||||
set(sysname Android)
|
|
||||||
elseif(APPLE)
|
|
||||||
set(sysname OSX)
|
|
||||||
elseif(MSVC)
|
|
||||||
set(sysname Win32-VisualStudio)
|
|
||||||
elseif(WIN32)
|
|
||||||
set(sysname Win32-gcc)
|
|
||||||
else()
|
|
||||||
set(sysname Linux)
|
|
||||||
endif()
|
|
||||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/lib/${sysname})
|
|
||||||
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_LIBRARY_OUTPUT_DIRECTORY})
|
|
||||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/bin/${sysname})
|
|
||||||
|
|
||||||
if(NOT CMAKE_BUILD_TYPE)
|
|
||||||
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type: Debug or Release" FORCE)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
|
|
||||||
add_subdirectory(source/Irrlicht)
|
|
||||||
|
|
||||||
option(BUILD_EXAMPLES "Build example applications" FALSE)
|
|
||||||
if(BUILD_EXAMPLES)
|
|
||||||
add_subdirectory(examples)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
# Export a file that describes the targets that IrrlichtMt creates.
|
|
||||||
# The file is placed in the location FILE points to, where CMake can easily
|
|
||||||
# locate it by pointing CMAKE_PREFIX_PATH to this project root.
|
|
||||||
export(EXPORT IrrlichtMt-export
|
|
||||||
FILE "${CMAKE_CURRENT_BINARY_DIR}/cmake/IrrlichtMtTargets.cmake"
|
|
||||||
NAMESPACE IrrlichtMt::
|
|
||||||
)
|
|
||||||
|
|
||||||
# Installation of headers.
|
|
||||||
install(DIRECTORY "${PROJECT_SOURCE_DIR}/include/"
|
|
||||||
DESTINATION "${CMAKE_INSTALL_INCLUDEDIR}/irrlichtmt"
|
|
||||||
)
|
|
||||||
|
|
||||||
# Installation of CMake target and configuration files.
|
|
||||||
install(EXPORT IrrlichtMt-export
|
|
||||||
FILE IrrlichtMtTargets.cmake
|
|
||||||
NAMESPACE IrrlichtMt::
|
|
||||||
DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/IrrlichtMt"
|
|
||||||
)
|
|
||||||
|
|
||||||
include(CMakePackageConfigHelpers)
|
|
||||||
configure_package_config_file("${PROJECT_SOURCE_DIR}/Config.cmake.in"
|
|
||||||
"${CMAKE_CURRENT_BINARY_DIR}/cmake/IrrlichtMtConfig.cmake"
|
|
||||||
INSTALL_DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/IrrlichtMt"
|
|
||||||
NO_SET_AND_CHECK_MACRO
|
|
||||||
NO_CHECK_REQUIRED_COMPONENTS_MACRO
|
|
||||||
)
|
|
||||||
write_basic_package_version_file(
|
|
||||||
"${CMAKE_CURRENT_BINARY_DIR}/cmake/IrrlichtMtConfigVersion.cmake"
|
|
||||||
COMPATIBILITY AnyNewerVersion
|
|
||||||
)
|
|
||||||
|
|
||||||
install(FILES
|
|
||||||
"${CMAKE_CURRENT_BINARY_DIR}/cmake/IrrlichtMtConfig.cmake"
|
|
||||||
"${CMAKE_CURRENT_BINARY_DIR}/cmake/IrrlichtMtConfigVersion.cmake"
|
|
||||||
DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/IrrlichtMt"
|
|
||||||
)
|
|
||||||
@@ -1,5 +0,0 @@
|
|||||||
@PACKAGE_INIT@
|
|
||||||
|
|
||||||
if(NOT TARGET IrrlichtMt::IrrlichtMt)
|
|
||||||
include("${CMAKE_CURRENT_LIST_DIR}/IrrlichtMtTargets.cmake")
|
|
||||||
endif()
|
|
||||||
67
README.md
67
README.md
@@ -1,67 +0,0 @@
|
|||||||
IrrlichtMt version 1.9
|
|
||||||
======================
|
|
||||||
|
|
||||||
The Irrlicht Engine is an open source realtime 3D engine written in C++.
|
|
||||||
|
|
||||||
This is a fork by the [Minetest](https://github.com/minetest) developers that contains features, customizations and fixes specifically for use in Minetest.
|
|
||||||
|
|
||||||
Build
|
|
||||||
-----
|
|
||||||
|
|
||||||
The build system is CMake.
|
|
||||||
|
|
||||||
The following libraries are required to be installed:
|
|
||||||
* zlib, libPNG, libJPEG
|
|
||||||
* OpenGL
|
|
||||||
* or on mobile: OpenGL ES (can be optionally enabled on desktop too)
|
|
||||||
* on Unix: X11
|
|
||||||
|
|
||||||
Aside from standard search options (`ZLIB_INCLUDE_DIR`, `ZLIB_LIBRARY`, ...) the following options are available:
|
|
||||||
* `BUILD_SHARED_LIBS` (default: `ON`) - Build IrrlichtMt as a shared library
|
|
||||||
* `BUILD_EXAMPLES` (default: `OFF`) - Build example applications
|
|
||||||
|
|
||||||
e.g. on a Linux system you might want to build for local use like this:
|
|
||||||
|
|
||||||
git clone https://github.com/minetest/irrlicht
|
|
||||||
cd irrlicht
|
|
||||||
cmake . -DBUILD_SHARED_LIBS=OFF
|
|
||||||
make -j$(nproc)
|
|
||||||
|
|
||||||
This will put an IrrlichtMtTargets.cmake file into the cmake directory in the current build directory, and it can then be imported from another project by pointing `find_package()` to the build directory, or by setting the `CMAKE_PREFIX_PATH` variable to that same path.
|
|
||||||
|
|
||||||
Platforms
|
|
||||||
---------
|
|
||||||
|
|
||||||
We aim to support these platforms:
|
|
||||||
* Windows via MinGW
|
|
||||||
* Linux (GL or GLES)
|
|
||||||
* macOS
|
|
||||||
* Android
|
|
||||||
|
|
||||||
This doesn't mean other platforms don't work or won't be supported, if you find something that doesn't work contributions are welcome.
|
|
||||||
|
|
||||||
License
|
|
||||||
-------
|
|
||||||
|
|
||||||
The license of the Irrlicht Engine is based on the zlib/libpng license and applies to this fork, too.
|
|
||||||
|
|
||||||
The Irrlicht Engine License
|
|
||||||
===========================
|
|
||||||
|
|
||||||
Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
||||||
|
|
||||||
This software is provided 'as-is', without any express or implied
|
|
||||||
warranty. In no event will the authors be held liable for any damages
|
|
||||||
arising from the use of this software.
|
|
||||||
|
|
||||||
Permission is granted to anyone to use this software for any purpose,
|
|
||||||
including commercial applications, and to alter it and redistribute it
|
|
||||||
freely, subject to the following restrictions:
|
|
||||||
|
|
||||||
1. The origin of this software must not be misrepresented; you must not
|
|
||||||
claim that you wrote the original software. If you use this software
|
|
||||||
in a product, an acknowledgement in the product documentation would be
|
|
||||||
appreciated but is not required.
|
|
||||||
2. Altered source versions must be clearly marked as such, and must not be
|
|
||||||
misrepresented as being the original software.
|
|
||||||
3. This notice may not be removed or altered from any source distribution.
|
|
||||||
253
changes.txt
253
changes.txt
@@ -1,6 +1,7 @@
|
|||||||
--------------------------
|
--------------------------
|
||||||
Changes in ogl-es (not yet released - will be merged with trunk at some point)
|
Changes in ogl-es (not yet released - will be merged with trunk at some point)
|
||||||
|
|
||||||
|
- COGLES2Driver: fix swapped color screenshots. Thanks @sfan5 for patch (https://github.com/minetest/irrlicht/commit/05c109a1d52db8293d8721337853043924feedae)
|
||||||
- Add support for (experimental) WebGL1 driver for emscripten (still work in process)
|
- Add support for (experimental) WebGL1 driver for emscripten (still work in process)
|
||||||
- Add support for emscripten. Thanks @labsin for the patch.
|
- Add support for emscripten. Thanks @labsin for the patch.
|
||||||
- Add IVideoDriver::getAmbientLight function so shaders can access global ambient light easier
|
- Add IVideoDriver::getAmbientLight function so shaders can access global ambient light easier
|
||||||
@@ -9,6 +10,77 @@ Changes in ogl-es (not yet released - will be merged with trunk at some point)
|
|||||||
|
|
||||||
--------------------------
|
--------------------------
|
||||||
Changes in 1.9 (not yet released)
|
Changes in 1.9 (not yet released)
|
||||||
|
|
||||||
|
- TGA loader no longer reduces 24&32 bit TGA's with palettes to 16 bit. Thanks @erlehmann for report: https://irrlicht.sourceforge.io/forum/viewtopic.php?t=52925
|
||||||
|
- Fix compile error with OS X 10.10 SDK, bug #463. Thanks @Ryan Schmidt for report and patch.
|
||||||
|
- Optimize quaternion::rotationFromTo. Thanks @Robert Eisele for patch and proof (https://raw.org/proof/quaternion-from-two-vectors)
|
||||||
|
- Shader material example shows now how to pass material values.
|
||||||
|
In 1.8 we could still use gl_FrontMaterial, but that is no longer supported in shaders
|
||||||
|
- Get IMeshBuffer::append functions working for a few more cases and adapt interface so one can prevent the BoundingBox update.
|
||||||
|
- Bugfix: SMaterialLayer::operator!= no longer returns true when comparing a layer without texture matrix with one with a set identity texture matrix. Those are the same.
|
||||||
|
- SMaterialLayer no longer releases allocated texture memory before destructor unless explicitly requested.
|
||||||
|
This can avoid constantly allocation/releasing memory in the active driver material when setting materials.
|
||||||
|
Note that it does not copy texture memory when it's unused. This is still optimized.
|
||||||
|
- Add IMeshSceneNode::setNodeRegistration to allow registering MeshSceneNodes to the SceneManager per buffer instead of per node
|
||||||
|
- Add SMaterialLayer::hasSetTextureMatrix and SMaterialLayer::resetTextureMatrix
|
||||||
|
- Add IShaderConstantSetCallBack::OnCreate to allow earlier access to IMaterialRendererServices
|
||||||
|
- CIrrDeviceWin32::yield() now uses Sleep(0) instead of Sleep(1).
|
||||||
|
We had Sleep(1) to allow yielding to all processes back in Windows XP time.
|
||||||
|
But a) This caused Windows apps to sleep for 15ms usually and b) behavior for Sleep(0) was changed after Window XP to do what we want it to do.
|
||||||
|
- Add ICursorControl::getReferenceRect
|
||||||
|
- Fix: Listbox no longer sending EGET_LISTBOX_SELECTED_AGAIN instead of EGET_LISTBOX_CHANGED when pressed mouse was moved over item before releasing the mouse button
|
||||||
|
- Listbox items can now change individual background colors
|
||||||
|
- Fix some bitfield sizes in SMaterial which were chosen too small for enums (PolygonOffsetDirection, ZWriteEnable, BlendOperation)
|
||||||
|
- Add ISceneNode::UpdateAbsolutePosBehavior variable to allow nodes to ignore the scale/rotation parts of their parents transformation.
|
||||||
|
- Add IGUISpinBox functions getValueFor and getOldValue
|
||||||
|
- Bugfix: IGUIElement::getNextElement now passing includeInvisible and includeDisabled flags recursively instead of disabling those for children.
|
||||||
|
This fixes problems that elements sometimes didn't get a tab order because some parent was invisible and so tab'ing for them failed completely.
|
||||||
|
Also setTabOrder(-1) now also checks for disabled elements for the same reason (disabled parent causing children to not get a tab-order).
|
||||||
|
- Fix MouseButtonStates for mouse events in CIrrDeviceSDL when middle or right button are released.
|
||||||
|
- CGUIContextMenu no longer marks EMIE_MOUSE_MOVED as handled
|
||||||
|
- core::array::linear_search and linear_reverse_search can now work with any types as long as corresponding operator== is implemented.
|
||||||
|
- Add checks for sane image sizes in some image loaders (so far: bmp, jpg, tga, png).
|
||||||
|
Thanks @sfan5 for the original patch (got modified a bit): https://github.com/minetest/irrlicht/commit/dbd39120e7ed8c0c97e48e2df62347627f3c1d42
|
||||||
|
- Add IImage::checkDataSizeLimit and make IImage getDataSizeFromFormat return size_t so image loaders can check if sizes are sane.
|
||||||
|
- Fix crash with large jpg files. Based somewhat on a patch in Minetest from sfan5 https://github.com/minetest/irrlicht/commit/594de9915346a87f67cd94e28c7933993efb5d3b
|
||||||
|
- COSOperator::getSystemMemory now returns some value on OSX (thought same for total and available).
|
||||||
|
Thanks @sfan5 for patch https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819 and https://github.com/minetest/irrlicht/commit/e469c54f76f6d24f92389b4e8a27b9cce7152888
|
||||||
|
- Fix CVertexBuffer::setType switching types for non-empty arrays. Before we had some bad casts which could result in random initializing of some vertex data.
|
||||||
|
- IVertexBuffer interface changes: pointer() now returns void*. Adding a const version of getData(). Some set functions have now overload for all vertex types.
|
||||||
|
- S3DVertex now always initializes color to 0xffffff. That was previously the only uninitialized variable in there. Also both derived classes have now a constructor taking a const S3DVertex&.
|
||||||
|
- Fix deserialization in CGUITable. Use now getAttributeAsStringW instead of getAttributeAsString.
|
||||||
|
Thanks @chronologicaldot for report and patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=7&t=52821
|
||||||
|
- IIndexBuffer interface changes: Adding a const version of getData(). Some set functions now copy by value instead of per reference, which shouldn't be slower for this and is safer to use.
|
||||||
|
- Fix CIndexBuffer::setType going from 16 to 32 bit. This had some casts which simply could mess up the results.
|
||||||
|
- Fix OSX nor resizing properly. Thanks @torleif, Jordach and sfan5 for patch and report: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
|
||||||
|
- X meshloader fixes bug with uninitialized normals. Thanks @sfan5 for patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
|
||||||
|
- stl meshloader now faster, especially with text format
|
||||||
|
- CMemoryReadFile::seek CMemoryWriteFile::seek and no longer allowed to go _before_ start.
|
||||||
|
Thanks @sfan5 for patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
|
||||||
|
- stl meshloader can now load 32 bit buffers.
|
||||||
|
Thanks @Foaly for the patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441
|
||||||
|
- Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers.
|
||||||
|
- obj writer can now write 32 bit buffers
|
||||||
|
- obj meshloader can now load 32 bit buffers when setIndexTypeHint is set correspondingly
|
||||||
|
It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
|
||||||
|
Thanks @Wol101 for original patch proposal: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441
|
||||||
|
- Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
|
||||||
|
Default is now to use optimal meshbuffer depending on number of vertices (if the loader supports it).
|
||||||
|
- Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType).
|
||||||
|
- Add IGUIImage::flip to flip/mirror images
|
||||||
|
- IBillboardSceneNode got functions to access meshbuffers. So uv-coordinates can now be modified directly (previously only possible via texture matrix).
|
||||||
|
- vector3d scalar operator/ and operator/= no longer multiply by the inverse but use the expected division.
|
||||||
|
Costs some speed, but fixes floating point troubles caused by this optimization (like x/x no longer being 1.0).
|
||||||
|
- Bugfix: XML reader dropped last character in strings if there was a special character replacement for the second-last character.
|
||||||
|
- Avoid allocating more than 16k on stack in OCT loader. Also avoid potential heap overwrites in there.
|
||||||
|
- obj file loader now allows using mtl files with spaces in the filename.
|
||||||
|
Note that this means it no longer handles obj files which have multiple mtl files behind the mtllib command.
|
||||||
|
But Irrlicht ignored all but the first name anyway and this way of handling mtllib commands seems to be more common.
|
||||||
|
- Many defines changed because they were using names which are reserved identifiers in c++.
|
||||||
|
Mostly it's about replacing __IRRxxx or _IRRxxx identifiers by versions without underscores
|
||||||
|
Sometimes underscores at end also got removed.
|
||||||
|
There is a header file irrLegacyDefines.h which can be included to allow having the old defines back.
|
||||||
|
Thanks @Markus Elfring for reporting this (bug #427)
|
||||||
- Add equals and set_data functions to core::array for easier working with blocks of data.
|
- Add equals and set_data functions to core::array for easier working with blocks of data.
|
||||||
- SIrrlichtCreationParameters::IgnoreInput set to false works again on X11.
|
- SIrrlichtCreationParameters::IgnoreInput set to false works again on X11.
|
||||||
Thanks @ Victor Gaydov for report + patch + very good test cases! (bug #401)
|
Thanks @ Victor Gaydov for report + patch + very good test cases! (bug #401)
|
||||||
@@ -72,7 +144,7 @@ Changes in 1.9 (not yet released)
|
|||||||
- Bugfix: CGUIToolBar automatic placement no longer outside of screen when there are modals screens when creating it.
|
- Bugfix: CGUIToolBar automatic placement no longer outside of screen when there are modals screens when creating it.
|
||||||
Or when there are other window elements going over full window-size.
|
Or when there are other window elements going over full window-size.
|
||||||
Thanks to Stephen Lynx for the bugreport and to S<>rgio Augusto Vianna for writing a test case with a bug example.
|
Thanks to Stephen Lynx for the bugreport and to S<>rgio Augusto Vianna for writing a test case with a bug example.
|
||||||
Changes: a) Never move the toolbar below it's parents lower border. b) No longer check all element-types, but only try to be below other toolbars or menues.
|
Changes: a) Never move the toolbar below it's parents lower border. b) No longer check all element-types, but only try to be below other toolbars or menus.
|
||||||
- Add a normalType parameter to IGeometryCreator::createCylinderMesh
|
- Add a normalType parameter to IGeometryCreator::createCylinderMesh
|
||||||
- Add a normalsUpdate parameter to IMeshManipulator::transform to allow updating the normals with the inverse-transpose of the transformation matrix.
|
- Add a normalsUpdate parameter to IMeshManipulator::transform to allow updating the normals with the inverse-transpose of the transformation matrix.
|
||||||
- Bugfix: quaternion::slerp now uses lerpN instead of lerp to keep result normalized.
|
- Bugfix: quaternion::slerp now uses lerpN instead of lerp to keep result normalized.
|
||||||
@@ -337,7 +409,50 @@ Changes in 1.9 (not yet released)
|
|||||||
- burningvideo: mipmaplevel adjusted ( not that bad bokeh...(sometimes) )
|
- burningvideo: mipmaplevel adjusted ( not that bad bokeh...(sometimes) )
|
||||||
|
|
||||||
--------------------------
|
--------------------------
|
||||||
Changes in 1.8.5
|
Changes in 1.8.6
|
||||||
|
- CXMeshFileLoader: fix buffer overreads with text format. Thanks @sfan5 for report and patch.
|
||||||
|
Patch (commit 6f4f7c4 to Minetest): https://github.com/minetest/irrlicht/commit/6f4f7c4d75c9d563e98d3936ed8bc6e248dc14a8
|
||||||
|
- Fix CB3DMeshFileLoader::readString. Prevent adding a character beyond file-end. Thanks @sfan5 for report and patch.
|
||||||
|
Original patch (commit 103ab16 to Minetest): https://github.com/minetest/irrlicht/commit/103ab16679a42cb1bfa4cc4e6316195ec2d139b6
|
||||||
|
- CB3DMeshFileLoader: add some bounds checks. Thanks @sfan5 for report and patch.
|
||||||
|
Original patch (commit 64688f4 to Minetest): https://github.com/minetest/irrlicht/commit/64688f449099246ec27eb013f58d72a0abb1c6e6
|
||||||
|
- TGA loader: Fix number overflow causing crashes. Thanks @sfan5 for fuzzing test.
|
||||||
|
- TGA loader: Fix several buffer overflows. Thanks @erlehmann for report and @sfan5 for fuzzing test: https://github.com/minetest/irrlicht/issues/236
|
||||||
|
- COBJMeshFilerLoder: prevent buffer overruns from loading files passing negative indices. Thanks @sfan5 fore report and patch.
|
||||||
|
Patch (commit 827710f to Minetest): https://github.com/minetest/irrlicht/commit/827710f74a615f53b2a1b0c539c58c2b6124f883
|
||||||
|
- COBJMeshFilerLoder: fix buffer overruns when loading empty face lines. Thanks @sfan5 fore report and patch.
|
||||||
|
Patch (commit 80e1609 to Minetest): https://github.com/minetest/irrlicht/commit/80e160935d3c2677344b0968c2690f63083a98dd (partially applied)
|
||||||
|
- CObjMeshFileLoader: Backport fixes from trunk to avoid unnecessary memory allocations (speedup)
|
||||||
|
- CObjMeshFileLoader: Backport fixes from trunk to avoid some buffer overruns
|
||||||
|
- CImageLoaderBMP: Fix handling 4 bit RLE encoding. Thanks @sfan5 finding first bug and reporting (had some more)
|
||||||
|
- CImageLoaderBMP: add bound checks to RLE decompression. Thanks @sfan5 for report and patch
|
||||||
|
Patch (commit 4506d23 to Minetest): https://github.com/minetest/irrlicht/commit/4506d23dc3fa48332b5ca6c05633aebdbac673be
|
||||||
|
- CImageLoaderBMP: check bitmap data against required size. Thanks @sfan5 for report and patch
|
||||||
|
Report: https://irrlicht.sourceforge.io/forum/viewtopic.php?p=307195
|
||||||
|
Patch (commit 028cb8d to Minetest): https://github.com/minetest/irrlicht/commit/028cb8dbed8266264a5804108191f56e238db1bc
|
||||||
|
- Fix OSX 10.9X build problem related to NSApplication setDelegate calls getting casted to wrong class (Bug #462 and also fixing older Bug #297)
|
||||||
|
Thanks @Ryan Schmidt for bug report and patch.
|
||||||
|
- Backport: Fix compiling for Apple silicon (Bugs #452 and #461). Thanks @Ryan Schmidt for bug report and updated patch.
|
||||||
|
- Fix compiling on OSX with case-sensitive filesystems: IrrFramework-Info.plist now always starting with upper-case.
|
||||||
|
Thanks @Ryan Schmidt for bug report and patch.
|
||||||
|
- Fix: The build-in libpng now uses same zlib headers as rest of Irrlicht.
|
||||||
|
This fixes OSX compiling (which didn't have zlib in include path and used system header for this one instead).
|
||||||
|
Thanks @Ryan Schmidt for bug report.
|
||||||
|
- Backport parts of COpenGLCommon.h to ensure that COpenGLExtensionHandler, COpenGLShaderMaterialRenderer and COpenGLTexture all use identical GL extension settings
|
||||||
|
- Backport removing register keywords (deprecated by c++17)
|
||||||
|
- Backport bugfix from trunk to make CUserPointerAttribute::setString work on 64-bit systems.
|
||||||
|
- Remove unnecessary implemented assignment operator in quaternion, irrMap, SViewFrustum, line2d and IQ3Shader which cause warnings with -Wdeprecated in newer gcc
|
||||||
|
- Avoid warning about stringop-overflow in string<T>::subString when compiling in release with newer gcc
|
||||||
|
- Update library zlib to 1.2.11 (from 1.2.8)
|
||||||
|
- Update library bzip2 to 1.0.8 (from 1.0.6)
|
||||||
|
- Security: Fix buffer overflow caused by malformed md2 files. Thanks @procfs for reporting (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=7&t=52785)
|
||||||
|
- Makefile now only adds CFLAGS instead of overwriting them.
|
||||||
|
- Several spelling fixes (Patch #455). Thanks @J. Puydt
|
||||||
|
|
||||||
|
--------------------------
|
||||||
|
Changes in 1.8.5 (1st November 2021, svn [r6263])
|
||||||
|
- Fix some aes compile warnings on gcc about fall-throughs.
|
||||||
|
- No longer include sys/sysctl.h on other platforms than OSX. Fixes compile errors in COSOperator on newer Linux systems.
|
||||||
- Update script to generate tutorial.html's in example folders. Add missing ones. Update existing ones. Thanks @Guillian J for noticing those were outdated.
|
- Update script to generate tutorial.html's in example folders. Add missing ones. Update existing ones. Thanks @Guillian J for noticing those were outdated.
|
||||||
- Update libpng to 1.6.37 (from 1.6.23)
|
- Update libpng to 1.6.37 (from 1.6.23)
|
||||||
- Fix CIrrDeviceSDL::getVideoModeList which didn't return video modes before. Thx @kas1e for report and patch.
|
- Fix CIrrDeviceSDL::getVideoModeList which didn't return video modes before. Thx @kas1e for report and patch.
|
||||||
@@ -355,7 +470,7 @@ Changes in 1.8.5
|
|||||||
Additional check also added in createAndOpenFile to early out on empty names.
|
Additional check also added in createAndOpenFile to early out on empty names.
|
||||||
- Fix bug in cursor positions when compiled with newer Windows SDK's (v110 in VS2012) and running on Systems >= Windows Vista in windowed mode.
|
- Fix bug in cursor positions when compiled with newer Windows SDK's (v110 in VS2012) and running on Systems >= Windows Vista in windowed mode.
|
||||||
Thanks @Mustapha Tachouct for the bugreport and patch proposal. Also thanks @BakeMyCake for an earlier report.
|
Thanks @Mustapha Tachouct for the bugreport and patch proposal. Also thanks @BakeMyCake for an earlier report.
|
||||||
- IOSOperator::getSysteMemory() no longer returns incorrect values with >2GB. Thanks @Eduline - human development for report and patch.
|
- IOSOperator::getSystemMemory() no longer returns incorrect values with >2GB. Thanks @Eduline - human development for report and patch.
|
||||||
- Increase KEY_KEY_CODES_COUNT to fix problem with laptop keyboards which return the keycode 0xff for the function key. Thx @Klokancz for bugreport and patch.
|
- Increase KEY_KEY_CODES_COUNT to fix problem with laptop keyboards which return the keycode 0xff for the function key. Thx @Klokancz for bugreport and patch.
|
||||||
- Fix bug when calling activateJoysticks on windows several times. It had appened joystick information instead of replacing it, thereby increasing joystick number on each call.
|
- Fix bug when calling activateJoysticks on windows several times. It had appened joystick information instead of replacing it, thereby increasing joystick number on each call.
|
||||||
Only happened compiling with _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_ (which is the default). Linux and SDL implementation not affected.
|
Only happened compiling with _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_ (which is the default). Linux and SDL implementation not affected.
|
||||||
@@ -381,7 +496,7 @@ Changes in 1.8.4 (9th July 2016, svn r5321)
|
|||||||
- Get rid of some misleading-indentation warnings in gcc6
|
- Get rid of some misleading-indentation warnings in gcc6
|
||||||
- Fix serialization of the InputReceiverEnabled flag in CCameraSceneNode
|
- Fix serialization of the InputReceiverEnabled flag in CCameraSceneNode
|
||||||
- Fix pasting text from X11 applications to Irrlicht. Thanks @est31 for the patch.
|
- Fix pasting text from X11 applications to Irrlicht. Thanks @est31 for the patch.
|
||||||
- Tests give now a warning when stabilizing screenshots failed. Aslo trying more often now (a hack as taking screenshots otherwise fails often in windowed mode on some systems).
|
- Tests give now a warning when stabilizing screenshots failed. Also trying more often now (a hack as taking screenshots otherwise fails often in windowed mode on some systems).
|
||||||
|
|
||||||
--------------------------
|
--------------------------
|
||||||
Changes in 1.8.3 (13.9.2015)
|
Changes in 1.8.3 (13.9.2015)
|
||||||
@@ -451,7 +566,7 @@ Changes in 1.8 (7.11.2012)
|
|||||||
|
|
||||||
- user clipplanes fixed
|
- user clipplanes fixed
|
||||||
|
|
||||||
- Skip rendering of lines, points, and polygons, as these lead to crahses due to wrong access to the vertex lists. A fix would need major rewrite of the vertex cache, or at least some other render methods.
|
- Skip rendering of lines, points, and polygons, as these lead to crashes due to wrong access to the vertex lists. A fix would need major rewrite of the vertex cache, or at least some other render methods.
|
||||||
|
|
||||||
- Add mipmap generation for makeColorKeyTexture
|
- Add mipmap generation for makeColorKeyTexture
|
||||||
|
|
||||||
@@ -468,7 +583,7 @@ Changes in 1.8 (7.11.2012)
|
|||||||
|
|
||||||
- Colladawriter now writing matrices for node transformations as old solution did not work with CDummyTransformationSceneNode's.
|
- Colladawriter now writing matrices for node transformations as old solution did not work with CDummyTransformationSceneNode's.
|
||||||
|
|
||||||
- Colladawriter no longer create an extra node for the scenemanger as <visual_scene> has that job in Collada.
|
- Colladawriter no longer create an extra node for the scenemanager as <visual_scene> has that job in Collada.
|
||||||
|
|
||||||
- Colladwriter no longer makes all Scenenodes children of ambient-light as that can be parallel on the same layer instead.
|
- Colladwriter no longer makes all Scenenodes children of ambient-light as that can be parallel on the same layer instead.
|
||||||
|
|
||||||
@@ -482,7 +597,7 @@ Changes in 1.8 (7.11.2012)
|
|||||||
|
|
||||||
- Properly destroy OpenGL resources on linux (thx @curaga for the patch)
|
- Properly destroy OpenGL resources on linux (thx @curaga for the patch)
|
||||||
|
|
||||||
- Fix diplay bux in the attribute-panel of the GUIEditor. Fixes bug 3517314 (thx @Darkcoder for reporting).
|
- Fix display bugs in the attribute-panel of the GUIEditor. Fixes bug 3517314 (thx @Darkcoder for reporting).
|
||||||
|
|
||||||
- Allow caching cursor position on X11 to work around slow XQueryPointer calls (thx @Hendu for reporting+patch proposal)
|
- Allow caching cursor position on X11 to work around slow XQueryPointer calls (thx @Hendu for reporting+patch proposal)
|
||||||
|
|
||||||
@@ -677,7 +792,7 @@ Changes in 1.8 (7.11.2012)
|
|||||||
|
|
||||||
- Improved 2d render settings and caching
|
- Improved 2d render settings and caching
|
||||||
|
|
||||||
- Initial suppport for sRGB render functions
|
- Initial support for sRGB render functions
|
||||||
|
|
||||||
- Improved terrain scene node rendering
|
- Improved terrain scene node rendering
|
||||||
|
|
||||||
@@ -729,7 +844,7 @@ Changes in 1.8 (7.11.2012)
|
|||||||
|
|
||||||
- Particle sphere emitter rand values fixed
|
- Particle sphere emitter rand values fixed
|
||||||
|
|
||||||
- Support Unicode SHY dynamic hypen in word wrap
|
- Support Unicode SHY dynamic hyphen in word wrap
|
||||||
|
|
||||||
- Fix OBJ reader sometimes running over EOF
|
- Fix OBJ reader sometimes running over EOF
|
||||||
|
|
||||||
@@ -741,7 +856,7 @@ Changes in 1.8 (7.11.2012)
|
|||||||
|
|
||||||
- Added the ability to open an archive from an IReadFile*, added a FileToHeader tool with instructions of how to make a portable app that consists of a single executable file.
|
- Added the ability to open an archive from an IReadFile*, added a FileToHeader tool with instructions of how to make a portable app that consists of a single executable file.
|
||||||
|
|
||||||
- Added suppport for right-to-left (RTL) text, supplied by Auria from STK
|
- Added support for right-to-left (RTL) text, supplied by Auria from STK
|
||||||
|
|
||||||
- Added ISceneManager::createSceneNodeAnimator to create animators by name
|
- Added ISceneManager::createSceneNodeAnimator to create animators by name
|
||||||
|
|
||||||
@@ -1322,7 +1437,7 @@ Changes in 1.7.1 (17.02.2010)
|
|||||||
|
|
||||||
- mem leak in OBJ loader fixed
|
- mem leak in OBJ loader fixed
|
||||||
|
|
||||||
- Removed some default parameters to reduce ambigious situations
|
- Removed some default parameters to reduce ambiguous situations
|
||||||
|
|
||||||
---------------------------
|
---------------------------
|
||||||
Changes in 1.7 (03.02.2010)
|
Changes in 1.7 (03.02.2010)
|
||||||
@@ -1443,7 +1558,7 @@ Changes in 1.7 (03.02.2010)
|
|||||||
|
|
||||||
- Let maya-cam animator react on a setTarget call to the camera which happened outside it's own control
|
- Let maya-cam animator react on a setTarget call to the camera which happened outside it's own control
|
||||||
|
|
||||||
- New contextmenue features:
|
- New contextmenu features:
|
||||||
automatic checking for checked flag.
|
automatic checking for checked flag.
|
||||||
close handling now customizable
|
close handling now customizable
|
||||||
serialization can handle incomplete xml's
|
serialization can handle incomplete xml's
|
||||||
@@ -1478,7 +1593,7 @@ Changes in 1.7 (03.02.2010)
|
|||||||
|
|
||||||
- More draw2dimage support in software drivers
|
- More draw2dimage support in software drivers
|
||||||
|
|
||||||
- Sphere node now properly chooses a good tesselation based on the parameters
|
- Sphere node now properly chooses a good tessellation based on the parameters
|
||||||
|
|
||||||
- Active camera not registered twice anymore
|
- Active camera not registered twice anymore
|
||||||
|
|
||||||
@@ -1561,7 +1676,7 @@ Changes in 1.6.1 (13.01.2010)
|
|||||||
|
|
||||||
- Fix material handling in createMeshWith1TCoords
|
- Fix material handling in createMeshWith1TCoords
|
||||||
|
|
||||||
- Fix another (OldValue == NewValue) before drop()/grap(), this time in CTextureAttribute::setTexture.
|
- Fix another (OldValue == NewValue) before drop()/grab(), this time in CTextureAttribute::setTexture.
|
||||||
|
|
||||||
- Fix LIGHTMAP_LIGHTING for D3D drivers.
|
- Fix LIGHTMAP_LIGHTING for D3D drivers.
|
||||||
|
|
||||||
@@ -1741,7 +1856,7 @@ Changes in 1.6 (23.09.2009)
|
|||||||
|
|
||||||
One Note: in OpenGL there is know difference between sphere_map and reflection layer
|
One Note: in OpenGL there is know difference between sphere_map and reflection layer
|
||||||
both using GL_TEXTURE_GEN_MODE GL_SPHERE_MAP, whereas in d3d one time using camera_normal
|
both using GL_TEXTURE_GEN_MODE GL_SPHERE_MAP, whereas in d3d one time using camera_normal
|
||||||
on sphere and reflection on refletcion_layer.
|
on sphere and reflection on reflection_layer.
|
||||||
|
|
||||||
The visual difference is that on sphere map the "image is not moving" when you rotate the
|
The visual difference is that on sphere map the "image is not moving" when you rotate the
|
||||||
viewer. For Burning i took the opengl visual. always moving
|
viewer. For Burning i took the opengl visual. always moving
|
||||||
@@ -1964,7 +2079,7 @@ Changes in 1.6 (23.09.2009)
|
|||||||
|
|
||||||
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
|
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
|
||||||
on first update:
|
on first update:
|
||||||
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
|
Problem. you start setting the map. (setWorld). First update comes 4000 ms later.
|
||||||
The Animator applies the missing force... big problem...
|
The Animator applies the missing force... big problem...
|
||||||
changed to react on first update like camera.
|
changed to react on first update like camera.
|
||||||
|
|
||||||
@@ -1973,7 +2088,7 @@ Changes in 1.6 (23.09.2009)
|
|||||||
|
|
||||||
-added #define OCTTREE_USE_HARDWARE in Octree.h
|
-added #define OCTTREE_USE_HARDWARE in Octree.h
|
||||||
|
|
||||||
if defined octtree uses internally a derived scene::MeshBuffer which has
|
if defined octree uses internally a derived scene::MeshBuffer which has
|
||||||
the possibility to use the Hardware Vertex Buffer for static vertices and
|
the possibility to use the Hardware Vertex Buffer for static vertices and
|
||||||
dirty indices;-)
|
dirty indices;-)
|
||||||
|
|
||||||
@@ -2304,7 +2419,7 @@ Changes in version 1.5.1 (05.08.2009)
|
|||||||
|
|
||||||
- Some virtuals are now overridden as expected.
|
- Some virtuals are now overridden as expected.
|
||||||
|
|
||||||
- Incomplete FBOs are properly signalled now
|
- Incomplete FBOs are properly signaled now
|
||||||
|
|
||||||
- Update to libpng 1.2.35, fixed issues on 64bit machines with system's libpng.
|
- Update to libpng 1.2.35, fixed issues on 64bit machines with system's libpng.
|
||||||
|
|
||||||
@@ -2336,7 +2451,7 @@ Changes in version 1.5.1 (05.08.2009)
|
|||||||
|
|
||||||
- Fixed animator removal.
|
- Fixed animator removal.
|
||||||
|
|
||||||
- Checnged collision checks for children of invisible elements to also be ignored (as they're actually invisible due to inheritance).
|
- Changed collision checks for children of invisible elements to also be ignored (as they're actually invisible due to inheritance).
|
||||||
|
|
||||||
- Fix terrain to use 32bit only when necessary, make terrain use hw buffers. Heightmap loading and height calculation fixed. Visibility and LOD calculations updated.
|
- Fix terrain to use 32bit only when necessary, make terrain use hw buffers. Heightmap loading and height calculation fixed. Visibility and LOD calculations updated.
|
||||||
|
|
||||||
@@ -2455,7 +2570,7 @@ Changes in version 1.5 (15.12.2008)
|
|||||||
|
|
||||||
- Enable use of other meshes for shadow mesh generation, can be used to speed up shadow generation and rendering for complex meshes. Patch based on a version by tonic.
|
- Enable use of other meshes for shadow mesh generation, can be used to speed up shadow generation and rendering for complex meshes. Patch based on a version by tonic.
|
||||||
|
|
||||||
- Fixed usage of SIrrCreationParameters struct, which dind't have copy constructor and assignment operator anymore, since the Irrlicht version string was made const.
|
- Fixed usage of SIrrCreationParameters struct, which didn't have copy constructor and assignment operator anymore, since the Irrlicht version string was made const.
|
||||||
|
|
||||||
- New glext.h (version 41) and glxext.h (version 20) supporting OpenGL 3.0
|
- New glext.h (version 41) and glxext.h (version 20) supporting OpenGL 3.0
|
||||||
|
|
||||||
@@ -2544,7 +2659,7 @@ Changes in version 1.5 (15.12.2008)
|
|||||||
|
|
||||||
- Scene node sorting uses squared distances now.
|
- Scene node sorting uses squared distances now.
|
||||||
|
|
||||||
- Enhanced API for hte math functions. Many of them will now return a reference to *this for chained method invocations.
|
- Enhanced API for the math functions. Many of them will now return a reference to *this for chained method invocations.
|
||||||
|
|
||||||
- prevent .x loader to load .xml files.
|
- prevent .x loader to load .xml files.
|
||||||
|
|
||||||
@@ -2629,12 +2744,12 @@ Changes in version 1.5 (15.12.2008)
|
|||||||
|
|
||||||
- New method driver->getVendorInfo() to query information about the actual hardware driver.
|
- New method driver->getVendorInfo() to query information about the actual hardware driver.
|
||||||
|
|
||||||
- Fixed somed CQuake3ShaderSceneNode problems.
|
- Fixed some CQuake3ShaderSceneNode problems.
|
||||||
|
|
||||||
- Changed BurningsVideo internal Vertex Format. version changed to 0.39
|
- Changed BurningsVideo internal Vertex Format. version changed to 0.39
|
||||||
|
|
||||||
- SceneManager:
|
- SceneManager:
|
||||||
Removed the seperate rendering states for quake3 Shader Scene Nodes.
|
Removed the separate rendering states for quake3 Shader Scene Nodes.
|
||||||
Nodes are now solid or transparent. ( but still more states are needed )
|
Nodes are now solid or transparent. ( but still more states are needed )
|
||||||
|
|
||||||
- GUI:
|
- GUI:
|
||||||
@@ -2779,7 +2894,7 @@ Changes in version 1.4.1 (04 Jun 2008)
|
|||||||
-------------------------------------------
|
-------------------------------------------
|
||||||
Changes in version 1.4 (30 Nov 2007)
|
Changes in version 1.4 (30 Nov 2007)
|
||||||
|
|
||||||
- Major API change: All material properties which are available per texture layer (curently texture, texture matrix, texture filters, and texture wrap mode) are separated into a new struct SMaterialLayer. You can access them via the array TextureLayer[] in SMaterial. The texture matrix methods in SMaterial are still alive, and also textures can be accessed via methods in SMaterial now. But still, many places in user code need some update (usually changing material.Textures[i] to material.TextureLayer[i].Texture etc.)
|
- Major API change: All material properties which are available per texture layer (currently texture, texture matrix, texture filters, and texture wrap mode) are separated into a new struct SMaterialLayer. You can access them via the array TextureLayer[] in SMaterial. The texture matrix methods in SMaterial are still alive, and also textures can be accessed via methods in SMaterial now. But still, many places in user code need some update (usually changing material.Textures[i] to material.TextureLayer[i].Texture etc.)
|
||||||
|
|
||||||
- Major API rewriting for proper const usage. Now, most getter methods are const and so are the larger parameters and return values. Moreover, many methods taking only unsigned numbers now use u32 instead of s32 in order to recognize this limitation from the method's signature.
|
- Major API rewriting for proper const usage. Now, most getter methods are const and so are the larger parameters and return values. Moreover, many methods taking only unsigned numbers now use u32 instead of s32 in order to recognize this limitation from the method's signature.
|
||||||
|
|
||||||
@@ -2940,7 +3055,7 @@ GUI:
|
|||||||
|
|
||||||
Added navigation through the GUI using tab and the shift and control keys.
|
Added navigation through the GUI using tab and the shift and control keys.
|
||||||
Use these new methods to control tab navigation:
|
Use these new methods to control tab navigation:
|
||||||
setTabStop - set this to true if the focus will vist the element.
|
setTabStop - set this to true if the focus will visit the element.
|
||||||
isTabStop - returns true if the focus will visit the element.
|
isTabStop - returns true if the focus will visit the element.
|
||||||
setTabOrder - Sets the order of focus within this tab group,
|
setTabOrder - Sets the order of focus within this tab group,
|
||||||
Only one element in each group should have the same TabOrder number.
|
Only one element in each group should have the same TabOrder number.
|
||||||
@@ -3188,7 +3303,7 @@ Changes in version 1.3 (15 Mar 2007)
|
|||||||
The pointer to M is acquired by mat.pointer(), some methods take a matrix4 reference
|
The pointer to M is acquired by mat.pointer(), some methods take a matrix4 reference
|
||||||
instead of a f32*.
|
instead of a f32*.
|
||||||
|
|
||||||
- Some more suppport for tangent meshes
|
- Some more support for tangent meshes
|
||||||
|
|
||||||
- Several alpha blend fixes in several drivers and methods
|
- Several alpha blend fixes in several drivers and methods
|
||||||
|
|
||||||
@@ -3302,14 +3417,14 @@ Font improvements:
|
|||||||
a very short time. This allows other processes to execute without a major
|
a very short time. This allows other processes to execute without a major
|
||||||
penalty for the Irrlicht application.
|
penalty for the Irrlicht application.
|
||||||
|
|
||||||
- Added sleep() methd to IrrlichtDevice, for pausing the Irrlicht process for a longer
|
- Added sleep() method to IrrlichtDevice, for pausing the Irrlicht process for a longer
|
||||||
amount of time.
|
amount of time.
|
||||||
|
|
||||||
- Auto-split mesh to 16bit buffers in 3ds loader
|
- Auto-split mesh to 16bit buffers in 3ds loader
|
||||||
|
|
||||||
- 8bit RGB332 image format support
|
- 8bit RGB332 image format support
|
||||||
|
|
||||||
- isActive() under Linux now behaves like the Windows variant: True iff window has focus
|
- isActive() under Linux now behaves like the Windows variant: True if window has focus
|
||||||
|
|
||||||
- Fixed(?) the glXGetProcAddress problems with different drivers
|
- Fixed(?) the glXGetProcAddress problems with different drivers
|
||||||
|
|
||||||
@@ -3343,7 +3458,7 @@ Font improvements:
|
|||||||
- CFileList: Changed FileListEntry sorting to
|
- CFileList: Changed FileListEntry sorting to
|
||||||
a) Directory comes first
|
a) Directory comes first
|
||||||
b) sorting ignores case
|
b) sorting ignores case
|
||||||
so it feel's more like common browers
|
so it feel's more like common browsers
|
||||||
|
|
||||||
- added a Texture transform to IVideoDriver::setTransform
|
- added a Texture transform to IVideoDriver::setTransform
|
||||||
|
|
||||||
@@ -3404,7 +3519,7 @@ Font improvements:
|
|||||||
and to correct the border back on drawing, specify the parameter in IGUIFont.
|
and to correct the border back on drawing, specify the parameter in IGUIFont.
|
||||||
this is quite useful if you want to use more artistic fonts.
|
this is quite useful if you want to use more artistic fonts.
|
||||||
default = 0
|
default = 0
|
||||||
better kerning would need a seperate coordinate set for each symbol.
|
better kerning would need a separate coordinate set for each symbol.
|
||||||
|
|
||||||
- changed MD2_FRAME_SHIFT to lower framerate
|
- changed MD2_FRAME_SHIFT to lower framerate
|
||||||
-> lower IPol
|
-> lower IPol
|
||||||
@@ -3455,7 +3570,7 @@ Changes in version 1.2 (29 Nov 2006)
|
|||||||
|
|
||||||
- Default texture format is now A8R8G8B8 if not explicitly specified. This fixes some color artifacts with lightmaps. Bugfix submitted by hey_i_am_real.
|
- Default texture format is now A8R8G8B8 if not explicitly specified. This fixes some color artifacts with lightmaps. Bugfix submitted by hey_i_am_real.
|
||||||
|
|
||||||
- In OnPostRender all transformations were taken as relative and multiplied with the root transformation matrix every time due to a wrong check for the real root node. This shoudl increase render performance for scenes with lots of (invisible) nodes.
|
- In OnPostRender all transformations were taken as relative and multiplied with the root transformation matrix every time due to a wrong check for the real root node. This should increase render performance for scenes with lots of (invisible) nodes.
|
||||||
|
|
||||||
- Added correct list copy constructor.
|
- Added correct list copy constructor.
|
||||||
|
|
||||||
@@ -3486,13 +3601,13 @@ Changes in version 1.2 (29 Nov 2006)
|
|||||||
|
|
||||||
- New video driver feature to check for multitexture feature.
|
- New video driver feature to check for multitexture feature.
|
||||||
|
|
||||||
- Direct3D drivers update the devicelost variable if reseeting failed with this return code.
|
- Direct3D drivers update the devicelost variable if resetting failed with this return code.
|
||||||
|
|
||||||
- VideoModeList under Linux is correctly filled now. No glX calls are made if GLX extension is not found - only software drivers are available then. RandR extension can be enabled with a new compile flag in IrrCompileConfig.h, either instead of XF86VidMode or in addition.
|
- VideoModeList under Linux is correctly filled now. No glX calls are made if GLX extension is not found - only software drivers are available then. RandR extension can be enabled with a new compile flag in IrrCompileConfig.h, either instead of XF86VidMode or in addition.
|
||||||
|
|
||||||
- Big Endian support for MS3D loader.
|
- Big Endian support for MS3D loader.
|
||||||
|
|
||||||
- Apfelbaum software renderer: basic mipmap support (per triangle), switch for using w-buffer instad z-buffer ( default on )
|
- Apfelbaum software renderer: basic mipmap support (per triangle), switch for using w-buffer instead z-buffer ( default on )
|
||||||
|
|
||||||
- Better FPU support: Changed various fpu-call's in whole project (main reason to use faster float to int conversion on x86. ( fistp ))
|
- Better FPU support: Changed various fpu-call's in whole project (main reason to use faster float to int conversion on x86. ( fistp ))
|
||||||
|
|
||||||
@@ -3504,7 +3619,7 @@ Changes in version 1.2 (29 Nov 2006)
|
|||||||
|
|
||||||
- Colorconverter: X8R8G8B8toA1R5G5B5, set Alpha High, minor: A1R5G5B5toA8R8G8B8 changed if (a) to conditional set
|
- Colorconverter: X8R8G8B8toA1R5G5B5, set Alpha High, minor: A1R5G5B5toA8R8G8B8 changed if (a) to conditional set
|
||||||
|
|
||||||
- CImage: added boxfilter (weigthed average), (generic, slow)
|
- CImage: added boxfilter (weighted average), (generic, slow)
|
||||||
|
|
||||||
- The scene manager now sets an ambient light color when calling ISceneManager::drawAll().
|
- The scene manager now sets an ambient light color when calling ISceneManager::drawAll().
|
||||||
You can influence this by calling ISceneManager::setAmbientLight(). That light color
|
You can influence this by calling ISceneManager::setAmbientLight(). That light color
|
||||||
@@ -3587,7 +3702,7 @@ Changes in version 1.1 (06 Aug 2006)
|
|||||||
- Added scene node animator factories. This is the same as scene node
|
- Added scene node animator factories. This is the same as scene node
|
||||||
factories, but for scene node animators.
|
factories, but for scene node animators.
|
||||||
|
|
||||||
- Added scene node factories. This is an interface making it possible to dynamicly
|
- Added scene node factories. This is an interface making it possible to dynamically
|
||||||
create scene nodes. To be able to add custom scene nodes to Irrlicht and
|
create scene nodes. To be able to add custom scene nodes to Irrlicht and
|
||||||
to make it possible for the scene manager to save and load those external scene nodes, simply
|
to make it possible for the scene manager to save and load those external scene nodes, simply
|
||||||
implement this interface and register it in you scene manager via ISceneManager::
|
implement this interface and register it in you scene manager via ISceneManager::
|
||||||
@@ -3700,8 +3815,8 @@ Changes in version 0.14.0 (30 November 2005)
|
|||||||
drivers: D3D8, D3D9 and OpenGL.
|
drivers: D3D8, D3D9 and OpenGL.
|
||||||
|
|
||||||
- Irrlicht now supports the recently released new microsoft compiler. Irrlicht versions compiled
|
- Irrlicht now supports the recently released new microsoft compiler. Irrlicht versions compiled
|
||||||
with older verions of this compiler can now also be used with the new one, which wasn't possible
|
with older versions of this compiler can now also be used with the new one, which wasn't possible
|
||||||
previously because of a name mangeling issue.
|
previously because of a name mangling issue.
|
||||||
|
|
||||||
- All 2D drawing functions can now be used to draw into textures (render targets). This also
|
- All 2D drawing functions can now be used to draw into textures (render targets). This also
|
||||||
means for example that the whole GUI environment can be rendered into textures.
|
means for example that the whole GUI environment can be rendered into textures.
|
||||||
@@ -3736,7 +3851,7 @@ Changes in version 0.14.0 (30 November 2005)
|
|||||||
|
|
||||||
- The scene manager has a new method getSceneNodeFromName() which finds a scene node by its name.
|
- The scene manager has a new method getSceneNodeFromName() which finds a scene node by its name.
|
||||||
|
|
||||||
- It is now also possible to attach scene nodes to joints/bones of sceletal animated .x files.
|
- It is now also possible to attach scene nodes to joints/bones of skeletal animated .x files.
|
||||||
(Using IAnimatedMesh->getXJointNode() ). This was previously only possible with milkshape models.
|
(Using IAnimatedMesh->getXJointNode() ). This was previously only possible with milkshape models.
|
||||||
|
|
||||||
- Billboards now draw their bounding box when debugdata is set to visible for them.
|
- Billboards now draw their bounding box when debugdata is set to visible for them.
|
||||||
@@ -3764,7 +3879,7 @@ Changes in version 0.14.0 (30 November 2005)
|
|||||||
|
|
||||||
- Fixed a heavy bug in Irrlicht.NET causing lots of memory leaks when drawing text.
|
- Fixed a heavy bug in Irrlicht.NET causing lots of memory leaks when drawing text.
|
||||||
|
|
||||||
- Fixed a bug in the attachement of scene nodes to animated X files.
|
- Fixed a bug in the attachment of scene nodes to animated X files.
|
||||||
|
|
||||||
- Fixed a bug in the .NET Vector3D addition operator.
|
- Fixed a bug in the .NET Vector3D addition operator.
|
||||||
|
|
||||||
@@ -3776,7 +3891,7 @@ Changes in version 0.14.0 (30 November 2005)
|
|||||||
SceneManager->getParameters()->setParameter(scene::DMF_FLIP_ALPHA_TEXTURES, true);
|
SceneManager->getParameters()->setParameter(scene::DMF_FLIP_ALPHA_TEXTURES, true);
|
||||||
you can also set material transparent reference value by setting:
|
you can also set material transparent reference value by setting:
|
||||||
SceneManager->getParameters()->setParameter(scene::DMF_ALPHA_CHANNEL_REF, 0.01);
|
SceneManager->getParameters()->setParameter(scene::DMF_ALPHA_CHANNEL_REF, 0.01);
|
||||||
you can use every value beetween 0 and 1, but to respect DeleD rapresentation
|
you can use every value between 0 and 1, but to respect DeleD representation
|
||||||
0.01 is OK, just a note, if you set 0, it's just like you set 0.5, this means
|
0.01 is OK, just a note, if you set 0, it's just like you set 0.5, this means
|
||||||
that each pixel found corresponding to a position in alpha map that has a value<127
|
that each pixel found corresponding to a position in alpha map that has a value<127
|
||||||
won't be drawn.
|
won't be drawn.
|
||||||
@@ -3930,7 +4045,7 @@ Changes in version 0.12.0 (24 August 2005)
|
|||||||
|
|
||||||
- Changed the names the driver return (now "OpenGL 1.5", "Direct3D 9.0" and "Direct3D 8.1")
|
- Changed the names the driver return (now "OpenGL 1.5", "Direct3D 9.0" and "Direct3D 8.1")
|
||||||
|
|
||||||
- Added a new macro _IRR_DEBUG_BREAK_IF which is now used instead of the _asm int 3 break points in
|
- Added a new macro IRR_DEBUG_BREAK_IF which is now used instead of the _asm int 3 break points in
|
||||||
debug mode.
|
debug mode.
|
||||||
|
|
||||||
- Fixed a bug were the software renderer didn't clip 2d rectangles. This effect was visible for
|
- Fixed a bug were the software renderer didn't clip 2d rectangles. This effect was visible for
|
||||||
@@ -4142,7 +4257,7 @@ Changes in version 0.10.0 (26 May 2005)
|
|||||||
- Fixed the wrongly drawn alpha channel material in OpenGL driver and a problem with the
|
- Fixed the wrongly drawn alpha channel material in OpenGL driver and a problem with the
|
||||||
VertexAlpha material in the same driver.
|
VertexAlpha material in the same driver.
|
||||||
|
|
||||||
- Implemented multipass rendering in the OCTTree scene node now too. This means that octtrees can
|
- Implemented multipass rendering in the OCTTree scene node now too. This means that octrees can
|
||||||
now contain transparent materials as well.
|
now contain transparent materials as well.
|
||||||
|
|
||||||
- Improved string comparison speed, especially when comparing with pointer to char or w_char,
|
- Improved string comparison speed, especially when comparing with pointer to char or w_char,
|
||||||
@@ -4153,10 +4268,10 @@ Changes in version 0.10.0 (26 May 2005)
|
|||||||
|
|
||||||
- Added string::trim() method.
|
- Added string::trim() method.
|
||||||
|
|
||||||
- Addes string::erase() method.
|
- Added string::erase() method.
|
||||||
|
|
||||||
- Fixed a bug in array which caused data corruption if an element which already inside the
|
- Fixed a bug in array which caused data corruption if an element which already inside the
|
||||||
the array was pushed_back. Thanks to vox for reporting this and to provide a solutin
|
the array was pushed_back. Thanks to vox for reporting this and to provide a solution
|
||||||
|
|
||||||
- Added ISceneManager::addMesh() method.
|
- Added ISceneManager::addMesh() method.
|
||||||
|
|
||||||
@@ -4170,7 +4285,7 @@ Changes in version 0.10.0 (26 May 2005)
|
|||||||
- After lots releases ignoring the 'make the fps camera smoother request', it is now
|
- After lots releases ignoring the 'make the fps camera smoother request', it is now
|
||||||
finally integrated.
|
finally integrated.
|
||||||
|
|
||||||
- Removed audiere dependency and the mp3 file, reeducing SDK download size.
|
- Removed audiere dependency and the mp3 file, reducing SDK download size.
|
||||||
|
|
||||||
- A bug was fixed causing the binding of the wrong fragment program sometimes in OpenGL.
|
- A bug was fixed causing the binding of the wrong fragment program sometimes in OpenGL.
|
||||||
|
|
||||||
@@ -4178,7 +4293,7 @@ Changes in version 0.10.0 (26 May 2005)
|
|||||||
fit the other name conventions, CD3D9Driver.h into CD3D9Driver.h for example.
|
fit the other name conventions, CD3D9Driver.h into CD3D9Driver.h for example.
|
||||||
|
|
||||||
- The IMaterialRenderer interface now has the new method getRenderCapability() which
|
- The IMaterialRenderer interface now has the new method getRenderCapability() which
|
||||||
returns if the material is able to be rendererd with all settings on current hardware.
|
returns if the material is able to be rendered with all settings on current hardware.
|
||||||
|
|
||||||
- Added IMeshManipulator::setVertexColors();
|
- Added IMeshManipulator::setVertexColors();
|
||||||
|
|
||||||
@@ -4262,7 +4377,7 @@ Changes in version 0.9 (28 Mar 2005)
|
|||||||
|
|
||||||
- To be able to replace built-in meshloaders with newer external versions without the
|
- To be able to replace built-in meshloaders with newer external versions without the
|
||||||
need of recompiling the engine, now mesh loaders which are added to the engine using
|
need of recompiling the engine, now mesh loaders which are added to the engine using
|
||||||
ISceneManager::addExternalMeshLoader() are prefered over built-in mesh loaders.
|
ISceneManager::addExternalMeshLoader() are preferred over built-in mesh loaders.
|
||||||
Thanks to for his suggestion of this.
|
Thanks to for his suggestion of this.
|
||||||
|
|
||||||
- D3D8 and D3D9 support for dev-cpp has been improved. If you are using Dev-Cpp and
|
- D3D8 and D3D9 support for dev-cpp has been improved. If you are using Dev-Cpp and
|
||||||
@@ -4278,7 +4393,7 @@ Changes in version 0.9 (28 Mar 2005)
|
|||||||
set a value 'CSM_TexturePath', 'LMTS_TexturePath' or 'MY3D_TexturePath' to let them know
|
set a value 'CSM_TexturePath', 'LMTS_TexturePath' or 'MY3D_TexturePath' to let them know
|
||||||
the path of the textures.
|
the path of the textures.
|
||||||
|
|
||||||
- IAnimatedMeshSceneNode now has two new methods for being able to have more influcence
|
- IAnimatedMeshSceneNode now has two new methods for being able to have more influence
|
||||||
on the animation playback: It is now possible to set the playback mode to looped or
|
on the animation playback: It is now possible to set the playback mode to looped or
|
||||||
non looped with IAnimatedMeshSceneNode::setLoopMode() and it is possible to set
|
non looped with IAnimatedMeshSceneNode::setLoopMode() and it is possible to set
|
||||||
a callback interface which will be called when animation playback has finished
|
a callback interface which will be called when animation playback has finished
|
||||||
@@ -4334,7 +4449,7 @@ Changes in version 0.9 (28 Mar 2005)
|
|||||||
|
|
||||||
- Removed a memory leak when creating hlsl pixel shaders.
|
- Removed a memory leak when creating hlsl pixel shaders.
|
||||||
|
|
||||||
- I've made varoius updates to the documentation and moved to doxygen 1.4
|
- I've made various updates to the documentation and moved to doxygen 1.4
|
||||||
|
|
||||||
- Fixed a bug in the xml reader which caused it to crash when reading empty xml files.
|
- Fixed a bug in the xml reader which caused it to crash when reading empty xml files.
|
||||||
|
|
||||||
@@ -4451,7 +4566,7 @@ Changes in version 0.8 (19 Feb 2005)
|
|||||||
This is useful for example after locking and modifying the texture.
|
This is useful for example after locking and modifying the texture.
|
||||||
|
|
||||||
- Gravity acceleration speed in CollisionResponseAnimator was changed thanks to a suggestion
|
- Gravity acceleration speed in CollisionResponseAnimator was changed thanks to a suggestion
|
||||||
by Morrog. The accelerationPerSecond value has been removed beacause of this, you
|
by Morrog. The accelerationPerSecond value has been removed because of this, you
|
||||||
can now control everything just with the gravity vector. Note that the gravity value
|
can now control everything just with the gravity vector. Note that the gravity value
|
||||||
must now be a little bit smaller to achieve the same effect as before.
|
must now be a little bit smaller to achieve the same effect as before.
|
||||||
|
|
||||||
@@ -4478,7 +4593,7 @@ Changes in version 0.8 (19 Feb 2005)
|
|||||||
- A small bug in rect<T>::isValid() has been fixed, thanks to jox.
|
- A small bug in rect<T>::isValid() has been fixed, thanks to jox.
|
||||||
|
|
||||||
- Fixed a bug in D3D8, D3D9 and OpenGL, which caused Materials be set and unset with an unequal
|
- Fixed a bug in D3D8, D3D9 and OpenGL, which caused Materials be set and unset with an unequal
|
||||||
amount when mixing 3d with 2d grafics or stencil buffer shadows.
|
amount when mixing 3d with 2d graphics or stencil buffer shadows.
|
||||||
|
|
||||||
- If you are recompiling the whole engine with Visual Studio 6 (which means
|
- If you are recompiling the whole engine with Visual Studio 6 (which means
|
||||||
Irrlicht.dll, NOT the application which is using Irrlicht), DirectX9 support is disabled
|
Irrlicht.dll, NOT the application which is using Irrlicht), DirectX9 support is disabled
|
||||||
@@ -4719,7 +4834,7 @@ Changes in version 0.6: (09 Mar 2004)
|
|||||||
- Fixed a bug which prevented the possibility to compile directx8 without
|
- Fixed a bug which prevented the possibility to compile directx8 without
|
||||||
having installed directx9.
|
having installed directx9.
|
||||||
|
|
||||||
- Fixed a bug in 3d line dawing in D3D 8 and 9.
|
- Fixed a bug in 3d line drawing in D3D 8 and 9.
|
||||||
|
|
||||||
- All video drivers now print out the gfx adapter type, vendor and driver version
|
- All video drivers now print out the gfx adapter type, vendor and driver version
|
||||||
into the log strings.
|
into the log strings.
|
||||||
@@ -4799,7 +4914,7 @@ Changes in version 0.5: (17 Feb 2004)
|
|||||||
- The GUI Environment now supports edit boxes. They should support unicode input
|
- The GUI Environment now supports edit boxes. They should support unicode input
|
||||||
from every keyboard around the world, scrolling, copying and pasting (exchanging
|
from every keyboard around the world, scrolling, copying and pasting (exchanging
|
||||||
data with the clipboard directly), maximum character amount, marking and all
|
data with the clipboard directly), maximum character amount, marking and all
|
||||||
shortcuts like ctrl+X, ctrl+V, ctrg+C, shift+Left, shift+Right, Home, End,
|
shortcuts like ctrl+X, ctrl+V, ctrl+C, shift+Left, shift+Right, Home, End,
|
||||||
and so on. Wow, I never programmed an edit box, its much more work than it
|
and so on. Wow, I never programmed an edit box, its much more work than it
|
||||||
seems to be.
|
seems to be.
|
||||||
|
|
||||||
@@ -4828,7 +4943,7 @@ Changes in version 0.5: (17 Feb 2004)
|
|||||||
|
|
||||||
- It is now possible to draw 3d objects with fog. Simply switch on the fog flag
|
- It is now possible to draw 3d objects with fog. Simply switch on the fog flag
|
||||||
in the objects material. To change to way fog is drawn (per pixel/vertex, color,
|
in the objects material. To change to way fog is drawn (per pixel/vertex, color,
|
||||||
linear/expontential) use IVideoDriver::setFog();
|
linear/exponential) use IVideoDriver::setFog();
|
||||||
|
|
||||||
- With IrrlichtDevice::getOSOperator() a pointer to an interface is returned, with
|
- With IrrlichtDevice::getOSOperator() a pointer to an interface is returned, with
|
||||||
which it is possible to do some operation system specific operations. Currently
|
which it is possible to do some operation system specific operations. Currently
|
||||||
@@ -4862,7 +4977,7 @@ Changes in version 0.5: (17 Feb 2004)
|
|||||||
|
|
||||||
- IGUIEnvironment::getBuildInFont() was renamed to getBuiltInFont().
|
- IGUIEnvironment::getBuildInFont() was renamed to getBuiltInFont().
|
||||||
|
|
||||||
- IGUIElement::bringToFront() is able to brint a child to the front.
|
- IGUIElement::bringToFront() is able to bring a child to the front.
|
||||||
Windows for example are now using this new feature.
|
Windows for example are now using this new feature.
|
||||||
|
|
||||||
- Changed the texture mapping of the test scene node a little bit based on
|
- Changed the texture mapping of the test scene node a little bit based on
|
||||||
@@ -4919,7 +5034,7 @@ Changes in version 0.5: (17 Feb 2004)
|
|||||||
-------------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------------
|
||||||
Changes in version 0.4.2: (13 Dec 2003)
|
Changes in version 0.4.2: (13 Dec 2003)
|
||||||
|
|
||||||
- The engine does no more use only 16 bit textures internaly. Now all
|
- The engine does no more use only 16 bit textures internally. Now all
|
||||||
other texture formats are supported too. This means higher precision
|
other texture formats are supported too. This means higher precision
|
||||||
and better quality images. In this context, the ISurface interface has
|
and better quality images. In this context, the ISurface interface has
|
||||||
been replaced by IImage, and the ISurfaceLoader by IImageLoader.
|
been replaced by IImage, and the ISurfaceLoader by IImageLoader.
|
||||||
@@ -5057,7 +5172,7 @@ Changes in version 0.4.1: (18 Sep 2003)
|
|||||||
a setMD2Animation() with a character string as parameter instead of a constant.
|
a setMD2Animation() with a character string as parameter instead of a constant.
|
||||||
|
|
||||||
- You do not need an event receiver anymore for sending user events to the active
|
- You do not need an event receiver anymore for sending user events to the active
|
||||||
camera, this is now done autmaticly. In addition, it is now possible to
|
camera, this is now done automatically. In addition, it is now possible to
|
||||||
set a new event receiver during runtime of the engine using IrrlichtDevice::
|
set a new event receiver during runtime of the engine using IrrlichtDevice::
|
||||||
setEventReceiver().
|
setEventReceiver().
|
||||||
|
|
||||||
@@ -5092,7 +5207,7 @@ Changes in version 0.4.1: (18 Sep 2003)
|
|||||||
which where created inside the .dll but are removed from outside.
|
which where created inside the .dll but are removed from outside.
|
||||||
|
|
||||||
- A bug was fixed causing the engine to crash when drawing debug data of
|
- A bug was fixed causing the engine to crash when drawing debug data of
|
||||||
octtree scene nodes with geometry data with vertices with one texture
|
octree scene nodes with geometry data with vertices with one texture
|
||||||
coordiante.
|
coordiante.
|
||||||
|
|
||||||
- Multitexturing now works with linux, too. Thanx to Jon Pry again, for showing
|
- Multitexturing now works with linux, too. Thanx to Jon Pry again, for showing
|
||||||
@@ -5104,7 +5219,7 @@ Changes in version 0.4.1: (18 Sep 2003)
|
|||||||
- The "Climb-Walls" bug (reported first by Matthias Gall) is fixed. Gravity
|
- The "Climb-Walls" bug (reported first by Matthias Gall) is fixed. Gravity
|
||||||
acceleration is now quadratic instead of linear.
|
acceleration is now quadratic instead of linear.
|
||||||
|
|
||||||
- A warning is now printed out, if more vertices are rendererd with one call
|
- A warning is now printed out, if more vertices are rendered with one call
|
||||||
than the hardware supports.
|
than the hardware supports.
|
||||||
|
|
||||||
- Other, Minor New/Changed methods in public interfaces:
|
- Other, Minor New/Changed methods in public interfaces:
|
||||||
@@ -5119,7 +5234,7 @@ Changes in version 0.4.1: (18 Sep 2003)
|
|||||||
-------------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------------
|
||||||
Changes in version 0.4: (04 Sep 2003)
|
Changes in version 0.4: (04 Sep 2003)
|
||||||
|
|
||||||
- Collision detection and reponse based on ellipsoids in now implemented.
|
- Collision detection and response based on ellipsoids in now implemented.
|
||||||
There is a new method available in the ISceneCollisionMananger, which returns
|
There is a new method available in the ISceneCollisionMananger, which returns
|
||||||
a collision response point. In addition, a new SceneNodeAnimator is available,
|
a collision response point. In addition, a new SceneNodeAnimator is available,
|
||||||
which causes a scene node, to which it is attached to, not to move through
|
which causes a scene node, to which it is attached to, not to move through
|
||||||
@@ -5164,7 +5279,7 @@ Changes in version 0.4: (04 Sep 2003)
|
|||||||
ISceneNode::setDebugDataVisible(true). Looks really interesting for
|
ISceneNode::setDebugDataVisible(true). Looks really interesting for
|
||||||
animated scene nodes like particle systems or animated meshes.
|
animated scene nodes like particle systems or animated meshes.
|
||||||
|
|
||||||
- There is now a IGUIInOutFader avaiable, which is able to fade in or
|
- There is now a IGUIInOutFader available, which is able to fade in or
|
||||||
out the whole screen or parts of it.
|
out the whole screen or parts of it.
|
||||||
|
|
||||||
- The new IVideoModeList is a list with all available video modes. It can
|
- The new IVideoModeList is a list with all available video modes. It can
|
||||||
@@ -5209,7 +5324,7 @@ Changes in version 0.4: (04 Sep 2003)
|
|||||||
|
|
||||||
- All features of the FileOpenDialog are now working.
|
- All features of the FileOpenDialog are now working.
|
||||||
|
|
||||||
- Debug informations are now printed out to the console window
|
- Debug information are now printed out to the console window
|
||||||
also on the win32 platform.
|
also on the win32 platform.
|
||||||
|
|
||||||
- FPSCamera now supports setTarget(). Its not precise but working.
|
- FPSCamera now supports setTarget(). Its not precise but working.
|
||||||
@@ -5291,11 +5406,11 @@ Changes in version 0.3: (18 Jul 2003)
|
|||||||
somebody could tell me a fast way to blit a A1R5G5B5 surface to the screen
|
somebody could tell me a fast way to blit a A1R5G5B5 surface to the screen
|
||||||
using X.
|
using X.
|
||||||
All examples do compile and run, but there are some things missing:
|
All examples do compile and run, but there are some things missing:
|
||||||
* It is not yet possible to make the mouse cursor invisibe.
|
* It is not yet possible to make the mouse cursor invisible.
|
||||||
* The timer seems not to return the currect time.
|
* The timer seems not to return the correct time.
|
||||||
* Multitexturing does not work correctly on all gfx adapters.
|
* Multitexturing does not work correctly on all gfx adapters.
|
||||||
|
|
||||||
- Ms3D Animations: The engine is now able to play skeletal animations directy
|
- Ms3D Animations: The engine is now able to play skeletal animations directly
|
||||||
from Milkshape 3D (.ms3d) files. It is also possible to attach objects to
|
from Milkshape 3D (.ms3d) files. It is also possible to attach objects to
|
||||||
parts of the animated mesh. For example a weapon to the left hand of
|
parts of the animated mesh. For example a weapon to the left hand of
|
||||||
the animated model.
|
the animated model.
|
||||||
@@ -5360,7 +5475,7 @@ Changes in version 0.2.5: (22 Jun 2003)
|
|||||||
picking, but more is coming soon.
|
picking, but more is coming soon.
|
||||||
|
|
||||||
- Automatic Culling based on Bounding Boxes is implemented now. It can be switched on
|
- Automatic Culling based on Bounding Boxes is implemented now. It can be switched on
|
||||||
or off for every SceneNode seperately using ISceneNode::setAutomaticCulling().
|
or off for every SceneNode separately using ISceneNode::setAutomaticCulling().
|
||||||
It is on by default.
|
It is on by default.
|
||||||
|
|
||||||
- It is now possible to remove loaded textures for freeing memory or reloading them.
|
- It is now possible to remove loaded textures for freeing memory or reloading them.
|
||||||
@@ -5418,7 +5533,7 @@ Changes in version 0.2: (19 May 2003)
|
|||||||
|
|
||||||
- The default aspect ratio in all camera scene nodes was changed.
|
- The default aspect ratio in all camera scene nodes was changed.
|
||||||
|
|
||||||
- Some changes and extenstions to the core::matrix4, SViewFrustum, plane3d and
|
- Some changes and extensions to the core::matrix4, SViewFrustum, plane3d and
|
||||||
aabbox were made. The plane3dex was removed, there is now only one plane implementation
|
aabbox were made. The plane3dex was removed, there is now only one plane implementation
|
||||||
available. Implemented some ideas and suggestions by Mark Jeacocke. Thanx a lot!
|
available. Implemented some ideas and suggestions by Mark Jeacocke. Thanx a lot!
|
||||||
|
|
||||||
@@ -5436,7 +5551,7 @@ Changes in version 0.2: (19 May 2003)
|
|||||||
setRelativePosition() and the sceneNodeAnimators. In addition, it now supports
|
setRelativePosition() and the sceneNodeAnimators. In addition, it now supports
|
||||||
multiple FPS cameras.
|
multiple FPS cameras.
|
||||||
|
|
||||||
- Mesh format loading extenstions are now possible. To extend the engine with a
|
- Mesh format loading extensions are now possible. To extend the engine with a
|
||||||
mesh format it currently does not support (e.g. .cob), just implement a
|
mesh format it currently does not support (e.g. .cob), just implement a
|
||||||
IMeshLoader interface and add it to the engine calling
|
IMeshLoader interface and add it to the engine calling
|
||||||
ISceneManager::addExternalMeshLoader().
|
ISceneManager::addExternalMeshLoader().
|
||||||
@@ -5490,7 +5605,7 @@ Release notes of version 0.1: (14 Mar 2003)
|
|||||||
|
|
||||||
- Software Device
|
- Software Device
|
||||||
Dynamic lighting, multitexturing, 3d clipping and bilinear filtering are
|
Dynamic lighting, multitexturing, 3d clipping and bilinear filtering are
|
||||||
not implemented because the Software Device was intented to to only 2d
|
not implemented because the Software Device was intended to to only 2d
|
||||||
functions, the primitive 3d functions are only an addition. Until the
|
functions, the primitive 3d functions are only an addition. Until the
|
||||||
first non beta release (1.0) of the Engine, some more 3d functionality
|
first non beta release (1.0) of the Engine, some more 3d functionality
|
||||||
will be added.
|
will be added.
|
||||||
|
|||||||
@@ -1,38 +0,0 @@
|
|||||||
#-------------------------------------------------------------------
|
|
||||||
# The contents of this file are placed in the public domain. Feel
|
|
||||||
# free to make use of it in any way you like.
|
|
||||||
#-------------------------------------------------------------------
|
|
||||||
|
|
||||||
# Try to find OpenGL ES 2 and EGL
|
|
||||||
|
|
||||||
if(WIN32)
|
|
||||||
find_path(OPENGLES2_INCLUDE_DIR GLES2/gl2.h)
|
|
||||||
find_library(OPENGLES2_LIBRARY libGLESv2)
|
|
||||||
elseif(APPLE)
|
|
||||||
find_library(OPENGLES2_LIBRARY OpenGLES REQUIRED) # framework
|
|
||||||
else()
|
|
||||||
# Unix
|
|
||||||
find_path(OPENGLES2_INCLUDE_DIR GLES2/gl2.h
|
|
||||||
PATHS /usr/X11R6/include /usr/include
|
|
||||||
)
|
|
||||||
find_library(OPENGLES2_LIBRARY
|
|
||||||
NAMES GLESv2
|
|
||||||
PATHS /usr/X11R6/lib /usr/lib
|
|
||||||
)
|
|
||||||
|
|
||||||
include(FindPackageHandleStandardArgs)
|
|
||||||
find_package_handle_standard_args(OpenGLES2 DEFAULT_MSG OPENGLES2_LIBRARY OPENGLES2_INCLUDE_DIR)
|
|
||||||
|
|
||||||
find_path(EGL_INCLUDE_DIR EGL/egl.h
|
|
||||||
PATHS /usr/X11R6/include /usr/include
|
|
||||||
)
|
|
||||||
find_library(EGL_LIBRARY
|
|
||||||
NAMES EGL
|
|
||||||
PATHS /usr/X11R6/lib /usr/lib
|
|
||||||
)
|
|
||||||
|
|
||||||
include(FindPackageHandleStandardArgs)
|
|
||||||
find_package_handle_standard_args(EGL REQUIRED_VARS EGL_LIBRARY EGL_INCLUDE_DIR NAME_MISMATCHED)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
set(OPENGLES2_LIBRARIES ${OPENGLES2_LIBRARY} ${EGL_LIBRARY})
|
|
||||||
58
examples/01.HelloWorld/HelloWorld.cbp
Normal file
58
examples/01.HelloWorld/HelloWorld.cbp
Normal file
@@ -0,0 +1,58 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||||
|
<CodeBlocks_project_file>
|
||||||
|
<FileVersion major="1" minor="6" />
|
||||||
|
<Project>
|
||||||
|
<Option title="Irrlicht Example 01 Hello World" />
|
||||||
|
<Option pch_mode="0" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Build>
|
||||||
|
<Target title="Linux">
|
||||||
|
<Option platforms="Unix;" />
|
||||||
|
<Option output="../../bin/Linux/HelloWorld" prefix_auto="0" extension_auto="0" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
<Add option="-D_IRR_STATIC_LIB_" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add library="Xxf86vm" />
|
||||||
|
<Add library="GL" />
|
||||||
|
<Add library="EGL" />
|
||||||
|
<Add library="X11" />
|
||||||
|
<Add library="GLESv1_CM" />
|
||||||
|
<Add library="GLESv2" />
|
||||||
|
<Add directory="../../lib/Linux" />
|
||||||
|
</Linker>
|
||||||
|
</Target>
|
||||||
|
<Target title="Windows">
|
||||||
|
<Option platforms="Windows;" />
|
||||||
|
<Option output="../../bin/Win32-gcc/HelloWorld" prefix_auto="0" extension_auto="1" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add directory="../../lib/Win32-gcc" />
|
||||||
|
</Linker>
|
||||||
|
</Target>
|
||||||
|
</Build>
|
||||||
|
<VirtualTargets>
|
||||||
|
<Add alias="All" targets="Windows;Linux;" />
|
||||||
|
</VirtualTargets>
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
<Add directory="../../include" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add library="Irrlicht" />
|
||||||
|
</Linker>
|
||||||
|
<Unit filename="main.cpp" />
|
||||||
|
<Extensions>
|
||||||
|
<code_completion />
|
||||||
|
<debugger />
|
||||||
|
<envvars />
|
||||||
|
</Extensions>
|
||||||
|
</Project>
|
||||||
|
</CodeBlocks_project_file>
|
||||||
163
examples/01.HelloWorld/HelloWorld.vcproj
Normal file
163
examples/01.HelloWorld/HelloWorld.vcproj
Normal file
@@ -0,0 +1,163 @@
|
|||||||
|
<?xml version="1.0" encoding="Windows-1252"?>
|
||||||
|
<VisualStudioProject
|
||||||
|
ProjectType="Visual C++"
|
||||||
|
Version="7.10"
|
||||||
|
Name="01.HelloWorld"
|
||||||
|
ProjectGUID="{265B57DD-0C6D-4CFD-A95E-0FCC3ECD0E90}"
|
||||||
|
SccProjectName=""
|
||||||
|
SccLocalPath="">
|
||||||
|
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examples/01.HelloWorld/HelloWorld_vc14.vcxproj
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||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
||||||
56
examples/01.HelloWorld/Makefile
Normal file
56
examples/01.HelloWorld/Makefile
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
# Makefile for Irrlicht Examples
|
||||||
|
# It's usually sufficient to change just the target name and source file list
|
||||||
|
# and be sure that CXX is set to a valid compiler
|
||||||
|
|
||||||
|
# Name of the executable created (.exe will be added automatically if necessary)
|
||||||
|
Target := 01.HelloWorld
|
||||||
|
# List of source files, separated by spaces
|
||||||
|
Sources := main.cpp
|
||||||
|
# Path to Irrlicht directory, should contain include/ and lib/
|
||||||
|
IrrlichtHome := ../..
|
||||||
|
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||||
|
BinPath = ../../bin/$(SYSTEM)
|
||||||
|
|
||||||
|
# general compiler settings (might need to be set when compiling the lib, too)
|
||||||
|
CPPFLAGS += -I$(IrrlichtHome)/include
|
||||||
|
ifndef NDEBUG
|
||||||
|
CXXFLAGS += -g -Wall
|
||||||
|
else
|
||||||
|
CXXFLAGS += -O3
|
||||||
|
endif
|
||||||
|
|
||||||
|
#default target is Linux
|
||||||
|
all: all_linux
|
||||||
|
|
||||||
|
# target specific settings
|
||||||
|
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||||
|
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||||
|
all_linux clean_linux: SYSTEM=Linux
|
||||||
|
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||||
|
all_win32 clean_win32 static_win32: SUF=.exe
|
||||||
|
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||||
|
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||||
|
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||||
|
# name of the binary - only valid for targets which set SYSTEM
|
||||||
|
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||||
|
|
||||||
|
all_linux all_win32 static_win32:
|
||||||
|
$(warning Building...)
|
||||||
|
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||||
|
|
||||||
|
clean: clean_linux clean_win32
|
||||||
|
$(warning Cleaning...)
|
||||||
|
|
||||||
|
clean_linux clean_win32:
|
||||||
|
@$(RM) $(DESTPATH)
|
||||||
|
|
||||||
|
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||||
|
|
||||||
|
#multilib handling
|
||||||
|
ifeq ($(HOSTTYPE), x86_64)
|
||||||
|
LIBSELECT=64
|
||||||
|
endif
|
||||||
|
#solaris real-time features
|
||||||
|
ifeq ($(HOSTTYPE), sun4)
|
||||||
|
LDFLAGS += -lrt
|
||||||
|
endif
|
||||||
269
examples/01.HelloWorld/main.cpp
Normal file
269
examples/01.HelloWorld/main.cpp
Normal file
@@ -0,0 +1,269 @@
|
|||||||
|
/** Example 001 HelloWorld
|
||||||
|
|
||||||
|
This tutorial shows how to set up the IDE for using the Irrlicht Engine and how
|
||||||
|
to write a simple HelloWorld program with it. The program will show how to use
|
||||||
|
the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
|
||||||
|
Microsoft Visual Studio is used as an IDE, but you will also be able to
|
||||||
|
understand everything if you are using a different one or even another
|
||||||
|
operating system than Windows.
|
||||||
|
|
||||||
|
You have to include the header file <irrlicht.h> in order to use the engine. The
|
||||||
|
header file can be found in the Irrlicht Engine SDK directory \c include. To let
|
||||||
|
the compiler find this header file, the directory where it is located has to be
|
||||||
|
added in your project as include path. This is different for every IDE and
|
||||||
|
compiler you use. Let's explain shortly how to do this in Visual Studio 2010:
|
||||||
|
|
||||||
|
- In Visual Studio 2010 select the Menu Project -> Properties. Select the
|
||||||
|
"C/C++" - "General" option, and select the "Additional Include Directories".
|
||||||
|
Add the \c include directory of the Irrlicht engine folder to the list of
|
||||||
|
directories. Now the compiler will find the irrlicht.h header file. We also
|
||||||
|
need the irrlicht.lib to be found, so select "Linker" - "General" and
|
||||||
|
add the \c lib/Win64-visualStudio or \c lib/Win32-visualStudio directory
|
||||||
|
to "Additional Library Directories". Which of the 2 Irrlicht versions you
|
||||||
|
chose depends on the target platform for your application (win32 or x64).
|
||||||
|
In your project properties you can see what your active solution platform
|
||||||
|
is, you can use the same one for Irrlicht.
|
||||||
|
|
||||||
|
To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
|
||||||
|
In most IDE's you have to add irrlicht.lib (or irrlicht.a or irrlicht.so on
|
||||||
|
Linux) to your Linker input files.
|
||||||
|
|
||||||
|
For VisualStudio we can be lazy and use the pragma comment lib.
|
||||||
|
We also want to get rid of the console window, which pops up when starting a
|
||||||
|
program with main() (instead of WinMain). This is done by the second pragma.
|
||||||
|
We could also use the WinMain method, though losing platform independence then.
|
||||||
|
*/
|
||||||
|
#ifdef _MSC_VER
|
||||||
|
#pragma comment(lib, "Irrlicht.lib")
|
||||||
|
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/*
|
||||||
|
That's it. With your IDE set up like this, you will now be able to develop
|
||||||
|
applications with the Irrlicht Engine.
|
||||||
|
|
||||||
|
Lets start!
|
||||||
|
|
||||||
|
After we have set up the IDE, the compiler will know where to find the Irrlicht
|
||||||
|
Engine header files so we can include it now in our code.
|
||||||
|
*/
|
||||||
|
#include <irrlicht.h>
|
||||||
|
|
||||||
|
/*
|
||||||
|
That header just adds the getExampleMediaPath tool-functions to help locating
|
||||||
|
the media we need. More about that later below.
|
||||||
|
*/
|
||||||
|
#include "exampleHelper.h"
|
||||||
|
|
||||||
|
/*
|
||||||
|
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
|
||||||
|
you want to use a class of the engine, you have to write irr:: before the name
|
||||||
|
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
|
||||||
|
To get rid of the irr:: in front of the name of every class, we tell the
|
||||||
|
compiler that we use that namespace from now on, and we will not have to write
|
||||||
|
irr:: anymore.
|
||||||
|
Note that you never should do that in headers - otherwise you will pollute the
|
||||||
|
namespace of every file including such a header. So in headers always write
|
||||||
|
out the full names including all namespaces.
|
||||||
|
*/
|
||||||
|
using namespace irr;
|
||||||
|
|
||||||
|
/*
|
||||||
|
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
|
||||||
|
read a detailed description of them in the documentation by clicking on the top
|
||||||
|
menu item 'Namespace List' or by using this link:
|
||||||
|
http://irrlicht.sourceforge.net/docu/namespaces.html
|
||||||
|
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
|
||||||
|
example simple. Hence, we tell the compiler again that we do not want always to
|
||||||
|
write their names.
|
||||||
|
*/
|
||||||
|
using namespace core;
|
||||||
|
using namespace scene;
|
||||||
|
using namespace video;
|
||||||
|
using namespace io;
|
||||||
|
using namespace gui;
|
||||||
|
|
||||||
|
/*
|
||||||
|
This is the main method. We can now use main() on every platform.
|
||||||
|
*/
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
The most important function of the engine is the createDevice()
|
||||||
|
function. The IrrlichtDevice is created by it, which is the root
|
||||||
|
object for doing anything with the engine. createDevice() has the
|
||||||
|
following parameters:
|
||||||
|
|
||||||
|
- driverType: Type of the video driver. This can currently be the Null-device,
|
||||||
|
one of the two software renderers, D3D9, or OpenGL. In this
|
||||||
|
example we use EDT_BURNINGSVIDEO, but to try out, you might want to
|
||||||
|
change it to EDT_SOFTWARE, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL.
|
||||||
|
Generally you will want to use OpenGL or Direct3D as they are
|
||||||
|
using your graphic card for calculations instead of the CPU and
|
||||||
|
are way faster (and usually better looking). We just use one of the
|
||||||
|
software renderers here as it even works when your graphic card driver
|
||||||
|
isn't set up for 3d support.
|
||||||
|
|
||||||
|
- windowSize: Size of the Window or screen in FullScreenMode to be
|
||||||
|
created. In this example we use 640x480.
|
||||||
|
|
||||||
|
- bits: Amount of color bits per pixel. This should be 16 or 32. The
|
||||||
|
parameter is often ignored when running in windowed mode. More
|
||||||
|
commonly you would chose 32 bit, again we're just playing it safe.
|
||||||
|
|
||||||
|
- fullscreen: Specifies if we want the device to run in fullscreen mode
|
||||||
|
or windowed.
|
||||||
|
|
||||||
|
- stencilbuffer: Specifies if we want to use the stencil buffer (you
|
||||||
|
need it for drawing shadows).
|
||||||
|
|
||||||
|
- vsync: Specifies if we want to have vsync enabled, this is only useful
|
||||||
|
in fullscreen mode.
|
||||||
|
|
||||||
|
- eventReceiver: An object to receive events. We do not want to use this
|
||||||
|
parameter here, and set it to 0.
|
||||||
|
|
||||||
|
Always check the return value to cope with unsupported drivers,
|
||||||
|
dimensions, etc.
|
||||||
|
*/
|
||||||
|
IrrlichtDevice *device =
|
||||||
|
createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16,
|
||||||
|
false, false, false, 0);
|
||||||
|
|
||||||
|
if (!device)
|
||||||
|
return 1;
|
||||||
|
|
||||||
|
/*
|
||||||
|
Set the caption of the window to some nice text. Note that there is an
|
||||||
|
'L' in front of the string. The Irrlicht Engine uses wide character
|
||||||
|
strings when displaying text.
|
||||||
|
*/
|
||||||
|
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
|
||||||
|
|
||||||
|
/*
|
||||||
|
Get a pointer to the VideoDriver, the SceneManager and the graphical
|
||||||
|
user interface environment, so that we do not always have to write
|
||||||
|
device->getVideoDriver(), device->getSceneManager(), or
|
||||||
|
device->getGUIEnvironment().
|
||||||
|
*/
|
||||||
|
IVideoDriver* driver = device->getVideoDriver();
|
||||||
|
ISceneManager* smgr = device->getSceneManager();
|
||||||
|
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||||
|
|
||||||
|
/*
|
||||||
|
We add a hello world label to the window, using the GUI environment.
|
||||||
|
The text is placed at the position (10,10) as top left corner and
|
||||||
|
(260,22) as lower right corner.
|
||||||
|
*/
|
||||||
|
guienv->addStaticText(L"Hello World! This is Irrlicht with the burnings software renderer!",
|
||||||
|
rect<s32>(10,10,260,22), true);
|
||||||
|
|
||||||
|
/*
|
||||||
|
Get a media path dedicated for your platform. Finding media files for your
|
||||||
|
applications can be tricky. First you have 2 options - working with relative
|
||||||
|
paths or working with absolute paths.
|
||||||
|
|
||||||
|
On Windows a common solution is that your installer will write a key into
|
||||||
|
the registry with the absolute path of wherever the user installed the
|
||||||
|
media. And in your application you read out that key from the registry.
|
||||||
|
On Linux a common solution is to use config file which is placed in some
|
||||||
|
fixed location (for example in a . file/folder in the user home).
|
||||||
|
|
||||||
|
But you can also work with relative paths - which is what we do here. There
|
||||||
|
is a slight complication with relative paths as they are relative to your
|
||||||
|
current working directory. And that depends on the way your application is
|
||||||
|
started and it might change inside your application. But mostly it will be
|
||||||
|
set to your executable on start so you can ignore that problem while
|
||||||
|
developing.
|
||||||
|
|
||||||
|
When inside VisualStudio the current working directory is set to your
|
||||||
|
project files location unless you overwrite Project properties - Debugging
|
||||||
|
- Working Directory. In Irrlicht examples the media folder is on most
|
||||||
|
platforms ../../media which works for the examples as it's relative to our
|
||||||
|
project files as well as to the binary (.exe) files.
|
||||||
|
|
||||||
|
Whatever you chose to find your base-folder for media - wrap it with some
|
||||||
|
function and then you can improve the code to locate the media later on.
|
||||||
|
*/
|
||||||
|
const io::path mediaPath = getExampleMediaPath();
|
||||||
|
|
||||||
|
/*
|
||||||
|
To show something interesting, we load a Quake 2 model and display it.
|
||||||
|
We get the Mesh from the Scene Manager with getMesh() and add a SceneNode
|
||||||
|
to display the mesh with addAnimatedMeshSceneNode(). Check the return value
|
||||||
|
of getMesh() to become aware of loading problems and other errors.
|
||||||
|
|
||||||
|
Instead of writing the filename sydney.md2, it would also be possible
|
||||||
|
to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
|
||||||
|
other supported file format. By the way, that cool Quake 2 model
|
||||||
|
called sydney was modeled by Brian Collins.
|
||||||
|
*/
|
||||||
|
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
|
||||||
|
if (!mesh)
|
||||||
|
{
|
||||||
|
device->drop();
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
|
||||||
|
|
||||||
|
/*
|
||||||
|
To let the mesh look a little bit nicer, we change its material. We
|
||||||
|
disable lighting because we do not have a dynamic light in here, and
|
||||||
|
the mesh would be totally black otherwise. Then we set the frame loop,
|
||||||
|
such that the predefined STAND animation is used. And last, we apply a
|
||||||
|
texture to the mesh. Without it the mesh would be drawn using only a
|
||||||
|
color.
|
||||||
|
*/
|
||||||
|
if (node)
|
||||||
|
{
|
||||||
|
node->setMaterialFlag(EMF_LIGHTING, false);
|
||||||
|
node->setMD2Animation(scene::EMAT_STAND);
|
||||||
|
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
To look at the mesh, we place a camera into 3d space at the position
|
||||||
|
(0, 30, -40). The camera looks from there to (0,5,0), which is
|
||||||
|
approximately the place where our md2 model is.
|
||||||
|
*/
|
||||||
|
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
|
||||||
|
|
||||||
|
/*
|
||||||
|
OK, now we have set up the scene, lets draw everything: We run the
|
||||||
|
device in a while() loop, until the device does not want to run any
|
||||||
|
more. This would be when the user closes the window or presses ALT+F4
|
||||||
|
(or whatever keycode closes a window on your OS).
|
||||||
|
*/
|
||||||
|
while(device->run())
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
Anything can be drawn between a beginScene() and an endScene()
|
||||||
|
call. The beginScene() call clears the screen with a color and
|
||||||
|
the depth buffer, if desired. Then we let the Scene Manager and
|
||||||
|
the GUI Environment draw their content. With the endScene()
|
||||||
|
call everything is presented on the screen.
|
||||||
|
*/
|
||||||
|
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
|
||||||
|
|
||||||
|
smgr->drawAll();
|
||||||
|
guienv->drawAll();
|
||||||
|
|
||||||
|
driver->endScene();
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
After we are done with the render loop, we have to delete the Irrlicht
|
||||||
|
Device created before with createDevice(). In the Irrlicht Engine, you
|
||||||
|
have to delete all objects you created with a method or function which
|
||||||
|
starts with 'create'. The object is simply deleted by calling ->drop().
|
||||||
|
See the documentation at irr::IReferenceCounted::drop() for more
|
||||||
|
information.
|
||||||
|
*/
|
||||||
|
device->drop();
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
That's it. Compile and run.
|
||||||
|
**/
|
||||||
231
examples/01.HelloWorld/tutorial.html
Normal file
231
examples/01.HelloWorld/tutorial.html
Normal file
@@ -0,0 +1,231 @@
|
|||||||
|
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||||
|
<html>
|
||||||
|
<head>
|
||||||
|
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
|
||||||
|
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
|
||||||
|
<meta name="generator" content="Doxygen 1.8.13"/>
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1"/>
|
||||||
|
<title>Tutorial 1: HelloWorld</title>
|
||||||
|
<html xmlns="http://www.w3.org/1999/xhtml">
|
||||||
|
<!-- Wanted to avoid copying .css to each folder, so copied default .css from doxyen in here, kicked out most stuff we don't need for examples and modified some a little bit.
|
||||||
|
Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder.
|
||||||
|
Feel free to improve :)
|
||||||
|
-->
|
||||||
|
<style>
|
||||||
|
body, table, div, p, dl {
|
||||||
|
font: 400 14px/22px;
|
||||||
|
}
|
||||||
|
body {
|
||||||
|
background-color: #F0F0F0;
|
||||||
|
color: black;
|
||||||
|
margin-left: 5%;
|
||||||
|
margin-right: 5%;
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<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
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|
||||||
|
<div class="header">
|
||||||
|
<div class="headertitle">
|
||||||
|
<div class="title">Tutorial 1: HelloWorld </div> </div>
|
||||||
|
</div><!--header-->
|
||||||
|
<div class="contents">
|
||||||
|
<div class="textblock"><div class="image">
|
||||||
|
<img src="../../media/example_screenshots/001shot.jpg" alt="001shot.jpg"/>
|
||||||
|
</div>
|
||||||
|
<p>This tutorial shows how to set up the IDE for using the Irrlicht Engine and how to write a simple HelloWorld program with it. The program will show how to use the basics of the VideoDriver, the GUIEnvironment, and the SceneManager. Microsoft Visual Studio is used as an IDE, but you will also be able to understand everything if you are using a different one or even another operating system than Windows.</p>
|
||||||
|
<p>You have to include the header file <irrlicht.h> in order to use the engine. The header file can be found in the Irrlicht Engine SDK directory <code>include</code>. To let the compiler find this header file, the directory where it is located has to be added in your project as include path. This is different for every IDE and compiler you use. Let's explain shortly how to do this in Visual Studio 2010:</p>
|
||||||
|
<ul>
|
||||||
|
<li>In Visual Studio 2010 select the Menu Project -> Properties. Select the "C/C++" - "General" option, and select the "Additional Include Directories". Add the <code>include</code> directory of the Irrlicht engine folder to the list of directories. Now the compiler will find the irrlicht.h header file. We also need the irrlicht.lib to be found, so select "Linker" - "General" and add the <code>lib/Win64-visualStudio</code> or <code>lib/Win32-visualStudio</code> directory to "Additional Library Directories". Which of the 2 Irrlicht versions you chose depends on the target platform for your application (win32 or x64). In your project properties you can see what your active solution platform is, you can use the same one for Irrlicht.</li>
|
||||||
|
</ul>
|
||||||
|
<p>To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib. In most IDE's you have to add irrlicht.lib (or irrlicht.a or irrlicht.so on Linux) to your Linker input files.</p>
|
||||||
|
<p>For VisualStudio we can be lazy and use the pragma comment lib. We also want to get rid of the console window, which pops up when starting a program with main() (instead of WinMain). This is done by the second pragma. We could also use the WinMain method, though losing platform independence then. </p><div class="fragment"><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"><span class="preprocessor">#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")</span></div><div class="line"><span class="preprocessor">#endif</span></div></div><!-- fragment --><p> That's it. With your IDE set up like this, you will now be able to develop applications with the Irrlicht Engine.</p>
|
||||||
|
<p>Lets start!</p>
|
||||||
|
<p>After we have set up the IDE, the compiler will know where to find the Irrlicht Engine header files so we can include it now in our code. </p><div class="fragment"><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div></div><!-- fragment --><p> That header just adds the getExampleMediaPath tool-functions to help locating the media we need. More about that later below. </p><div class="fragment"><div class="line"><span class="preprocessor">#include "exampleHelper.h"</span></div></div><!-- fragment --><p> In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if you want to use a class of the engine, you have to write irr:: before the name of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice. To get rid of the irr:: in front of the name of every class, we tell the compiler that we use that namespace from now on, and we will not have to write irr:: anymore. Note that you never should do that in headers - otherwise you will pollute the namespace of every file including such a header. So in headers always write out the full names including all namespaces. </p><div class="fragment"><div class="line"><span class="keyword">using namespace </span>irr;</div></div><!-- fragment --><p> There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can read a detailed description of them in the documentation by clicking on the top menu item 'Namespace List' or by using this link: <a href="http://irrlicht.sourceforge.net/docu/namespaces.html">http://irrlicht.sourceforge.net/docu/namespaces.html</a> Like the irr namespace, we do not want these 5 sub namespaces now, to keep this example simple. Hence, we tell the compiler again that we do not want always to write their names. </p><div class="fragment"><div class="line"><span class="keyword">using namespace </span>core;</div><div class="line"><span class="keyword">using namespace </span>scene;</div><div class="line"><span class="keyword">using namespace </span>video;</div><div class="line"><span class="keyword">using namespace </span>io;</div><div class="line"><span class="keyword">using namespace </span>gui;</div></div><!-- fragment --><p> This is the main method. We can now use main() on every platform. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div></div><!-- fragment --><p> The most important function of the engine is the createDevice() function. The IrrlichtDevice is created by it, which is the root object for doing anything with the engine. createDevice() has the following parameters:</p>
|
||||||
|
<ul>
|
||||||
|
<li>driverType: Type of the video driver. This can currently be the Null-device, one of the two software renderers, D3D9, or OpenGL. In this example we use EDT_BURNINGSVIDEO, but to try out, you might want to change it to EDT_SOFTWARE, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL. Generally you will want to use OpenGL or Direct3D as they are using your graphic card for calculations instead of the CPU and are way faster (and usually better looking). We just use one of the software renderers here as it even works when your graphic card driver isn't set up for 3d support.</li>
|
||||||
|
<li>windowSize: Size of the Window or screen in FullScreenMode to be created. In this example we use 640x480.</li>
|
||||||
|
<li>bits: Amount of color bits per pixel. This should be 16 or 32. The parameter is often ignored when running in windowed mode. More commonly you would chose 32 bit, again we're just playing it safe.</li>
|
||||||
|
<li>fullscreen: Specifies if we want the device to run in fullscreen mode or windowed.</li>
|
||||||
|
<li>stencilbuffer: Specifies if we want to use the stencil buffer (you need it for drawing shadows).</li>
|
||||||
|
<li>vsync: Specifies if we want to have vsync enabled, this is only useful in fullscreen mode.</li>
|
||||||
|
<li>eventReceiver: An object to receive events. We do not want to use this parameter here, and set it to 0.</li>
|
||||||
|
</ul>
|
||||||
|
<p>Always check the return value to cope with unsupported drivers, dimensions, etc. </p><div class="fragment"><div class="line">IrrlichtDevice *device =</div><div class="line"> createDevice( video::EDT_BURNINGSVIDEO, dimension2d<u32>(640, 480), 16,</div><div class="line"> <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>, 0);</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (!device)</div><div class="line"> <span class="keywordflow">return</span> 1;</div></div><!-- fragment --><p> Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. </p><div class="fragment"><div class="line">device->setWindowCaption(L<span class="stringliteral">"Hello World! - Irrlicht Engine Demo"</span>);</div></div><!-- fragment --><p> Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). </p><div class="fragment"><div class="line">IVideoDriver* driver = device->getVideoDriver();</div><div class="line">ISceneManager* smgr = device->getSceneManager();</div><div class="line">IGUIEnvironment* guienv = device->getGUIEnvironment();</div></div><!-- fragment --><p> We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. </p><div class="fragment"><div class="line">guienv->addStaticText(L<span class="stringliteral">"Hello World! This is Irrlicht with the burnings software renderer!"</span>,</div><div class="line"> rect<s32>(10,10,260,22), <span class="keyword">true</span>);</div></div><!-- fragment --><p> Get a media path dedicated for your platform. Finding media files for your applications can be tricky. First you have 2 options - working with relative paths or working with absolute paths.</p>
|
||||||
|
<p>On Windows a common solution is that your installer will write a key into the registry with the absolute path of wherever the user installed the media. And in your application you read out that key from the registry. On Linux a common solution is to use config file which is placed in some fixed location (for example in a . file/folder in the user home).</p>
|
||||||
|
<p>But you can also work with relative paths - which is what we do here. There is a slight complication with relative paths as they are relative to your current working directory. And that depends on the way your application is started and it might change inside your application. But mostly it will be set to your executable on start so you can ignore that problem while developing.</p>
|
||||||
|
<p>When inside VisualStudio the current working directory is set to your project files location unless you overwrite Project properties - Debugging</p><ul>
|
||||||
|
<li>Working Directory. In Irrlicht examples the media folder is on most platforms ../../media which works for the examples as it's relative to our project files as well as to the binary (.exe) files.</li>
|
||||||
|
</ul>
|
||||||
|
<p>Whatever you chose to find your base-folder for media - wrap it with some function and then you can improve the code to locate the media later on. </p><div class="fragment"><div class="line"><span class="keyword">const</span> io::path mediaPath = getExampleMediaPath();</div></div><!-- fragment --><p> To show something interesting, we load a Quake 2 model and display it. We get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). Check the return value of getMesh() to become aware of loading problems and other errors.</p>
|
||||||
|
<p>Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modeled by Brian Collins. </p><div class="fragment"><div class="line">IAnimatedMesh* mesh = smgr->getMesh(mediaPath + <span class="stringliteral">"sydney.md2"</span>);</div><div class="line"><span class="keywordflow">if</span> (!mesh)</div><div class="line">{</div><div class="line"> device->drop();</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line">}</div><div class="line">IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );</div></div><!-- fragment --><p> To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. </p><div class="fragment"><div class="line"><span class="keywordflow">if</span> (node)</div><div class="line">{</div><div class="line"> node->setMaterialFlag(EMF_LIGHTING, <span class="keyword">false</span>);</div><div class="line"> node->setMD2Animation(scene::EMAT_STAND);</div><div class="line"> node->setMaterialTexture( 0, driver->getTexture(mediaPath + <span class="stringliteral">"sydney.bmp"</span>) );</div><div class="line">}</div></div><!-- fragment --><p> To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. </p><div class="fragment"><div class="line">smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</div></div><!-- fragment --><p> OK, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window on your OS). </p><div class="fragment"><div class="line"><span class="keywordflow">while</span>(device->run())</div><div class="line">{</div></div><!-- fragment --><p> Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. </p><div class="fragment"><div class="line"> driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));</div><div class="line"></div><div class="line"> smgr->drawAll();</div><div class="line"> guienv->drawAll();</div><div class="line"></div><div class="line"> driver->endScene();</div><div class="line">}</div></div><!-- fragment --><p> After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. </p><div class="fragment"><div class="line"> device->drop();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's it. Compile and run. </p>
|
||||||
|
</div></div><!-- contents -->
|
||||||
|
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|
||||||
|
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|
||||||
|
<p> </p>
|
||||||
|
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|
||||||
|
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|
||||||
21
examples/01.HelloWorld_Android/AndroidManifest.xml
Executable file
21
examples/01.HelloWorld_Android/AndroidManifest.xml
Executable file
@@ -0,0 +1,21 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
|
||||||
|
package="com.irrlicht.example"
|
||||||
|
android:versionCode="1"
|
||||||
|
android:versionName="1.0">
|
||||||
|
<uses-sdk android:minSdkVersion="10"/>
|
||||||
|
<uses-feature android:glEsVersion="0x00020000" android:required="true"/>
|
||||||
|
<application android:icon="@drawable/irr_icon" android:label="HelloWorldMobile" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:debuggable="true">
|
||||||
|
<activity android:name="android.app.NativeActivity"
|
||||||
|
android:label="HelloWorldMobile"
|
||||||
|
android:launchMode="singleTask"
|
||||||
|
android:configChanges="orientation|keyboardHidden"
|
||||||
|
android:clearTaskOnLaunch="true">
|
||||||
|
<meta-data android:name="android.app.lib_name" android:value="HelloWorldMobile" />
|
||||||
|
<intent-filter>
|
||||||
|
<action android:name="android.intent.action.MAIN" />
|
||||||
|
<category android:name="android.intent.category.LAUNCHER" />
|
||||||
|
</intent-filter>
|
||||||
|
</activity>
|
||||||
|
</application>
|
||||||
|
</manifest>
|
||||||
184
examples/01.HelloWorld_Android/android_tools.cpp
Normal file
184
examples/01.HelloWorld_Android/android_tools.cpp
Normal file
@@ -0,0 +1,184 @@
|
|||||||
|
// This file is part of the "Irrlicht Engine".
|
||||||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||||
|
|
||||||
|
#include "android_tools.h"
|
||||||
|
#include <android/log.h> // for the occasional debugging, style: __android_log_print(ANDROID_LOG_VERBOSE, "Irrlicht", "%s\n", "We do log");
|
||||||
|
|
||||||
|
namespace irr
|
||||||
|
{
|
||||||
|
namespace android
|
||||||
|
{
|
||||||
|
|
||||||
|
// Not all DisplayMetrics are available through the NDK.
|
||||||
|
// So we access the Java classes with the JNI interface.
|
||||||
|
// You can access other Java classes available in Android in similar ways.
|
||||||
|
// Function based roughly on the code from here: http://stackoverflow.com/questions/13249164/android-using-jni-from-nativeactivity
|
||||||
|
bool getDisplayMetrics(android_app* app, SDisplayMetrics & metrics)
|
||||||
|
{
|
||||||
|
if (!app || !app->activity || !app->activity->vm )
|
||||||
|
return false;
|
||||||
|
|
||||||
|
JNIEnv* jni = 0;
|
||||||
|
app->activity->vm->AttachCurrentThread(&jni, NULL);
|
||||||
|
if (!jni )
|
||||||
|
return false;
|
||||||
|
|
||||||
|
|
||||||
|
// get all the classes we want to access from the JVM
|
||||||
|
jclass classNativeActivity = jni->FindClass("android/app/NativeActivity");
|
||||||
|
jclass classWindowManager = jni->FindClass("android/view/WindowManager");
|
||||||
|
jclass classDisplay = jni->FindClass("android/view/Display");
|
||||||
|
jclass classDisplayMetrics = jni->FindClass("android/util/DisplayMetrics");
|
||||||
|
|
||||||
|
if (!classNativeActivity || !classWindowManager || !classDisplay || !classDisplayMetrics)
|
||||||
|
{
|
||||||
|
app->activity->vm->DetachCurrentThread();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Get all the methods we want to access from the JVM classes
|
||||||
|
// Note: You can get the signatures (third parameter of GetMethodID) for all
|
||||||
|
// functions of a class with the javap tool, like in the following example for class DisplayMetrics:
|
||||||
|
// javap -s -classpath myandroidpath/adt-bundle-linux-x86_64-20131030/sdk/platforms/android-10/android.jar android/util/DisplayMetrics
|
||||||
|
jmethodID idNativeActivity_getWindowManager = jni->GetMethodID( classNativeActivity
|
||||||
|
, "getWindowManager"
|
||||||
|
, "()Landroid/view/WindowManager;");
|
||||||
|
jmethodID idWindowManager_getDefaultDisplay = jni->GetMethodID( classWindowManager
|
||||||
|
, "getDefaultDisplay"
|
||||||
|
, "()Landroid/view/Display;");
|
||||||
|
jmethodID idDisplayMetrics_constructor = jni->GetMethodID( classDisplayMetrics
|
||||||
|
, "<init>"
|
||||||
|
, "()V");
|
||||||
|
jmethodID idDisplay_getMetrics = jni->GetMethodID( classDisplay
|
||||||
|
, "getMetrics"
|
||||||
|
, "(Landroid/util/DisplayMetrics;)V");
|
||||||
|
|
||||||
|
if (!idNativeActivity_getWindowManager || !idWindowManager_getDefaultDisplay || !idDisplayMetrics_constructor
|
||||||
|
|| !idDisplay_getMetrics)
|
||||||
|
{
|
||||||
|
app->activity->vm->DetachCurrentThread();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// In Java the following code would be: getWindowManager().getDefaultDisplay().getMetrics(metrics);
|
||||||
|
// Note: If you need to call java functions in time-critical places you can split getting the jmethodID's
|
||||||
|
// and calling the functions into separate functions as you only have to get the jmethodID's once.
|
||||||
|
jobject windowManager = jni->CallObjectMethod(app->activity->clazz, idNativeActivity_getWindowManager);
|
||||||
|
|
||||||
|
if (!windowManager)
|
||||||
|
{
|
||||||
|
app->activity->vm->DetachCurrentThread();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
jobject display = jni->CallObjectMethod(windowManager, idWindowManager_getDefaultDisplay);
|
||||||
|
if (!display)
|
||||||
|
{
|
||||||
|
app->activity->vm->DetachCurrentThread();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
jobject displayMetrics = jni->NewObject( classDisplayMetrics, idDisplayMetrics_constructor);
|
||||||
|
if (!displayMetrics)
|
||||||
|
{
|
||||||
|
app->activity->vm->DetachCurrentThread();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
jni->CallVoidMethod(display, idDisplay_getMetrics, displayMetrics);
|
||||||
|
|
||||||
|
// access the fields of DisplayMetrics (we ignore the DENSITY constants)
|
||||||
|
jfieldID idDisplayMetrics_widthPixels = jni->GetFieldID( classDisplayMetrics, "widthPixels", "I");
|
||||||
|
jfieldID idDisplayMetrics_heightPixels = jni->GetFieldID( classDisplayMetrics, "heightPixels", "I");
|
||||||
|
jfieldID idDisplayMetrics_density = jni->GetFieldID( classDisplayMetrics, "density", "F");
|
||||||
|
jfieldID idDisplayMetrics_densityDpi = jni->GetFieldID( classDisplayMetrics, "densityDpi", "I");
|
||||||
|
jfieldID idDisplayMetrics_scaledDensity = jni->GetFieldID( classDisplayMetrics, "scaledDensity", "F");
|
||||||
|
jfieldID idDisplayMetrics_xdpi = jni->GetFieldID(classDisplayMetrics, "xdpi", "F");
|
||||||
|
jfieldID idDisplayMetrics_ydpi = jni->GetFieldID(classDisplayMetrics, "ydpi", "F");
|
||||||
|
|
||||||
|
if ( idDisplayMetrics_widthPixels )
|
||||||
|
metrics.widthPixels = jni->GetIntField(displayMetrics, idDisplayMetrics_widthPixels);
|
||||||
|
if ( idDisplayMetrics_heightPixels )
|
||||||
|
metrics.heightPixels = jni->GetIntField(displayMetrics, idDisplayMetrics_heightPixels);
|
||||||
|
if (idDisplayMetrics_density )
|
||||||
|
metrics.density = jni->GetFloatField(displayMetrics, idDisplayMetrics_density);
|
||||||
|
if (idDisplayMetrics_densityDpi)
|
||||||
|
metrics.densityDpi = jni->GetIntField(displayMetrics, idDisplayMetrics_densityDpi);
|
||||||
|
if (idDisplayMetrics_scaledDensity)
|
||||||
|
metrics.scaledDensity = jni->GetFloatField(displayMetrics, idDisplayMetrics_scaledDensity);
|
||||||
|
if ( idDisplayMetrics_xdpi )
|
||||||
|
metrics.xdpi = jni->GetFloatField(displayMetrics, idDisplayMetrics_xdpi);
|
||||||
|
if ( idDisplayMetrics_ydpi )
|
||||||
|
metrics.ydpi = jni->GetFloatField(displayMetrics, idDisplayMetrics_ydpi);
|
||||||
|
|
||||||
|
app->activity->vm->DetachCurrentThread();
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void setSoftInputVisibility(android_app* app, bool visible)
|
||||||
|
{
|
||||||
|
// NOTE: Unfortunately ANativeActivity_showSoftInput from the NDK does not work and Google does not care.
|
||||||
|
// This is based on the solution from @Ratamovic from here: http://stackoverflow.com/questions/5864790/how-to-show-the-soft-keyboard-on-native-activity
|
||||||
|
|
||||||
|
if (!app || !app->activity || !app->activity->vm )
|
||||||
|
return;
|
||||||
|
|
||||||
|
JNIEnv* jni = 0;
|
||||||
|
app->activity->vm->AttachCurrentThread(&jni, NULL);
|
||||||
|
if (!jni )
|
||||||
|
return;
|
||||||
|
|
||||||
|
// get all the classes we want to access from the JVM (could be cached)
|
||||||
|
jclass classNativeActivity = jni->FindClass("android/app/NativeActivity");
|
||||||
|
jclass classInputMethodManager = jni->FindClass("android/view/inputmethod/InputMethodManager");
|
||||||
|
jclass classWindow = jni->FindClass("android/view/Window");
|
||||||
|
jclass classView = jni->FindClass("android/view/View");
|
||||||
|
|
||||||
|
if (classNativeActivity && classInputMethodManager && classWindow)
|
||||||
|
{
|
||||||
|
// Get all the methods we want to access from the JVM classes (could be cached)
|
||||||
|
jmethodID mid_getSystemService = jni->GetMethodID(classNativeActivity, "getSystemService","(Ljava/lang/String;)Ljava/lang/Object;");
|
||||||
|
jmethodID mid_showSoftInput = jni->GetMethodID(classInputMethodManager, "showSoftInput", "(Landroid/view/View;I)Z");
|
||||||
|
|
||||||
|
jmethodID mid_hideSoftInput = jni->GetMethodID(classInputMethodManager, "hideSoftInputFromWindow", "(Landroid/os/IBinder;I)Z");
|
||||||
|
jmethodID mid_getWindow = jni->GetMethodID(classNativeActivity, "getWindow", "()Landroid/view/Window;");
|
||||||
|
jmethodID mid_getWindowToken = jni->GetMethodID(classView, "getWindowToken", "()Landroid/os/IBinder;");
|
||||||
|
jmethodID mid_getDecorView = jni->GetMethodID(classWindow, "getDecorView", "()Landroid/view/View;");
|
||||||
|
|
||||||
|
if ( mid_getSystemService && mid_showSoftInput && mid_hideSoftInput && mid_getWindow && mid_getDecorView && mid_getWindowToken )
|
||||||
|
{
|
||||||
|
jstring paramInput = jni->NewStringUTF("input_method");
|
||||||
|
jobject objInputMethodManager = jni->CallObjectMethod(app->activity->clazz, mid_getSystemService, paramInput);
|
||||||
|
jni->DeleteLocalRef(paramInput);
|
||||||
|
|
||||||
|
jobject objWindow = jni->CallObjectMethod(app->activity->clazz, mid_getWindow);
|
||||||
|
|
||||||
|
if ( visible && objInputMethodManager && objWindow)
|
||||||
|
{
|
||||||
|
jobject objDecorView = jni->CallObjectMethod(objWindow, mid_getDecorView);
|
||||||
|
if ( objDecorView )
|
||||||
|
{
|
||||||
|
int showFlags = 0;
|
||||||
|
jni->CallBooleanMethod(objInputMethodManager, mid_showSoftInput, objDecorView, showFlags);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if ( !visible && objInputMethodManager && objWindow )
|
||||||
|
{
|
||||||
|
jobject objDecorView = jni->CallObjectMethod(objWindow, mid_getDecorView);
|
||||||
|
if ( objDecorView )
|
||||||
|
{
|
||||||
|
jobject objBinder = jni->CallObjectMethod(objDecorView, mid_getWindowToken);
|
||||||
|
if ( objBinder )
|
||||||
|
{
|
||||||
|
int hideFlags = 0;
|
||||||
|
jni->CallBooleanMethod(objInputMethodManager, mid_hideSoftInput, objBinder, hideFlags);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
app->activity->vm->DetachCurrentThread();
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace android
|
||||||
|
} // namespace irr
|
||||||
33
examples/01.HelloWorld_Android/android_tools.h
Normal file
33
examples/01.HelloWorld_Android/android_tools.h
Normal file
@@ -0,0 +1,33 @@
|
|||||||
|
// This file is part of the "Irrlicht Engine".
|
||||||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||||
|
|
||||||
|
#ifndef __IRR_ANDROID_TOOLS_H__
|
||||||
|
#define __IRR_ANDROID_TOOLS_H__
|
||||||
|
|
||||||
|
#include <irrlicht.h>
|
||||||
|
#include <android_native_app_glue.h>
|
||||||
|
|
||||||
|
namespace irr
|
||||||
|
{
|
||||||
|
namespace android
|
||||||
|
{
|
||||||
|
|
||||||
|
struct SDisplayMetrics
|
||||||
|
{
|
||||||
|
irr::s32 widthPixels;
|
||||||
|
irr::s32 heightPixels;
|
||||||
|
irr::f32 density;
|
||||||
|
irr::s32 densityDpi;
|
||||||
|
irr::f32 scaledDensity;
|
||||||
|
irr::f32 xdpi;
|
||||||
|
irr::f32 ydpi;
|
||||||
|
};
|
||||||
|
|
||||||
|
//! Access SDisplayMetrics
|
||||||
|
extern bool getDisplayMetrics(android_app* app, SDisplayMetrics & metrics);
|
||||||
|
|
||||||
|
extern void setSoftInputVisibility(android_app* app, bool visible);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // __IRR_ANDROID_TOOLS_H__
|
||||||
17
examples/01.HelloWorld_Android/build.xml
Executable file
17
examples/01.HelloWorld_Android/build.xml
Executable file
@@ -0,0 +1,17 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project name="HelloWorldMobile" default="help">
|
||||||
|
<property file="local.properties" />
|
||||||
|
<property file="ant.properties" />
|
||||||
|
<property environment="env" />
|
||||||
|
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
|
||||||
|
<isset property="env.ANDROID_HOME" />
|
||||||
|
</condition>
|
||||||
|
<loadproperties srcFile="project.properties" />
|
||||||
|
<fail
|
||||||
|
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
|
||||||
|
unless="sdk.dir"
|
||||||
|
/>
|
||||||
|
<import file="custom_rules.xml" optional="true" />
|
||||||
|
<import file="${sdk.dir}/tools/ant/build.xml" />
|
||||||
|
|
||||||
|
</project>
|
||||||
50
examples/01.HelloWorld_Android/jni/Android.mk
Executable file
50
examples/01.HelloWorld_Android/jni/Android.mk
Executable file
@@ -0,0 +1,50 @@
|
|||||||
|
LOCAL_PATH := $(call my-dir)/..
|
||||||
|
IRRLICHT_PROJECT_PATH := $(LOCAL_PATH)
|
||||||
|
|
||||||
|
include $(CLEAR_VARS)
|
||||||
|
LOCAL_MODULE := Irrlicht
|
||||||
|
LOCAL_SRC_FILES := $(IRRLICHT_PROJECT_PATH)/../../lib/Android/libIrrlicht.a
|
||||||
|
include $(PREBUILT_STATIC_LIBRARY)
|
||||||
|
|
||||||
|
include $(CLEAR_VARS)
|
||||||
|
|
||||||
|
LOCAL_MODULE := HelloWorldMobile
|
||||||
|
|
||||||
|
LOCAL_CFLAGS := -pipe -fno-exceptions -fno-rtti -fstrict-aliasing
|
||||||
|
|
||||||
|
ifndef NDEBUG
|
||||||
|
LOCAL_CFLAGS += -g -D_DEBUG
|
||||||
|
else
|
||||||
|
LOCAL_CFLAGS += -fexpensive-optimizations -O3
|
||||||
|
endif
|
||||||
|
|
||||||
|
ifeq ($(TARGET_ARCH_ABI),x86)
|
||||||
|
LOCAL_CFLAGS += -fno-stack-protector
|
||||||
|
endif
|
||||||
|
|
||||||
|
LOCAL_C_INCLUDES := ../../include
|
||||||
|
|
||||||
|
LOCAL_SRC_FILES := main.cpp android_tools.cpp
|
||||||
|
|
||||||
|
LOCAL_LDLIBS := -lEGL -llog -lGLESv1_CM -lGLESv2 -lz -landroid
|
||||||
|
|
||||||
|
LOCAL_STATIC_LIBRARIES := Irrlicht android_native_app_glue
|
||||||
|
|
||||||
|
include $(BUILD_SHARED_LIBRARY)
|
||||||
|
|
||||||
|
$(call import-module,android/native_app_glue)
|
||||||
|
|
||||||
|
# copy Irrlicht data to assets
|
||||||
|
|
||||||
|
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets)
|
||||||
|
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets/media)
|
||||||
|
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets/media/Shaders)
|
||||||
|
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/src)
|
||||||
|
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/Shaders/*.* $(IRRLICHT_PROJECT_PATH)/assets/media/Shaders/)
|
||||||
|
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/irrlichtlogo3.png $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||||
|
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/dwarf.x $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||||
|
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/dwarf.jpg $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||||
|
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/axe.jpg $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||||
|
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/fonthaettenschweiler.bmp $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||||
|
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/bigfont.png $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||||
|
|
||||||
2
examples/01.HelloWorld_Android/jni/Application.mk
Executable file
2
examples/01.HelloWorld_Android/jni/Application.mk
Executable file
@@ -0,0 +1,2 @@
|
|||||||
|
APP_PLATFORM := android-10
|
||||||
|
APP_MODULES := HelloWorldMobile
|
||||||
387
examples/01.HelloWorld_Android/main.cpp
Normal file
387
examples/01.HelloWorld_Android/main.cpp
Normal file
@@ -0,0 +1,387 @@
|
|||||||
|
/** Example 027 Helloworld_Android
|
||||||
|
This example shows a simple application for Android.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include <irrlicht.h>
|
||||||
|
|
||||||
|
#ifdef _IRR_ANDROID_PLATFORM_
|
||||||
|
|
||||||
|
#include <android_native_app_glue.h>
|
||||||
|
#include "android_tools.h"
|
||||||
|
#include "android/window.h"
|
||||||
|
|
||||||
|
using namespace irr;
|
||||||
|
using namespace core;
|
||||||
|
using namespace scene;
|
||||||
|
using namespace video;
|
||||||
|
using namespace io;
|
||||||
|
using namespace gui;
|
||||||
|
|
||||||
|
|
||||||
|
enum GUI_IDS
|
||||||
|
{
|
||||||
|
GUI_INFO_FPS,
|
||||||
|
GUI_IRR_LOGO,
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
Android is using multitouch events.
|
||||||
|
We allow users to move around the Irrlicht logo as example of how to use those.
|
||||||
|
*/
|
||||||
|
class MyEventReceiver : public IEventReceiver
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
MyEventReceiver(android_app* app )
|
||||||
|
: Device(0), AndroidApp(app), SpriteToMove(0), TouchID(-1)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
void Init(IrrlichtDevice *device)
|
||||||
|
{
|
||||||
|
Device = device;
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual bool OnEvent(const SEvent& event)
|
||||||
|
{
|
||||||
|
if (event.EventType == EET_TOUCH_INPUT_EVENT)
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
For now we fake mouse-events. Touch-events will be handled inside Irrlicht in the future, but until
|
||||||
|
that is implemented you can use this workaround to get a GUI which works at least for simple elements like
|
||||||
|
buttons. That workaround does ignore multi-touch events - if you need several buttons pressed at the same
|
||||||
|
time you have to handle that yourself.
|
||||||
|
*/
|
||||||
|
SEvent fakeMouseEvent;
|
||||||
|
fakeMouseEvent.EventType = EET_MOUSE_INPUT_EVENT;
|
||||||
|
fakeMouseEvent.MouseInput.X = event.TouchInput.X;
|
||||||
|
fakeMouseEvent.MouseInput.Y = event.TouchInput.Y;
|
||||||
|
fakeMouseEvent.MouseInput.Shift = false;
|
||||||
|
fakeMouseEvent.MouseInput.Control = false;
|
||||||
|
fakeMouseEvent.MouseInput.ButtonStates = 0;
|
||||||
|
fakeMouseEvent.MouseInput.Event = EMIE_COUNT;
|
||||||
|
|
||||||
|
switch (event.TouchInput.Event)
|
||||||
|
{
|
||||||
|
case ETIE_PRESSED_DOWN:
|
||||||
|
{
|
||||||
|
// We only work with the first for now.force opengl error
|
||||||
|
if ( TouchID == -1 )
|
||||||
|
{
|
||||||
|
fakeMouseEvent.MouseInput.Event = EMIE_LMOUSE_PRESSED_DOWN;
|
||||||
|
|
||||||
|
if (Device)
|
||||||
|
{
|
||||||
|
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
|
||||||
|
IGUIElement * logo = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId ( GUI_IRR_LOGO );
|
||||||
|
if ( logo && logo->isPointInside (touchPoint) )
|
||||||
|
{
|
||||||
|
TouchID = event.TouchInput.ID;
|
||||||
|
SpriteToMove = logo;
|
||||||
|
SpriteStartRect = SpriteToMove->getRelativePosition();
|
||||||
|
TouchStartPos = touchPoint;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case ETIE_MOVED:
|
||||||
|
if ( TouchID == event.TouchInput.ID )
|
||||||
|
{
|
||||||
|
fakeMouseEvent.MouseInput.Event = EMIE_MOUSE_MOVED;
|
||||||
|
fakeMouseEvent.MouseInput.ButtonStates = EMBSM_LEFT;
|
||||||
|
|
||||||
|
if ( SpriteToMove && TouchID == event.TouchInput.ID )
|
||||||
|
{
|
||||||
|
|
||||||
|
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
|
||||||
|
MoveSprite(touchPoint);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case ETIE_LEFT_UP:
|
||||||
|
if ( TouchID == event.TouchInput.ID )
|
||||||
|
{
|
||||||
|
fakeMouseEvent.MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
|
||||||
|
|
||||||
|
if ( SpriteToMove )
|
||||||
|
{
|
||||||
|
TouchID = -1;
|
||||||
|
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
|
||||||
|
MoveSprite(touchPoint);
|
||||||
|
SpriteToMove = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( fakeMouseEvent.MouseInput.Event != EMIE_COUNT && Device )
|
||||||
|
{
|
||||||
|
Device->postEventFromUser(fakeMouseEvent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if ( event.EventType == EET_GUI_EVENT )
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
Show and hide the soft input keyboard when an edit-box get's the focus.
|
||||||
|
*/
|
||||||
|
switch(event.GUIEvent.EventType)
|
||||||
|
{
|
||||||
|
case EGET_EDITBOX_ENTER:
|
||||||
|
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
|
||||||
|
{
|
||||||
|
if( Device->getGUIEnvironment() )
|
||||||
|
Device->getGUIEnvironment()->setFocus(NULL);
|
||||||
|
android::setSoftInputVisibility(AndroidApp, false);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case EGET_ELEMENT_FOCUS_LOST:
|
||||||
|
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
|
||||||
|
{
|
||||||
|
/* Unfortunatly this only works on some android devices.
|
||||||
|
On other devices Android passes through touch-input events when the virtual keyboard is clicked while blocking those events in areas where the keyboard isn't.
|
||||||
|
Very likely an Android bug as it only happens in certain cases (like Android Lollipop with landscape mode on MotoG, but also some reports from other devices).
|
||||||
|
Or maybe Irrlicht still does something wrong.
|
||||||
|
Can't figure it out so far - so be warned - with landscape mode you might be better off writing your own keyboard.
|
||||||
|
*/
|
||||||
|
android::setSoftInputVisibility(AndroidApp, false);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case EGET_ELEMENT_FOCUSED:
|
||||||
|
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
|
||||||
|
{
|
||||||
|
android::setSoftInputVisibility(AndroidApp, true);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void MoveSprite(const irr::core::position2d<irr::s32> &touchPos)
|
||||||
|
{
|
||||||
|
irr::core::position2d<irr::s32> move(touchPos-TouchStartPos);
|
||||||
|
SpriteToMove->setRelativePosition(SpriteStartRect.UpperLeftCorner + move);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
IrrlichtDevice * Device;
|
||||||
|
android_app* AndroidApp;
|
||||||
|
gui::IGUIElement * SpriteToMove;
|
||||||
|
core::rect<s32> SpriteStartRect;
|
||||||
|
core::position2d<irr::s32> TouchStartPos;
|
||||||
|
s32 TouchID;
|
||||||
|
};
|
||||||
|
|
||||||
|
/* Mainloop.
|
||||||
|
*/
|
||||||
|
void mainloop( IrrlichtDevice *device, IGUIStaticText * infoText )
|
||||||
|
{
|
||||||
|
u32 loop = 0; // loop is reset when the app is destroyed unlike runCounter
|
||||||
|
static u32 runCounter = 0; // static's seem to survive even an app-destroy message (not sure if that's guaranteed).
|
||||||
|
while(device->run())
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
The window seems to be always active in this setup.
|
||||||
|
That's because when it's not active Android will stop the code from running.
|
||||||
|
*/
|
||||||
|
if (device->isWindowActive())
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
Show FPS and some counters to show which parts of an app run
|
||||||
|
in different app-lifecycle states.
|
||||||
|
*/
|
||||||
|
if ( infoText )
|
||||||
|
{
|
||||||
|
stringw str = L"FPS:";
|
||||||
|
str += (s32)device->getVideoDriver()->getFPS();
|
||||||
|
str += L" r:";
|
||||||
|
str += runCounter;
|
||||||
|
str += L" l:";
|
||||||
|
str += loop;
|
||||||
|
infoText->setText ( str.c_str() );
|
||||||
|
}
|
||||||
|
|
||||||
|
device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100));
|
||||||
|
device->getSceneManager()->drawAll();
|
||||||
|
device->getGUIEnvironment()->drawAll();
|
||||||
|
device->getVideoDriver()->endScene ();
|
||||||
|
}
|
||||||
|
device->yield(); // probably nicer to the battery
|
||||||
|
++runCounter;
|
||||||
|
++loop;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Main application code. */
|
||||||
|
void android_main(android_app* app)
|
||||||
|
{
|
||||||
|
// Make sure glue isn't stripped.
|
||||||
|
app_dummy();
|
||||||
|
|
||||||
|
/*
|
||||||
|
The receiver can already receive system events while createDeviceEx is called.
|
||||||
|
So we create it first.
|
||||||
|
*/
|
||||||
|
MyEventReceiver receiver(app);
|
||||||
|
|
||||||
|
/*
|
||||||
|
Create the device.
|
||||||
|
You have currently the choice between 2 drivers:
|
||||||
|
EDT_OGLES1 is basically a opengl fixed function pipeline.
|
||||||
|
EDT_OGLES2 is a shader pipeline. Irrlicht comes with shaders to simulate
|
||||||
|
typical fixed function materials. For this to work the
|
||||||
|
corresponding shaders from the Irrlicht media/Shaders folder are
|
||||||
|
copied to the application assets folder (done in the Makefile).
|
||||||
|
*/
|
||||||
|
SIrrlichtCreationParameters param;
|
||||||
|
// param.DriverType = EDT_OGLES1; // android:glEsVersion in AndroidManifest.xml should be "0x00010000" (requesting 0x00020000 will also guarantee that ES1 works)
|
||||||
|
param.DriverType = EDT_OGLES2; // android:glEsVersion in AndroidManifest.xml should be "0x00020000"
|
||||||
|
param.WindowSize = dimension2d<u32>(300,300); // using 0,0 it will automatically set it to the maximal size
|
||||||
|
param.PrivateData = app;
|
||||||
|
param.Bits = 24;
|
||||||
|
param.ZBufferBits = 16;
|
||||||
|
param.AntiAlias = 0;
|
||||||
|
param. EventReceiver = &receiver;
|
||||||
|
|
||||||
|
/* Logging is written to a file. So your application should disable all logging when you distribute your
|
||||||
|
application or it can fill up that file over time.
|
||||||
|
*/
|
||||||
|
#ifndef _DEBUG
|
||||||
|
param.LoggingLevel = ELL_NONE;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
IrrlichtDevice *device = createDeviceEx(param);
|
||||||
|
if (device == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
receiver.Init(device);
|
||||||
|
|
||||||
|
// ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0);
|
||||||
|
|
||||||
|
IVideoDriver* driver = device->getVideoDriver();
|
||||||
|
ISceneManager* smgr = device->getSceneManager();
|
||||||
|
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||||
|
ILogger* logger = device->getLogger();
|
||||||
|
IFileSystem * fs = device->getFileSystem();
|
||||||
|
|
||||||
|
/* Access to the Android native window. You often need this when accessing NDK functions like we are doing here.
|
||||||
|
Note that windowWidth/windowHeight have already subtracted things like the taskbar which your device might have,
|
||||||
|
so you get the real size of your render-window.
|
||||||
|
*/
|
||||||
|
ANativeWindow* nativeWindow = static_cast<ANativeWindow*>(driver->getExposedVideoData().OGLESAndroid.Window);
|
||||||
|
int32_t windowWidth = ANativeWindow_getWidth(app->window);
|
||||||
|
int32_t windowHeight = ANativeWindow_getHeight(app->window);
|
||||||
|
|
||||||
|
/* Get display metrics. We are accessing the Java functions of the JVM directly in this case as there is no NDK function for that yet.
|
||||||
|
Checkout android_tools.cpp if you want to know how that is done. */
|
||||||
|
irr::android::SDisplayMetrics displayMetrics;
|
||||||
|
memset(&displayMetrics, 0, sizeof displayMetrics);
|
||||||
|
irr::android::getDisplayMetrics(app, displayMetrics);
|
||||||
|
|
||||||
|
/* For troubleshooting you can use the Irrlicht logger.
|
||||||
|
The Irrlicht logging messages are send to the Android logging system using the tag "Irrlicht".
|
||||||
|
They stay in a file there, so you can check them even after running your app.
|
||||||
|
You can watch them with the command: "adb logcat Irrlicht:V DEBUG:V *:S"
|
||||||
|
This means Irrlicht _V_erbose, debug messages verbose (p.E callstack on crashes) and all other messages _S_ilent.
|
||||||
|
Clean the logging file with: "adb logcat -c".
|
||||||
|
See http://developer.android.com/tools/debugging/debugging-log.html for more advanced log options.
|
||||||
|
*/
|
||||||
|
char strDisplay[1000];
|
||||||
|
sprintf(strDisplay, "Window size:(%d/%d)\nDisplay size:(%d/%d)", windowWidth, windowHeight, displayMetrics.widthPixels, displayMetrics.heightPixels);
|
||||||
|
logger->log(strDisplay);
|
||||||
|
|
||||||
|
core::dimension2d<s32> dim(driver->getScreenSize());
|
||||||
|
sprintf(strDisplay, "getScreenSize:(%d/%d)", dim.Width, dim.Height);
|
||||||
|
logger->log(strDisplay);
|
||||||
|
|
||||||
|
|
||||||
|
/* Your media must be somewhere inside the assets folder. The assets folder is the root for the file system.
|
||||||
|
This example copies the media in the Android.mk makefile. */
|
||||||
|
stringc mediaPath = "media/";
|
||||||
|
|
||||||
|
// The Android assets file-system does not know which sub-directories it has (blame google).
|
||||||
|
// So we have to add all sub-directories in assets manually. Otherwise we could still open the files,
|
||||||
|
// but existFile checks will fail (which are for example needed by getFont).
|
||||||
|
for ( u32 i=0; i < fs->getFileArchiveCount(); ++i )
|
||||||
|
{
|
||||||
|
IFileArchive* archive = fs->getFileArchive(i);
|
||||||
|
if ( archive->getType() == EFAT_ANDROID_ASSET )
|
||||||
|
{
|
||||||
|
archive->addDirectoryToFileList(mediaPath);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Set the font-size depending on your device.
|
||||||
|
dpi=dots per inch. 1 inch = 2.54 cm. */
|
||||||
|
IGUISkin* skin = guienv->getSkin();
|
||||||
|
IGUIFont* font = 0;
|
||||||
|
if ( displayMetrics.xdpi < 100 ) // just guessing some value where fontsize might start to get too small
|
||||||
|
font = guienv->getFont(mediaPath + "fonthaettenschweiler.bmp");
|
||||||
|
else
|
||||||
|
font = guienv->getFont(mediaPath + "bigfont.png");
|
||||||
|
if (font)
|
||||||
|
skin->setFont(font);
|
||||||
|
|
||||||
|
// A field to show some text. Comment out stat->setText in run() if you want to see the dpi instead of the fps.
|
||||||
|
IGUIStaticText *text = guienv->addStaticText(stringw(displayMetrics.xdpi).c_str(),
|
||||||
|
rect<s32>(5,5,635,35), false, false, 0, GUI_INFO_FPS );
|
||||||
|
guienv->addEditBox( L"", rect<s32>(5,40,475,80));
|
||||||
|
|
||||||
|
// add irrlicht logo
|
||||||
|
IGUIImage * logo = guienv->addImage(driver->getTexture(mediaPath + "irrlichtlogo3.png"),
|
||||||
|
core::position2d<s32>(5,85), true, 0, GUI_IRR_LOGO);
|
||||||
|
s32 minLogoWidth = windowWidth/3;
|
||||||
|
if ( logo && logo->getRelativePosition().getWidth() < minLogoWidth )
|
||||||
|
{
|
||||||
|
/* Scale to make it better visible on high-res devices (we could also work with dpi here).
|
||||||
|
*/
|
||||||
|
logo->setScaleImage(true);
|
||||||
|
core::rect<s32> logoPos(logo->getRelativePosition());
|
||||||
|
f32 scale = (f32)minLogoWidth/(f32)logoPos.getWidth();
|
||||||
|
logoPos.LowerRightCorner.X = logoPos.UpperLeftCorner.X + minLogoWidth;
|
||||||
|
logoPos.LowerRightCorner.Y = logoPos.UpperLeftCorner.Y + (s32)((f32)logoPos.getHeight()*scale);
|
||||||
|
logo->setRelativePosition(logoPos);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
Add a 3d model. Note that you might need to add light when using other models.
|
||||||
|
A copy of the model and it's textures must be inside the assets folder to be installed to Android.
|
||||||
|
In this example we do copy it to the assets folder in the Makefile jni/Android.mk
|
||||||
|
*/
|
||||||
|
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "dwarf.x");
|
||||||
|
if (!mesh)
|
||||||
|
{
|
||||||
|
device->closeDevice();
|
||||||
|
device->drop();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
smgr->addAnimatedMeshSceneNode( mesh );
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
To look at the mesh, we place a camera.
|
||||||
|
*/
|
||||||
|
smgr->addCameraSceneNode(0, vector3df(15,40,-90), vector3df(0,30,0));
|
||||||
|
|
||||||
|
/*
|
||||||
|
Mainloop. Applications usually never quit themself in Android. The OS is responsible for that.
|
||||||
|
*/
|
||||||
|
mainloop(device, text);
|
||||||
|
|
||||||
|
/* Cleanup */
|
||||||
|
device->setEventReceiver(0);
|
||||||
|
device->closeDevice();
|
||||||
|
device->drop();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // defined(_IRR_ANDROID_PLATFORM_)
|
||||||
|
|
||||||
|
/*
|
||||||
|
**/
|
||||||
1
examples/01.HelloWorld_Android/project.properties
Executable file
1
examples/01.HelloWorld_Android/project.properties
Executable file
@@ -0,0 +1 @@
|
|||||||
|
target = android-10
|
||||||
95
examples/01.HelloWorld_Android/readme.txt
Normal file
95
examples/01.HelloWorld_Android/readme.txt
Normal file
@@ -0,0 +1,95 @@
|
|||||||
|
------------
|
||||||
|
REQUIREMENTS
|
||||||
|
------------
|
||||||
|
|
||||||
|
To use Android you need to have installed:
|
||||||
|
- Android SDK (from http://developer.android.com)
|
||||||
|
- Android NDK (from http://developer.android.com)
|
||||||
|
- ant (a build tool commonly used for Java)
|
||||||
|
- A Java jdk (for example openjdk-6-jdk)
|
||||||
|
- GNU Make 3.81 or later
|
||||||
|
- A recent version of awk
|
||||||
|
- On Windows you need to have Cygwin (at least version 1.7) installed
|
||||||
|
|
||||||
|
----------------------------
|
||||||
|
BUILDING Irrlicht & your App
|
||||||
|
----------------------------
|
||||||
|
|
||||||
|
1. Assign your Android SDK path to an ANDROID_HOME environment variable.
|
||||||
|
2. Add $ANDROID_HOME/tools and $ANDROID_HOME/platform-tools and the Android NDK main folder to your PATH environment variable.
|
||||||
|
3. Go to: source/Irrlicht/Android and call "ndk-build" or "ndk-build NDEBUG=1"
|
||||||
|
4. Go to: examples/01.HelloWorld_Android and call "ndk-build" or "ndk-build NDEBUG=1"
|
||||||
|
5. Call "ant debug" to create package
|
||||||
|
6. Connect device to PC (with USB debugging mode ON) or turn on emulator.
|
||||||
|
7. Call "adb -d install bin/HelloWorldMobile-debug.apk" (if you use emulator please add "-e" parameter instead of "-d") to install package on your device/emulator.
|
||||||
|
|
||||||
|
Troubleshooting:
|
||||||
|
|
||||||
|
Error: Unable to resolve project target 'android-10'
|
||||||
|
Solution: Run "android sdk" in sdk/tools and install API 10.
|
||||||
|
Alternatively you can probably (not yet tested) set another APP_PLATFORM
|
||||||
|
in the Application.mk's for the project and for Irrlicht. In this case you
|
||||||
|
should likely also change the android:minSdkVersion in the AndroidManifest.xml
|
||||||
|
|
||||||
|
-----
|
||||||
|
FILES
|
||||||
|
-----
|
||||||
|
|
||||||
|
AndroidManifest.xml:
|
||||||
|
Every Android application needs one of those to describe the needs of the application.
|
||||||
|
Must have exactly this name.
|
||||||
|
See http://developer.android.com/guide/topics/manifest/manifest-intro.html
|
||||||
|
|
||||||
|
build.xml:
|
||||||
|
Ant build file to create the final package.
|
||||||
|
You might want to create a new one as described in the Android documentation:
|
||||||
|
http://developer.android.com/tools/projects/projects-cmdline.html
|
||||||
|
That will then also update project.properties.
|
||||||
|
|
||||||
|
project.properties
|
||||||
|
Contains the build target (and maybe other project properties). Must exist.
|
||||||
|
|
||||||
|
jni:
|
||||||
|
A folder by this name must exist below the folder where you have build.xml.
|
||||||
|
Usually it contains the native (c/c++) source files, but in our case we put
|
||||||
|
the source-files one level higher (with LOCAL_PATH in Android.mk).
|
||||||
|
|
||||||
|
jni/Android.mk:
|
||||||
|
The Makefile for the project.
|
||||||
|
Source-files in the project are added to LOCAL_SRC_FILES
|
||||||
|
In the Irrlicht example it also copies the assets, but you can
|
||||||
|
also already create your project assets in the right place.
|
||||||
|
|
||||||
|
jni/Application.mk:
|
||||||
|
Optional file which for example restricts which modules are installed and
|
||||||
|
where you can set specific target architectures.
|
||||||
|
More info about this can be found in the ndk docs.
|
||||||
|
|
||||||
|
res:
|
||||||
|
A folder with resources which districuted with your application and can be accessed via ID's.
|
||||||
|
Unfortunately no direct NDK access to resources at the time of writing this. So you either have
|
||||||
|
to access them with java-code and copy to c++ somehow or you have to use hacks to read the format
|
||||||
|
directly (which is done by some apps, but not future-safe and google recommends not doing that).
|
||||||
|
Please check the official "App Resources" android developer documention, as this is rather complex.
|
||||||
|
We use it only for the application icons in this example.
|
||||||
|
|
||||||
|
assets:
|
||||||
|
Files in here are distributed with your app. It's acting like a read-only file system.
|
||||||
|
|
||||||
|
assets/media/Shaders:
|
||||||
|
Shader code needed by the OGLES2 driver to simulate a fixed function pipeline.
|
||||||
|
In the example this code is automatically copied within the Android.mk makefile.
|
||||||
|
The path where the shaders are searched is set in the IRR_OGLES2_SHADER_PATH define in IrrCompileConfig.h
|
||||||
|
The names are hardcoded so they have to be identical to those found in media/Shaders.
|
||||||
|
You can rewrite the shaders, but ensure to add some working shaders files by those names.
|
||||||
|
The OGLES1 driver doesn't need those files.
|
||||||
|
|
||||||
|
obj:
|
||||||
|
All object and library files mentioned in the Android.mk are put in here before linking.
|
||||||
|
|
||||||
|
libs:
|
||||||
|
Contains the binaries of your application after compilation. The application itself is a lib(probably because native code can't run directly but only as lib).
|
||||||
|
|
||||||
|
src:
|
||||||
|
The src folder is needed when you have Java sources and should only contain .java and .aidl files.
|
||||||
|
Although the examples doesn't use Java the makefile creates this folder as the ant build.xml in the android sdk needs it.
|
||||||
BIN
examples/01.HelloWorld_Android/res/drawable-hdpi/irr_icon.png
Executable file
BIN
examples/01.HelloWorld_Android/res/drawable-hdpi/irr_icon.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 7.9 KiB |
BIN
examples/01.HelloWorld_Android/res/drawable-ldpi/irr_icon.png
Executable file
BIN
examples/01.HelloWorld_Android/res/drawable-ldpi/irr_icon.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 2.8 KiB |
BIN
examples/01.HelloWorld_Android/res/drawable-mdpi/irr_icon.png
Executable file
BIN
examples/01.HelloWorld_Android/res/drawable-mdpi/irr_icon.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 4.6 KiB |
BIN
examples/01.HelloWorld_Android/res/drawable-xhdpi/irr_icon.png
Executable file
BIN
examples/01.HelloWorld_Android/res/drawable-xhdpi/irr_icon.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 13 KiB |
98
examples/01.HelloWorld_emscripten/Makefile
Normal file
98
examples/01.HelloWorld_emscripten/Makefile
Normal file
@@ -0,0 +1,98 @@
|
|||||||
|
# Makefile for Irrlicht Examples
|
||||||
|
# It's usually sufficient to change just the target name and source file list
|
||||||
|
# and be sure that CXX is set to a valid compiler
|
||||||
|
|
||||||
|
# Name of the executable created (.exe will be added automatically if necessary)
|
||||||
|
Target := 01.HelloEmscripten
|
||||||
|
# List of source files, separated by spaces
|
||||||
|
Sources := main.cpp
|
||||||
|
# Path to Irrlicht directory, should contain include/ and lib/
|
||||||
|
IrrlichtHome := ../..
|
||||||
|
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||||
|
BinPath = ../../bin/$(SYSTEM)
|
||||||
|
|
||||||
|
all_emscripten: EMSCRIPTEN=1
|
||||||
|
|
||||||
|
# general compiler settings (might need to be set when compiling the lib, too)
|
||||||
|
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||||
|
ifndef NDEBUG
|
||||||
|
ifdef EMSCRIPTEN
|
||||||
|
LDFLAGS += -s DEMANGLE_SUPPORT=1
|
||||||
|
endif
|
||||||
|
CXXFLAGS += -g -Wall
|
||||||
|
else
|
||||||
|
ifdef EMSCRIPTEN
|
||||||
|
LDFLAGS += -O3
|
||||||
|
endif
|
||||||
|
CXXFLAGS += -O3
|
||||||
|
endif
|
||||||
|
ifdef EMSCRIPTEN
|
||||||
|
CXXFLAGS += -std=gnu++11 -U__STRICT_ANSI__
|
||||||
|
endif
|
||||||
|
|
||||||
|
ifdef EMSCRIPTEN
|
||||||
|
all: all_emscripten
|
||||||
|
else
|
||||||
|
all: all_linux
|
||||||
|
endif
|
||||||
|
|
||||||
|
# target specific settings
|
||||||
|
all_linux all_emscripten all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||||
|
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL
|
||||||
|
ifndef EMSCRIPTEN
|
||||||
|
LDFLAGS += -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||||
|
endif
|
||||||
|
all_linux clean_linux: SYSTEM=Linux
|
||||||
|
all_emscripten clean_emscripten: SYSTEM=emscripten
|
||||||
|
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||||
|
all_win32 clean_win32 static_win32: SUF=.exe
|
||||||
|
all_emscripten clean_emscripten: SUF=.html
|
||||||
|
all_emscripten: CXXFLAGS += -fno-exceptions -fno-rtti -fstrict-aliasing -std=gnu++11 -U__STRICT_ANSI__
|
||||||
|
# Pass on a custom html file.
|
||||||
|
#all_emscripten: CXXFLAGS += --shell-file shell_minimal.html
|
||||||
|
all_emscripten: LDFLAGS += -lGL -lSDL --preload-file ../../media@/media -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=1
|
||||||
|
#If you know the maximum memory (in bytes) which your application need then set it. It can speed things up a lot.
|
||||||
|
#all_emscripten: LDFLAGS += -s TOTAL_MEMORY=268435456
|
||||||
|
# You need the FULL_ES2 when using EDT_OGLES2 driver
|
||||||
|
#all_emscripten: LDFLAGS += -s FULL_ES2=1
|
||||||
|
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||||
|
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||||
|
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||||
|
# name of the binary - only valid for targets which set SYSTEM
|
||||||
|
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||||
|
|
||||||
|
# Enable compiling to WASM and not just asm.js (you have to set it in the engine Makefile as well)
|
||||||
|
ifdef EMSCRIPTEN
|
||||||
|
ifdef WASM
|
||||||
|
CXXFLAGS += -s WASM=1
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
emscripten: all_emscripten
|
||||||
|
|
||||||
|
all_linux all_win32 all_emscripten static_win32:
|
||||||
|
$(warning Building...)
|
||||||
|
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||||
|
|
||||||
|
clean: clean_linux clean_win32 clean_emscripten
|
||||||
|
$(warning Cleaning...)
|
||||||
|
|
||||||
|
clean_linux clean_win32:
|
||||||
|
@$(RM) $(DESTPATH)
|
||||||
|
|
||||||
|
clean_emscripten:
|
||||||
|
@$(RM) $(BinPath)/$(Target).data
|
||||||
|
@$(RM) $(BinPath)/$(Target).html*
|
||||||
|
@$(RM) $(BinPath)/$(Target).js
|
||||||
|
|
||||||
|
|
||||||
|
.PHONY: all all_win32 all_emscripten static_win32 clean clean_linux clean_win32 clean_emscripten
|
||||||
|
|
||||||
|
#multilib handling
|
||||||
|
ifeq ($(HOSTTYPE), x86_64)
|
||||||
|
LIBSELECT=64
|
||||||
|
endif
|
||||||
|
#solaris real-time features
|
||||||
|
ifeq ($(HOSTTYPE), sun4)
|
||||||
|
LDFLAGS += -lrt
|
||||||
|
endif
|
||||||
240
examples/01.HelloWorld_emscripten/main.cpp
Normal file
240
examples/01.HelloWorld_emscripten/main.cpp
Normal file
@@ -0,0 +1,240 @@
|
|||||||
|
/** Example 001 HelloWorld adapted to emscripten
|
||||||
|
|
||||||
|
This Tutorial shows how to run code with emscripten.
|
||||||
|
Emscripten compiles c++ to asm.js to allow it running inside a webbrowser.
|
||||||
|
You have to setup the emscripten environment on your system first to use this.
|
||||||
|
*/
|
||||||
|
#include <irrlicht.h>
|
||||||
|
#include "exampleHelper.h"
|
||||||
|
#include <emscripten.h>
|
||||||
|
#include <stdio.h>
|
||||||
|
|
||||||
|
/*
|
||||||
|
The code in here is mostly similar to the usual HelloWorld.
|
||||||
|
You can find more information about it there. Here we mainly document the
|
||||||
|
differences needed for emscripten.
|
||||||
|
*/
|
||||||
|
|
||||||
|
using namespace irr;
|
||||||
|
using namespace core;
|
||||||
|
using namespace scene;
|
||||||
|
using namespace video;
|
||||||
|
using namespace io;
|
||||||
|
using namespace gui;
|
||||||
|
|
||||||
|
/*
|
||||||
|
This part not necessary for emscripten, only useful to keep it in
|
||||||
|
in case you want to run the same code on Windows with VS as well.
|
||||||
|
*/
|
||||||
|
#ifdef _MSC_VER
|
||||||
|
#pragma comment(lib, "Irrlicht.lib")
|
||||||
|
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
Variables on the stack will stay intact between runs of one_iter()
|
||||||
|
*/
|
||||||
|
IrrlichtDevice *device = 0;
|
||||||
|
IVideoDriver* driver = 0;
|
||||||
|
ISceneManager* smgr = 0;
|
||||||
|
IGUIEnvironment* guienv = 0;
|
||||||
|
|
||||||
|
ICameraSceneNode* camera = 0;
|
||||||
|
dimension2d<u32> screenSize(640, 480);
|
||||||
|
|
||||||
|
#ifdef __EMSCRIPTEN__
|
||||||
|
/*
|
||||||
|
Handle changes in canvas size which are done with html/js.
|
||||||
|
Note that it's only OK for windowed so far,
|
||||||
|
the switch to fullscreen not yet working.
|
||||||
|
Also the emscripten_get_canvas_size might cause a slow-down
|
||||||
|
(but haven't found yet a way to avoid it with SDL1).
|
||||||
|
*/
|
||||||
|
void checkCanvasResize()
|
||||||
|
{
|
||||||
|
int w, h, fs;
|
||||||
|
emscripten_get_canvas_size(&w, &h, &fs);
|
||||||
|
const core::dimension2d<u32> canvasDim(w,h);
|
||||||
|
if ( canvasDim != screenSize )
|
||||||
|
{
|
||||||
|
screenSize = canvasDim;
|
||||||
|
driver->OnResize(canvasDim);
|
||||||
|
driver->setViewPort(irr::core::rect<irr::s32>(0,0,w,h));
|
||||||
|
|
||||||
|
irr::f32 aspect = (irr::f32)w / (irr::f32)h;
|
||||||
|
camera->setAspectRatio(aspect);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
emscripten can't run things in an endless-loop or otherwise the browse will consider
|
||||||
|
the script to hang.
|
||||||
|
*/
|
||||||
|
void one_iter()
|
||||||
|
{
|
||||||
|
if(!device->run())
|
||||||
|
{
|
||||||
|
// Could clean up here in theory, but not sure if it makes a difference
|
||||||
|
|
||||||
|
/*
|
||||||
|
This tells emscripten to not run any further code.
|
||||||
|
*/
|
||||||
|
emscripten_cancel_main_loop();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// In case you have a resizeable canvas (resized from html)
|
||||||
|
//checkCanvasResize();
|
||||||
|
|
||||||
|
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
|
||||||
|
|
||||||
|
smgr->drawAll();
|
||||||
|
guienv->drawAll();
|
||||||
|
|
||||||
|
driver->endScene();
|
||||||
|
}
|
||||||
|
#endif //__EMSCRIPTEN__
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
The main method is also run on emscripten.
|
||||||
|
*/
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
Printing out the build date/time is very useful to find troubles with unexpected browser-caches.
|
||||||
|
*/
|
||||||
|
printf("Build-date: %s %s\n", __DATE__, __TIME__);
|
||||||
|
|
||||||
|
SIrrlichtCreationParameters parameters;
|
||||||
|
/*
|
||||||
|
Create device flags for emscripten are still experimental
|
||||||
|
and might not all work.
|
||||||
|
|
||||||
|
- deviceType: You can to use EDT_OGLES2 or EDT_WEBGL1 on emscripten.
|
||||||
|
EDT_WEBGL1 is better optimized but does not yet support all options.
|
||||||
|
EDT_OGLES2 needs -s FULL_ES2=1 as linker flag in the Makefile.
|
||||||
|
*/
|
||||||
|
#ifndef __EMSCRIPTEN__
|
||||||
|
parameters.DriverType = EDT_OGLES2;
|
||||||
|
#else //__EMSCRIPTEN__
|
||||||
|
parameters.DriverType = EDT_WEBGL1;
|
||||||
|
#endif //__EMSCRIPTEN__
|
||||||
|
|
||||||
|
parameters.LoggingLevel = ELL_DEBUG;
|
||||||
|
parameters.WindowSize = screenSize;
|
||||||
|
parameters.Stencilbuffer = false;
|
||||||
|
parameters.AntiAlias = 4;
|
||||||
|
|
||||||
|
device = createDeviceEx(parameters);
|
||||||
|
|
||||||
|
if (!device)
|
||||||
|
return 1;
|
||||||
|
|
||||||
|
/*
|
||||||
|
Window caption will set the title-text in the browser.
|
||||||
|
*/
|
||||||
|
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
|
||||||
|
|
||||||
|
/*
|
||||||
|
Get a pointer to the VideoDriver, the SceneManager and the graphical
|
||||||
|
user interface environment, so that we do not always have to write
|
||||||
|
device->getVideoDriver(), device->getSceneManager(), or
|
||||||
|
device->getGUIEnvironment().
|
||||||
|
*/
|
||||||
|
driver = device->getVideoDriver();
|
||||||
|
smgr = device->getSceneManager();
|
||||||
|
guienv = device->getGUIEnvironment();
|
||||||
|
|
||||||
|
/*
|
||||||
|
We add a hello world label to the window, using the GUI environment.
|
||||||
|
The text is placed at the position (10,10) as top left corner and
|
||||||
|
(260,22) as lower right corner.
|
||||||
|
*/
|
||||||
|
guienv->addStaticText(L"Hello World! This is Irrlicht on emscripten!",
|
||||||
|
rect<s32>(10,10,260,22), true);
|
||||||
|
|
||||||
|
/*
|
||||||
|
Get a media path dedicated for your platform.
|
||||||
|
We tell emscripten to copy the media folder in the Makefile with:
|
||||||
|
"--preload-file ../../media@/media"
|
||||||
|
That copies our ../../media folder in a .data
|
||||||
|
file which is loaded by the browser. It can then be accessed there
|
||||||
|
by "/media" name (that's the parameter after the '@').
|
||||||
|
Note that usually you would try to copy only as many files
|
||||||
|
as absolutely necessary to reduce start-up times.
|
||||||
|
*/
|
||||||
|
const io::path mediaPath = getExampleMediaPath();
|
||||||
|
|
||||||
|
/*
|
||||||
|
Make a model called Sydney show up.
|
||||||
|
*/
|
||||||
|
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
|
||||||
|
if (!mesh)
|
||||||
|
{
|
||||||
|
device->drop();
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
|
||||||
|
|
||||||
|
/*
|
||||||
|
Disable lighting because we do not have a dynamic light in here, and
|
||||||
|
the mesh would be totally black otherwise.
|
||||||
|
Set the frame loop such that the predefined STAND animation is used.
|
||||||
|
Add a texture to the model.
|
||||||
|
*/
|
||||||
|
if (node)
|
||||||
|
{
|
||||||
|
node->setMaterialFlag(EMF_LIGHTING, false);
|
||||||
|
node->setMD2Animation(scene::EMAT_STAND);
|
||||||
|
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
To look at the mesh, we place a camera into 3d space at the position
|
||||||
|
(0, 30, -40). The camera looks from there to (0,5,0), which is
|
||||||
|
approximately the place where our md2 model is.
|
||||||
|
*/
|
||||||
|
camera = smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
|
||||||
|
|
||||||
|
#ifndef __EMSCRIPTEN__ // this part only so you can run the same code on desktop
|
||||||
|
/*
|
||||||
|
On desktop we run and endless loop until the user closes the window or
|
||||||
|
presses ALT+F4 (or whatever keycode closes a window).
|
||||||
|
*/
|
||||||
|
while(device->run())
|
||||||
|
{
|
||||||
|
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
|
||||||
|
|
||||||
|
smgr->drawAll();
|
||||||
|
guienv->drawAll();
|
||||||
|
|
||||||
|
driver->endScene();
|
||||||
|
}
|
||||||
|
device->drop();
|
||||||
|
|
||||||
|
#else // __EMSCRIPTEN__
|
||||||
|
|
||||||
|
/*
|
||||||
|
Setting fps to 0 or a negative value will use the browser’s
|
||||||
|
requestAnimationFrame mechanism to call the main loop function.
|
||||||
|
Emscripten documentation recommends to do that, but you can also set
|
||||||
|
another fps value and the browser will try to call the main-loop
|
||||||
|
fps times per second.
|
||||||
|
The simulate_infinite_loop tells emscripten that this is an application
|
||||||
|
which will simulate an infinite loop. There is also a flag in the
|
||||||
|
Makefile about that: -s NO_EXIT_RUNTIME=1
|
||||||
|
*/
|
||||||
|
int fps = 0;
|
||||||
|
int simulate_infinite_loop = 1;
|
||||||
|
emscripten_set_main_loop(one_iter, fps, simulate_infinite_loop);
|
||||||
|
#endif //__EMSCRIPTEN__
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
That's it. Compile and run.
|
||||||
|
**/
|
||||||
24
examples/01.HelloWorld_emscripten/readme.txt
Normal file
24
examples/01.HelloWorld_emscripten/readme.txt
Normal file
@@ -0,0 +1,24 @@
|
|||||||
|
Emscripten is a project to compile c/c++ code int the asm.js format which can be run in some browsers.
|
||||||
|
See http://kripken.github.io/emscripten-site for more information.
|
||||||
|
|
||||||
|
emscripten support for Irrlicht is a work in process. Use at your own risk.
|
||||||
|
Might take work and knowledge to get it running.
|
||||||
|
|
||||||
|
------------
|
||||||
|
REQUIREMENTS
|
||||||
|
------------
|
||||||
|
You have to install the emscripten environment.
|
||||||
|
|
||||||
|
----------------------------
|
||||||
|
BUILDING Irrlicht & your App
|
||||||
|
----------------------------
|
||||||
|
|
||||||
|
Linux:
|
||||||
|
Go into source/Irrlicht folder and call:
|
||||||
|
emmake make emscripten
|
||||||
|
|
||||||
|
|
||||||
|
Go into examples/01.HelloWord_emscripten folder and call:
|
||||||
|
emmake make all_emscripten
|
||||||
|
|
||||||
|
Note: The shell_minimal.html is currently not used (as resizing isn't working yet correctly), but can be enabled in the Makefile.
|
||||||
180
examples/01.HelloWorld_emscripten/shell_minimal.html
Normal file
180
examples/01.HelloWorld_emscripten/shell_minimal.html
Normal file
@@ -0,0 +1,180 @@
|
|||||||
|
<!doctype html>
|
||||||
|
<html lang="en-us">
|
||||||
|
<head>
|
||||||
|
<meta charset="utf-8">
|
||||||
|
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
|
||||||
|
<title>Emscripten-Generated Code</title>
|
||||||
|
<style>
|
||||||
|
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
|
||||||
|
textarea.emscripten { font-family: monospace; width: 80%; }
|
||||||
|
div.emscripten { text-align: center; }
|
||||||
|
div.emscripten_border { border: 1px solid black; }
|
||||||
|
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
|
||||||
|
canvas.emscripten { width: 95vw; height: 75vh; display: block; border: 0px none; background-color: black; }
|
||||||
|
|
||||||
|
.spinner {
|
||||||
|
height: 50px;
|
||||||
|
width: 50px;
|
||||||
|
margin: 0px auto;
|
||||||
|
-webkit-animation: rotation .8s linear infinite;
|
||||||
|
-moz-animation: rotation .8s linear infinite;
|
||||||
|
-o-animation: rotation .8s linear infinite;
|
||||||
|
animation: rotation 0.8s linear infinite;
|
||||||
|
border-left: 10px solid rgb(0,150,240);
|
||||||
|
border-right: 10px solid rgb(0,150,240);
|
||||||
|
border-bottom: 10px solid rgb(0,150,240);
|
||||||
|
border-top: 10px solid rgb(100,0,200);
|
||||||
|
border-radius: 100%;
|
||||||
|
background-color: rgb(200,100,250);
|
||||||
|
}
|
||||||
|
@-webkit-keyframes rotation {
|
||||||
|
from {-webkit-transform: rotate(0deg);}
|
||||||
|
to {-webkit-transform: rotate(360deg);}
|
||||||
|
}
|
||||||
|
@-moz-keyframes rotation {
|
||||||
|
from {-moz-transform: rotate(0deg);}
|
||||||
|
to {-moz-transform: rotate(360deg);}
|
||||||
|
}
|
||||||
|
@-o-keyframes rotation {
|
||||||
|
from {-o-transform: rotate(0deg);}
|
||||||
|
to {-o-transform: rotate(360deg);}
|
||||||
|
}
|
||||||
|
@keyframes rotation {
|
||||||
|
from {transform: rotate(0deg);}
|
||||||
|
to {transform: rotate(360deg);}
|
||||||
|
}
|
||||||
|
|
||||||
|
</style>
|
||||||
|
|
||||||
|
<script type='text/javascript'>
|
||||||
|
function resize(canvas) {
|
||||||
|
// Lookup the size the browser is displaying the canvas.
|
||||||
|
var displayWidth = canvas.clientWidth;
|
||||||
|
var displayHeight = canvas.clientHeight;
|
||||||
|
|
||||||
|
// Check if the canvas is not the same size.
|
||||||
|
if (canvas.width != displayWidth ||
|
||||||
|
canvas.height != displayHeight) {
|
||||||
|
|
||||||
|
// Make the canvas the same size
|
||||||
|
canvas.width = displayWidth;
|
||||||
|
canvas.height = displayHeight;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function OnResize() {
|
||||||
|
resize( document.getElementsByTagName('canvas')[0] );
|
||||||
|
}
|
||||||
|
function OnLoad() {
|
||||||
|
resize( document.getElementsByTagName('canvas')[0] );
|
||||||
|
}
|
||||||
|
</script>
|
||||||
|
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
|
||||||
|
<body onresize="OnResize()">
|
||||||
|
<body onload="OnLoad()">
|
||||||
|
|
||||||
|
<hr/>
|
||||||
|
<figure style="overflow:visible;" id="spinner"><div class="spinner"></div><center style="margin-top:0.5em"><strong>emscripten</strong></center></figure>
|
||||||
|
<div class="emscripten" id="status">Downloading...</div>
|
||||||
|
<div class="emscripten">
|
||||||
|
<progress value="0" max="100" id="progress" hidden=1></progress>
|
||||||
|
</div>
|
||||||
|
<div class="emscripten_border">
|
||||||
|
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
|
||||||
|
</div>
|
||||||
|
<hr/>
|
||||||
|
<div class="emscripten">
|
||||||
|
<input type="checkbox" id="resize">Resize canvas
|
||||||
|
<input type="checkbox" id="pointerLock" checked>Lock/hide mouse pointer
|
||||||
|
|
||||||
|
<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(document.getElementById('pointerLock').checked,
|
||||||
|
document.getElementById('resize').checked)">
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<hr/>
|
||||||
|
<textarea class="emscripten" id="output" rows="8"></textarea>
|
||||||
|
<hr>
|
||||||
|
<script type='text/javascript'>
|
||||||
|
var statusElement = document.getElementById('status');
|
||||||
|
var progressElement = document.getElementById('progress');
|
||||||
|
var spinnerElement = document.getElementById('spinner');
|
||||||
|
|
||||||
|
var Module = {
|
||||||
|
preRun: [],
|
||||||
|
postRun: [],
|
||||||
|
print: (function() {
|
||||||
|
var element = document.getElementById('output');
|
||||||
|
if (element) element.value = ''; // clear browser cache
|
||||||
|
return function(text) {
|
||||||
|
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
|
||||||
|
// These replacements are necessary if you render to raw HTML
|
||||||
|
//text = text.replace(/&/g, "&");
|
||||||
|
//text = text.replace(/</g, "<");
|
||||||
|
//text = text.replace(/>/g, ">");
|
||||||
|
//text = text.replace('\n', '<br>', 'g');
|
||||||
|
console.log(text);
|
||||||
|
if (element) {
|
||||||
|
element.value += text + "\n";
|
||||||
|
element.scrollTop = element.scrollHeight; // focus on bottom
|
||||||
|
}
|
||||||
|
};
|
||||||
|
})(),
|
||||||
|
printErr: function(text) {
|
||||||
|
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
|
||||||
|
if (0) { // XXX disabled for safety typeof dump == 'function') {
|
||||||
|
dump(text + '\n'); // fast, straight to the real console
|
||||||
|
} else {
|
||||||
|
console.error(text);
|
||||||
|
}
|
||||||
|
},
|
||||||
|
canvas: (function() {
|
||||||
|
var canvas = document.getElementById('canvas');
|
||||||
|
|
||||||
|
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
|
||||||
|
// application robust, you may want to override this behavior before shipping!
|
||||||
|
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
|
||||||
|
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
|
||||||
|
|
||||||
|
return canvas;
|
||||||
|
})(),
|
||||||
|
setStatus: function(text) {
|
||||||
|
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
|
||||||
|
if (text === Module.setStatus.text) return;
|
||||||
|
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
|
||||||
|
var now = Date.now();
|
||||||
|
if (m && now - Date.now() < 30) return; // if this is a progress update, skip it if too soon
|
||||||
|
if (m) {
|
||||||
|
text = m[1];
|
||||||
|
progressElement.value = parseInt(m[2])*100;
|
||||||
|
progressElement.max = parseInt(m[4])*100;
|
||||||
|
progressElement.hidden = false;
|
||||||
|
spinnerElement.hidden = false;
|
||||||
|
} else {
|
||||||
|
progressElement.value = null;
|
||||||
|
progressElement.max = null;
|
||||||
|
progressElement.hidden = true;
|
||||||
|
if (!text) spinnerElement.hidden = true;
|
||||||
|
}
|
||||||
|
statusElement.innerHTML = text;
|
||||||
|
},
|
||||||
|
totalDependencies: 0,
|
||||||
|
monitorRunDependencies: function(left) {
|
||||||
|
this.totalDependencies = Math.max(this.totalDependencies, left);
|
||||||
|
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
|
||||||
|
}
|
||||||
|
};
|
||||||
|
Module.setStatus('Downloading...');
|
||||||
|
window.onerror = function() {
|
||||||
|
Module.setStatus('Exception thrown, see JavaScript console');
|
||||||
|
spinnerElement.style.display = 'none';
|
||||||
|
Module.setStatus = function(text) {
|
||||||
|
if (text) Module.printErr('[post-exception status] ' + text);
|
||||||
|
};
|
||||||
|
};
|
||||||
|
</script>
|
||||||
|
{{{ SCRIPT }}}
|
||||||
|
</body>
|
||||||
|
</html>
|
||||||
@@ -0,0 +1,68 @@
|
|||||||
|
{
|
||||||
|
"images" : [
|
||||||
|
{
|
||||||
|
"idiom" : "iphone",
|
||||||
|
"size" : "29x29",
|
||||||
|
"scale" : "2x"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"idiom" : "iphone",
|
||||||
|
"size" : "29x29",
|
||||||
|
"scale" : "3x"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"idiom" : "iphone",
|
||||||
|
"size" : "40x40",
|
||||||
|
"scale" : "2x"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"idiom" : "iphone",
|
||||||
|
"size" : "40x40",
|
||||||
|
"scale" : "3x"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"idiom" : "iphone",
|
||||||
|
"size" : "60x60",
|
||||||
|
"scale" : "2x"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"idiom" : "iphone",
|
||||||
|
"size" : "60x60",
|
||||||
|
"scale" : "3x"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"idiom" : "ipad",
|
||||||
|
"size" : "29x29",
|
||||||
|
"scale" : "1x"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"idiom" : "ipad",
|
||||||
|
"size" : "29x29",
|
||||||
|
"scale" : "2x"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"idiom" : "ipad",
|
||||||
|
"size" : "40x40",
|
||||||
|
"scale" : "1x"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"idiom" : "ipad",
|
||||||
|
"size" : "40x40",
|
||||||
|
"scale" : "2x"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"idiom" : "ipad",
|
||||||
|
"size" : "76x76",
|
||||||
|
"scale" : "1x"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"idiom" : "ipad",
|
||||||
|
"size" : "76x76",
|
||||||
|
"scale" : "2x"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"info" : {
|
||||||
|
"version" : 1,
|
||||||
|
"author" : "xcode"
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,302 @@
|
|||||||
|
// !$*UTF8*$!
|
||||||
|
{
|
||||||
|
archiveVersion = 1;
|
||||||
|
classes = {
|
||||||
|
};
|
||||||
|
objectVersion = 46;
|
||||||
|
objects = {
|
||||||
|
|
||||||
|
/* Begin PBXBuildFile section */
|
||||||
|
5E172FF01C1DB99B0024464F /* UIKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E172FEF1C1DB99B0024464F /* UIKit.framework */; };
|
||||||
|
5E172FF21C1DB9C80024464F /* CoreMotion.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E172FF11C1DB9C80024464F /* CoreMotion.framework */; };
|
||||||
|
5E172FF41C1DBA610024464F /* OpenGLES.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E172FF31C1DBA610024464F /* OpenGLES.framework */; };
|
||||||
|
5E172FF81C1DBAC30024464F /* Foundation.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E172FF71C1DBAC30024464F /* Foundation.framework */; };
|
||||||
|
5E172FFC1C1DBB280024464F /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E172FFB1C1DBB280024464F /* QuartzCore.framework */; };
|
||||||
|
5E6AC1831C1DA8A100DADD92 /* main.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5E6AC1821C1DA8A100DADD92 /* main.cpp */; };
|
||||||
|
5E6AC1881C1DA9C000DADD92 /* media in Resources */ = {isa = PBXBuildFile; fileRef = 5E6AC1871C1DA9C000DADD92 /* media */; };
|
||||||
|
5E6AC18B1C1DAA3100DADD92 /* Assets.xcassets in Resources */ = {isa = PBXBuildFile; fileRef = 5E6AC18A1C1DAA3100DADD92 /* Assets.xcassets */; };
|
||||||
|
5E6AC18D1C1DAD9500DADD92 /* libIrrlicht.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E6AC18C1C1DAD9500DADD92 /* libIrrlicht.a */; };
|
||||||
|
/* End PBXBuildFile section */
|
||||||
|
|
||||||
|
/* Begin PBXFileReference section */
|
||||||
|
5E172FEF1C1DB99B0024464F /* UIKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = UIKit.framework; path = System/Library/Frameworks/UIKit.framework; sourceTree = SDKROOT; };
|
||||||
|
5E172FF11C1DB9C80024464F /* CoreMotion.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = CoreMotion.framework; path = System/Library/Frameworks/CoreMotion.framework; sourceTree = SDKROOT; };
|
||||||
|
5E172FF31C1DBA610024464F /* OpenGLES.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGLES.framework; path = System/Library/Frameworks/OpenGLES.framework; sourceTree = SDKROOT; };
|
||||||
|
5E172FF71C1DBAC30024464F /* Foundation.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Foundation.framework; path = System/Library/Frameworks/Foundation.framework; sourceTree = SDKROOT; };
|
||||||
|
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||||||
|
BuildableName = "28.HelloWorld_iOS.app"
|
||||||
|
BlueprintName = "28.HelloWorld_iOS"
|
||||||
|
ReferencedContainer = "container:HelloWorld_iOS.xcodeproj">
|
||||||
|
</BuildableReference>
|
||||||
|
</BuildableProductRunnable>
|
||||||
|
<AdditionalOptions>
|
||||||
|
</AdditionalOptions>
|
||||||
|
</LaunchAction>
|
||||||
|
<ProfileAction
|
||||||
|
buildConfiguration = "Release"
|
||||||
|
shouldUseLaunchSchemeArgsEnv = "YES"
|
||||||
|
savedToolIdentifier = ""
|
||||||
|
useCustomWorkingDirectory = "NO"
|
||||||
|
debugDocumentVersioning = "YES">
|
||||||
|
<BuildableProductRunnable
|
||||||
|
runnableDebuggingMode = "0">
|
||||||
|
<BuildableReference
|
||||||
|
BuildableIdentifier = "primary"
|
||||||
|
BlueprintIdentifier = "5E6AC1671C1DA6CF00DADD92"
|
||||||
|
BuildableName = "28.HelloWorld_iOS.app"
|
||||||
|
BlueprintName = "28.HelloWorld_iOS"
|
||||||
|
ReferencedContainer = "container:HelloWorld_iOS.xcodeproj">
|
||||||
|
</BuildableReference>
|
||||||
|
</BuildableProductRunnable>
|
||||||
|
</ProfileAction>
|
||||||
|
<AnalyzeAction
|
||||||
|
buildConfiguration = "Debug">
|
||||||
|
</AnalyzeAction>
|
||||||
|
<ArchiveAction
|
||||||
|
buildConfiguration = "Release"
|
||||||
|
revealArchiveInOrganizer = "YES">
|
||||||
|
</ArchiveAction>
|
||||||
|
</Scheme>
|
||||||
62
examples/01.HelloWorld_iOS/main.cpp
Normal file
62
examples/01.HelloWorld_iOS/main.cpp
Normal file
@@ -0,0 +1,62 @@
|
|||||||
|
#include <irrlicht.h>
|
||||||
|
#include "exampleHelper.h"
|
||||||
|
|
||||||
|
using namespace irr;
|
||||||
|
|
||||||
|
using namespace core;
|
||||||
|
using namespace scene;
|
||||||
|
using namespace video;
|
||||||
|
using namespace io;
|
||||||
|
using namespace gui;
|
||||||
|
|
||||||
|
// It's important for iOS projects to use 'irrlicht_main' instead of standard 'main' function.
|
||||||
|
|
||||||
|
void irrlicht_main()
|
||||||
|
{
|
||||||
|
IrrlichtDevice *device = createDevice(EDT_OGLES2, dimension2d<u32>(0, 0), 16, false, false, false, 0);
|
||||||
|
|
||||||
|
if (!device)
|
||||||
|
return;
|
||||||
|
|
||||||
|
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
|
||||||
|
|
||||||
|
IVideoDriver* driver = device->getVideoDriver();
|
||||||
|
ISceneManager* smgr = device->getSceneManager();
|
||||||
|
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||||
|
|
||||||
|
guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true);
|
||||||
|
|
||||||
|
const io::path mediaPath = getExampleMediaPath();
|
||||||
|
|
||||||
|
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
|
||||||
|
|
||||||
|
if (!mesh)
|
||||||
|
{
|
||||||
|
device->drop();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
|
||||||
|
|
||||||
|
if (node)
|
||||||
|
{
|
||||||
|
node->setMaterialFlag(EMF_LIGHTING, false);
|
||||||
|
node->setMD2Animation(scene::EMAT_STAND);
|
||||||
|
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
|
||||||
|
}
|
||||||
|
|
||||||
|
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
|
||||||
|
|
||||||
|
while (device->run())
|
||||||
|
if (device->isWindowActive())
|
||||||
|
{
|
||||||
|
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,255,255,255));
|
||||||
|
|
||||||
|
smgr->drawAll();
|
||||||
|
guienv->drawAll();
|
||||||
|
|
||||||
|
driver->endScene();
|
||||||
|
}
|
||||||
|
|
||||||
|
device->drop();
|
||||||
|
}
|
||||||
57
examples/02.Quake3Map/Makefile
Normal file
57
examples/02.Quake3Map/Makefile
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
# Makefile for Irrlicht Examples
|
||||||
|
# It's usually sufficient to change just the target name and source file list
|
||||||
|
# and be sure that CXX is set to a valid compiler
|
||||||
|
|
||||||
|
# Name of the executable created (.exe will be added automatically if necessary)
|
||||||
|
Target := 02.Quake3Map
|
||||||
|
# List of source files, separated by spaces
|
||||||
|
Sources := main.cpp
|
||||||
|
# Path to Irrlicht directory, should contain include/ and lib/
|
||||||
|
IrrlichtHome := ../..
|
||||||
|
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||||
|
BinPath = ../../bin/$(SYSTEM)
|
||||||
|
|
||||||
|
# general compiler settings (might need to be set when compiling the lib, too)
|
||||||
|
CPPFLAGS += -I$(IrrlichtHome)/include
|
||||||
|
ifndef NDEBUG
|
||||||
|
CXXFLAGS += -g -Wall
|
||||||
|
else
|
||||||
|
CXXFLAGS += -O3
|
||||||
|
endif
|
||||||
|
|
||||||
|
#default target is Linux
|
||||||
|
all: all_linux
|
||||||
|
|
||||||
|
# target specific settings
|
||||||
|
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||||
|
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||||
|
#all_linux: LDFLAGS += `sdl-config --libs`
|
||||||
|
all_linux clean_linux: SYSTEM=Linux
|
||||||
|
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||||
|
all_win32 clean_win32 static_win32: SUF=.exe
|
||||||
|
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||||
|
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||||
|
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||||
|
# name of the binary - only valid for targets which set SYSTEM
|
||||||
|
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||||
|
|
||||||
|
all_linux all_win32 static_win32:
|
||||||
|
$(warning Building...)
|
||||||
|
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||||
|
|
||||||
|
clean: clean_linux clean_win32
|
||||||
|
$(warning Cleaning...)
|
||||||
|
|
||||||
|
clean_linux clean_win32:
|
||||||
|
@$(RM) $(DESTPATH)
|
||||||
|
|
||||||
|
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||||
|
|
||||||
|
#multilib handling
|
||||||
|
ifeq ($(HOSTTYPE), x86_64)
|
||||||
|
LIBSELECT=64
|
||||||
|
endif
|
||||||
|
#solaris real-time features
|
||||||
|
ifeq ($(HOSTTYPE), sun4)
|
||||||
|
LDFLAGS += -lrt
|
||||||
|
endif
|
||||||
58
examples/02.Quake3Map/Quake3Map.cbp
Normal file
58
examples/02.Quake3Map/Quake3Map.cbp
Normal file
@@ -0,0 +1,58 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||||
|
<CodeBlocks_project_file>
|
||||||
|
<FileVersion major="1" minor="6" />
|
||||||
|
<Project>
|
||||||
|
<Option title="Irrlicht Example 02 Quake Map" />
|
||||||
|
<Option pch_mode="0" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Build>
|
||||||
|
<Target title="Linux">
|
||||||
|
<Option platforms="Unix;" />
|
||||||
|
<Option output="../../bin/Linux/QuakeMap" prefix_auto="0" extension_auto="0" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
<Add option="-D_IRR_STATIC_LIB_" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add library="Xxf86vm" />
|
||||||
|
<Add library="GL" />
|
||||||
|
<Add library="EGL" />
|
||||||
|
<Add library="X11" />
|
||||||
|
<Add library="GLESv1_CM" />
|
||||||
|
<Add library="GLESv2" />
|
||||||
|
<Add directory="../../lib/Linux" />
|
||||||
|
</Linker>
|
||||||
|
</Target>
|
||||||
|
<Target title="Windows">
|
||||||
|
<Option platforms="Windows;" />
|
||||||
|
<Option output="../../bin/Win32-gcc/Quake3Map" prefix_auto="0" extension_auto="1" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add directory="../../lib/Win32-gcc" />
|
||||||
|
</Linker>
|
||||||
|
</Target>
|
||||||
|
</Build>
|
||||||
|
<VirtualTargets>
|
||||||
|
<Add alias="All" targets="Windows;Linux;" />
|
||||||
|
</VirtualTargets>
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
<Add directory="../../include" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add library="Irrlicht" />
|
||||||
|
</Linker>
|
||||||
|
<Unit filename="main.cpp" />
|
||||||
|
<Extensions>
|
||||||
|
<code_completion />
|
||||||
|
<debugger />
|
||||||
|
<envvars />
|
||||||
|
</Extensions>
|
||||||
|
</Project>
|
||||||
|
</CodeBlocks_project_file>
|
||||||
162
examples/02.Quake3Map/Quake3Map.vcproj
Normal file
162
examples/02.Quake3Map/Quake3Map.vcproj
Normal file
@@ -0,0 +1,162 @@
|
|||||||
|
<?xml version="1.0" encoding="Windows-1252"?>
|
||||||
|
<VisualStudioProject
|
||||||
|
ProjectType="Visual C++"
|
||||||
|
Version="7.10"
|
||||||
|
Name="02.Quake3Map"
|
||||||
|
SccProjectName=""
|
||||||
|
SccLocalPath="">
|
||||||
|
<Platforms>
|
||||||
|
<Platform
|
||||||
|
Name="Win32"/>
|
||||||
|
</Platforms>
|
||||||
|
<Configurations>
|
||||||
|
<Configuration
|
||||||
|
Name="Debug|Win32"
|
||||||
|
OutputDirectory=".\Debug"
|
||||||
|
IntermediateDirectory=".\Debug"
|
||||||
|
ConfigurationType="1"
|
||||||
|
UseOfMFC="0"
|
||||||
|
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||||
|
CharacterSet="2">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="0"
|
||||||
|
AdditionalIncludeDirectories="..\..\include"
|
||||||
|
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||||
|
BasicRuntimeChecks="3"
|
||||||
|
RuntimeLibrary="5"
|
||||||
|
UsePrecompiledHeader="2"
|
||||||
|
PrecompiledHeaderFile=".\Debug/Quake3Map.pch"
|
||||||
|
AssemblerListingLocation=".\Debug/"
|
||||||
|
ObjectFile=".\Debug/"
|
||||||
|
ProgramDataBaseFileName=".\Debug/"
|
||||||
|
WarningLevel="3"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
DebugInformationFormat="4"
|
||||||
|
CompileAs="0"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCCustomBuildTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCLinkerTool"
|
||||||
|
OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe"
|
||||||
|
LinkIncremental="0"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||||
|
GenerateDebugInformation="TRUE"
|
||||||
|
ProgramDatabaseFile=".\Debug/Quake3Map.pdb"
|
||||||
|
SubSystem="1"
|
||||||
|
TargetMachine="1"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCMIDLTool"
|
||||||
|
TypeLibraryName=".\Debug/Quake3Map.tlb"
|
||||||
|
HeaderFileName=""/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPostBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreLinkEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCResourceCompilerTool"
|
||||||
|
PreprocessorDefinitions="_DEBUG"
|
||||||
|
Culture="3079"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebServiceProxyGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCXMLDataGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebDeploymentTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCManagedWrapperGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||||
|
</Configuration>
|
||||||
|
<Configuration
|
||||||
|
Name="Release|Win32"
|
||||||
|
OutputDirectory=".\Release"
|
||||||
|
IntermediateDirectory=".\Release"
|
||||||
|
ConfigurationType="1"
|
||||||
|
UseOfMFC="0"
|
||||||
|
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||||
|
CharacterSet="2">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="2"
|
||||||
|
InlineFunctionExpansion="1"
|
||||||
|
AdditionalIncludeDirectories="..\..\include"
|
||||||
|
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||||
|
StringPooling="TRUE"
|
||||||
|
RuntimeLibrary="4"
|
||||||
|
EnableFunctionLevelLinking="TRUE"
|
||||||
|
UsePrecompiledHeader="2"
|
||||||
|
PrecompiledHeaderFile=".\Release/Quake3Map.pch"
|
||||||
|
AssemblerListingLocation=".\Release/"
|
||||||
|
ObjectFile=".\Release/"
|
||||||
|
ProgramDataBaseFileName=".\Release/"
|
||||||
|
WarningLevel="3"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
CompileAs="0"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCCustomBuildTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCLinkerTool"
|
||||||
|
OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe"
|
||||||
|
LinkIncremental="0"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||||
|
ProgramDatabaseFile=".\Release/Quake3Map.pdb"
|
||||||
|
SubSystem="1"
|
||||||
|
TargetMachine="1"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCMIDLTool"
|
||||||
|
TypeLibraryName=".\Release/Quake3Map.tlb"
|
||||||
|
HeaderFileName=""/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPostBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreLinkEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCResourceCompilerTool"
|
||||||
|
PreprocessorDefinitions="NDEBUG"
|
||||||
|
Culture="3079"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebServiceProxyGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCXMLDataGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebDeploymentTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCManagedWrapperGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||||
|
</Configuration>
|
||||||
|
</Configurations>
|
||||||
|
<References>
|
||||||
|
</References>
|
||||||
|
<Files>
|
||||||
|
<File
|
||||||
|
RelativePath="main.cpp">
|
||||||
|
<FileConfiguration
|
||||||
|
Name="Debug|Win32">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="0"
|
||||||
|
AdditionalIncludeDirectories=""
|
||||||
|
PreprocessorDefinitions=""
|
||||||
|
BasicRuntimeChecks="3"/>
|
||||||
|
</FileConfiguration>
|
||||||
|
<FileConfiguration
|
||||||
|
Name="Release|Win32">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="2"
|
||||||
|
AdditionalIncludeDirectories=""
|
||||||
|
PreprocessorDefinitions=""/>
|
||||||
|
</FileConfiguration>
|
||||||
|
</File>
|
||||||
|
</Files>
|
||||||
|
<Globals>
|
||||||
|
</Globals>
|
||||||
|
</VisualStudioProject>
|
||||||
326
examples/02.Quake3Map/Quake3Map.xcodeproj/project.pbxproj
Normal file
326
examples/02.Quake3Map/Quake3Map.xcodeproj/project.pbxproj
Normal file
@@ -0,0 +1,326 @@
|
|||||||
|
// !$*UTF8*$!
|
||||||
|
{
|
||||||
|
archiveVersion = 1;
|
||||||
|
classes = {
|
||||||
|
};
|
||||||
|
objectVersion = 46;
|
||||||
|
objects = {
|
||||||
|
|
||||||
|
/* Begin PBXBuildFile section */
|
||||||
|
5E34CC751B7F8EEF00F212E8 /* main.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5E34CC741B7F8EEF00F212E8 /* main.cpp */; };
|
||||||
|
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Normal file
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Normal file
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186
examples/02.Quake3Map/main.cpp
Normal file
186
examples/02.Quake3Map/main.cpp
Normal file
@@ -0,0 +1,186 @@
|
|||||||
|
/** Example 002 Quake3Map
|
||||||
|
|
||||||
|
This tutorial shows how to load a Quake 3 map into the engine, create a
|
||||||
|
SceneNode for optimizing the speed of rendering, and how to create a user
|
||||||
|
controlled camera.
|
||||||
|
|
||||||
|
Please note that you should know the basics of the engine before starting this
|
||||||
|
tutorial. Just take a short look at the first tutorial, if you haven't done
|
||||||
|
this yet: http://irrlicht.sourceforge.net/docu/example001.html
|
||||||
|
|
||||||
|
Lets start like the HelloWorld example: We include the irrlicht header files
|
||||||
|
and an additional file to be able to ask the user for a driver type using the
|
||||||
|
console.
|
||||||
|
*/
|
||||||
|
#include <irrlicht.h>
|
||||||
|
#include "driverChoice.h"
|
||||||
|
#include "exampleHelper.h"
|
||||||
|
|
||||||
|
/*
|
||||||
|
As already written in the HelloWorld example, in the Irrlicht Engine everything
|
||||||
|
can be found in the namespace 'irr'. To get rid of the irr:: in front of the
|
||||||
|
name of every class, we tell the compiler that we use that namespace from now
|
||||||
|
on, and we will not have to write that 'irr::'. There are 5 other sub
|
||||||
|
namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld
|
||||||
|
example, we do not call 'using namespace' for these 5 other namespaces, because
|
||||||
|
in this way you will see what can be found in which namespace. But if you like,
|
||||||
|
you can also include the namespaces like in the previous example.
|
||||||
|
*/
|
||||||
|
using namespace irr;
|
||||||
|
|
||||||
|
/*
|
||||||
|
Again, to be able to use the Irrlicht.DLL file, we need to link with the
|
||||||
|
Irrlicht.lib. We could set this option in the project settings, but to make it
|
||||||
|
easy, we use a pragma comment lib:
|
||||||
|
*/
|
||||||
|
#ifdef _MSC_VER
|
||||||
|
#pragma comment(lib, "Irrlicht.lib")
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/*
|
||||||
|
OK, lets start. Again, we use the main() method as start, not the WinMain().
|
||||||
|
*/
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
Like in the HelloWorld example, we create an IrrlichtDevice with
|
||||||
|
createDevice(). The difference now is that we ask the user to select
|
||||||
|
which video driver to use. The Software device might be
|
||||||
|
too slow to draw a huge Quake 3 map, but just for the fun of it, we make
|
||||||
|
this decision possible, too.
|
||||||
|
*/
|
||||||
|
|
||||||
|
// ask user for driver
|
||||||
|
video::E_DRIVER_TYPE driverType=driverChoiceConsole(true);
|
||||||
|
if (driverType==video::EDT_COUNT)
|
||||||
|
return 1;
|
||||||
|
|
||||||
|
// create device and exit if creation failed
|
||||||
|
|
||||||
|
IrrlichtDevice *device =
|
||||||
|
createDevice(driverType, core::dimension2d<u32>(640, 480));
|
||||||
|
|
||||||
|
if (device == 0)
|
||||||
|
return 1; // could not create selected driver.
|
||||||
|
|
||||||
|
/*
|
||||||
|
Get a pointer to the video driver and the SceneManager so that
|
||||||
|
we do not always have to call irr::IrrlichtDevice::getVideoDriver() and
|
||||||
|
irr::IrrlichtDevice::getSceneManager().
|
||||||
|
*/
|
||||||
|
video::IVideoDriver* driver = device->getVideoDriver();
|
||||||
|
scene::ISceneManager* smgr = device->getSceneManager();
|
||||||
|
|
||||||
|
/*
|
||||||
|
To display the Quake 3 map, we first need to load it. Quake 3 maps
|
||||||
|
are packed into .pk3 files which are nothing else than .zip files.
|
||||||
|
So we add the .pk3 file to our irr::io::IFileSystem. After it was added,
|
||||||
|
we can read from the files in that archive as if they were stored on disk.
|
||||||
|
*/
|
||||||
|
device->getFileSystem()->addFileArchive(getExampleMediaPath() + "map-20kdm2.pk3");
|
||||||
|
|
||||||
|
/*
|
||||||
|
Now we can load the mesh by calling irr::scene::ISceneManager::getMesh().
|
||||||
|
We get a pointer returned to an irr::scene::IAnimatedMesh. Quake 3 maps are
|
||||||
|
not really animated, they are only a chunk of static geometry with
|
||||||
|
some materials attached. Hence the IAnimatedMesh consists of only one
|
||||||
|
frame, so we get the "first frame" of the "animation", which is our
|
||||||
|
quake level and create an Octree scene node with it, using
|
||||||
|
irr::scene::ISceneManager::addOctreeSceneNode().
|
||||||
|
The Octree optimizes the scene a little bit, trying to draw only geometry
|
||||||
|
which is currently visible. An alternative to the Octree would be a
|
||||||
|
irr::scene::IMeshSceneNode, which would always draw the complete
|
||||||
|
geometry of the mesh, without optimization. Try it: Use
|
||||||
|
irr::scene::ISceneManager::addMeshSceneNode() instead of
|
||||||
|
addOctreeSceneNode() and compare the primitives drawn by the video
|
||||||
|
driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn()
|
||||||
|
method in the irr::video::IVideoDriver class). Note that this
|
||||||
|
optimization with the Octree is only useful when drawing huge meshes
|
||||||
|
consisting of lots of geometry and if users can't see the whole scene at
|
||||||
|
once.
|
||||||
|
*/
|
||||||
|
scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");
|
||||||
|
scene::ISceneNode* node = 0;
|
||||||
|
|
||||||
|
if (mesh)
|
||||||
|
node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024);
|
||||||
|
// node = smgr->addMeshSceneNode(mesh->getMesh(0));
|
||||||
|
|
||||||
|
/*
|
||||||
|
Because the level was not modeled around the origin (0,0,0), we
|
||||||
|
translate the whole level a little bit. This is done on
|
||||||
|
irr::scene::ISceneNode level using the methods
|
||||||
|
irr::scene::ISceneNode::setPosition() (in this case),
|
||||||
|
irr::scene::ISceneNode::setRotation(), and
|
||||||
|
irr::scene::ISceneNode::setScale().
|
||||||
|
*/
|
||||||
|
if (node)
|
||||||
|
node->setPosition(core::vector3df(-1300,-144,-1249));
|
||||||
|
|
||||||
|
/*
|
||||||
|
Now we need a camera to look at the Quake 3 map.
|
||||||
|
We want to create a user controlled camera. There are some
|
||||||
|
cameras available in the Irrlicht engine. For example the
|
||||||
|
MayaCamera which can be controlled like the camera in Maya:
|
||||||
|
Rotate with left mouse button pressed, Zoom with both buttons pressed,
|
||||||
|
translate with right mouse button pressed. This could be created with
|
||||||
|
irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this
|
||||||
|
example, we want to create a camera which behaves like the ones in
|
||||||
|
first person shooter games (FPS) and hence use
|
||||||
|
irr::scene::ISceneManager::addCameraSceneNodeFPS().
|
||||||
|
*/
|
||||||
|
smgr->addCameraSceneNodeFPS();
|
||||||
|
|
||||||
|
/*
|
||||||
|
The mouse cursor needs not be visible, so we hide it via the
|
||||||
|
irr::IrrlichtDevice::ICursorControl.
|
||||||
|
*/
|
||||||
|
device->getCursorControl()->setVisible(false);
|
||||||
|
|
||||||
|
/*
|
||||||
|
Everything is set up, so lets draw it. We also write the current
|
||||||
|
frames per second and the primitives drawn into the caption of the
|
||||||
|
window. The test for irr::IrrlichtDevice::isWindowActive() is optional,
|
||||||
|
but prevents the engine to grab the mouse cursor after task switching
|
||||||
|
when other programs are active. The call to irr::IrrlichtDevice::yield()
|
||||||
|
will avoid the busy loop to eat up all CPU cycles when the window is not
|
||||||
|
active.
|
||||||
|
*/
|
||||||
|
int lastFPS = -1;
|
||||||
|
|
||||||
|
while(device->run())
|
||||||
|
{
|
||||||
|
if (device->isWindowActive())
|
||||||
|
{
|
||||||
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,200,200,200));
|
||||||
|
smgr->drawAll();
|
||||||
|
driver->endScene();
|
||||||
|
|
||||||
|
int fps = driver->getFPS();
|
||||||
|
|
||||||
|
if (lastFPS != fps)
|
||||||
|
{
|
||||||
|
core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";
|
||||||
|
str += driver->getName();
|
||||||
|
str += "] FPS:";
|
||||||
|
str += fps;
|
||||||
|
|
||||||
|
device->setWindowCaption(str.c_str());
|
||||||
|
lastFPS = fps;
|
||||||
|
}
|
||||||
|
device->yield();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
device->yield();
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
In the end, delete the Irrlicht device.
|
||||||
|
*/
|
||||||
|
device->drop();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
That's it. Compile and play around with the program.
|
||||||
|
**/
|
||||||
208
examples/02.Quake3Map/tutorial.html
Normal file
208
examples/02.Quake3Map/tutorial.html
Normal file
File diff suppressed because one or more lines are too long
58
examples/03.CustomSceneNode/CustomSceneNode.cbp
Normal file
58
examples/03.CustomSceneNode/CustomSceneNode.cbp
Normal file
@@ -0,0 +1,58 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||||
|
<CodeBlocks_project_file>
|
||||||
|
<FileVersion major="1" minor="6" />
|
||||||
|
<Project>
|
||||||
|
<Option title="Irrlicht Example 03 Custom Scene Node" />
|
||||||
|
<Option pch_mode="0" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Build>
|
||||||
|
<Target title="Linux">
|
||||||
|
<Option platforms="Unix;" />
|
||||||
|
<Option output="../../bin/Linux/CustomSceneNode" prefix_auto="0" extension_auto="0" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Option projectResourceIncludeDirsRelation="1" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
<Add option="-D_IRR_STATIC_LIB_" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add library="Xxf86vm" />
|
||||||
|
<Add library="GL" />
|
||||||
|
<Add library="X11" />
|
||||||
|
<Add directory="../../lib/Linux/" />
|
||||||
|
</Linker>
|
||||||
|
</Target>
|
||||||
|
<Target title="Windows">
|
||||||
|
<Option platforms="Windows;" />
|
||||||
|
<Option output="../../bin/Win32-gcc/CustomSceneNode" prefix_auto="1" extension_auto="1" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Option projectResourceIncludeDirsRelation="1" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add directory="../../lib/Win32-gcc" />
|
||||||
|
</Linker>
|
||||||
|
</Target>
|
||||||
|
</Build>
|
||||||
|
<VirtualTargets>
|
||||||
|
<Add alias="All" targets="Windows;Linux;" />
|
||||||
|
</VirtualTargets>
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
<Add directory="../../include" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add library="Irrlicht" />
|
||||||
|
<Add directory="../../bin/gcc" />
|
||||||
|
</Linker>
|
||||||
|
<Unit filename="main.cpp" />
|
||||||
|
<Extensions>
|
||||||
|
<code_completion />
|
||||||
|
<debugger />
|
||||||
|
<envvars />
|
||||||
|
</Extensions>
|
||||||
|
</Project>
|
||||||
|
</CodeBlocks_project_file>
|
||||||
163
examples/03.CustomSceneNode/CustomSceneNode.vcproj
Normal file
163
examples/03.CustomSceneNode/CustomSceneNode.vcproj
Normal file
@@ -0,0 +1,163 @@
|
|||||||
|
<?xml version="1.0" encoding="Windows-1252"?>
|
||||||
|
<VisualStudioProject
|
||||||
|
ProjectType="Visual C++"
|
||||||
|
Version="7.10"
|
||||||
|
Name="03.CustomSceneNode"
|
||||||
|
ProjectGUID="{32078844-1903-47AB-AEAC-FC2E3415DB46}"
|
||||||
|
SccProjectName=""
|
||||||
|
SccLocalPath="">
|
||||||
|
<Platforms>
|
||||||
|
<Platform
|
||||||
|
Name="Win32"/>
|
||||||
|
</Platforms>
|
||||||
|
<Configurations>
|
||||||
|
<Configuration
|
||||||
|
Name="Debug|Win32"
|
||||||
|
OutputDirectory=".\Debug"
|
||||||
|
IntermediateDirectory=".\Debug"
|
||||||
|
ConfigurationType="1"
|
||||||
|
UseOfMFC="0"
|
||||||
|
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||||
|
CharacterSet="2">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="0"
|
||||||
|
AdditionalIncludeDirectories="..\..\include"
|
||||||
|
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||||
|
BasicRuntimeChecks="3"
|
||||||
|
RuntimeLibrary="5"
|
||||||
|
UsePrecompiledHeader="2"
|
||||||
|
PrecompiledHeaderFile=".\Debug/CustomSceneNode.pch"
|
||||||
|
AssemblerListingLocation=".\Debug/"
|
||||||
|
ObjectFile=".\Debug/"
|
||||||
|
ProgramDataBaseFileName=".\Debug/"
|
||||||
|
WarningLevel="3"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
DebugInformationFormat="4"
|
||||||
|
CompileAs="0"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCCustomBuildTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCLinkerTool"
|
||||||
|
OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe"
|
||||||
|
LinkIncremental="0"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||||
|
GenerateDebugInformation="TRUE"
|
||||||
|
ProgramDatabaseFile=".\Debug/CustomSceneNode.pdb"
|
||||||
|
SubSystem="1"
|
||||||
|
TargetMachine="1"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCMIDLTool"
|
||||||
|
TypeLibraryName=".\Debug/CustomSceneNode.tlb"
|
||||||
|
HeaderFileName=""/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPostBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreLinkEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCResourceCompilerTool"
|
||||||
|
PreprocessorDefinitions="_DEBUG"
|
||||||
|
Culture="3079"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebServiceProxyGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCXMLDataGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebDeploymentTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCManagedWrapperGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||||
|
</Configuration>
|
||||||
|
<Configuration
|
||||||
|
Name="Release|Win32"
|
||||||
|
OutputDirectory=".\Release"
|
||||||
|
IntermediateDirectory=".\Release"
|
||||||
|
ConfigurationType="1"
|
||||||
|
UseOfMFC="0"
|
||||||
|
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||||
|
CharacterSet="2">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="2"
|
||||||
|
InlineFunctionExpansion="1"
|
||||||
|
AdditionalIncludeDirectories="..\..\include"
|
||||||
|
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||||
|
StringPooling="TRUE"
|
||||||
|
RuntimeLibrary="4"
|
||||||
|
EnableFunctionLevelLinking="TRUE"
|
||||||
|
UsePrecompiledHeader="2"
|
||||||
|
PrecompiledHeaderFile=".\Release/CustomSceneNode.pch"
|
||||||
|
AssemblerListingLocation=".\Release/"
|
||||||
|
ObjectFile=".\Release/"
|
||||||
|
ProgramDataBaseFileName=".\Release/"
|
||||||
|
WarningLevel="3"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
CompileAs="0"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCCustomBuildTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCLinkerTool"
|
||||||
|
OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe"
|
||||||
|
LinkIncremental="0"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||||
|
ProgramDatabaseFile=".\Release/CustomSceneNode.pdb"
|
||||||
|
SubSystem="1"
|
||||||
|
TargetMachine="1"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCMIDLTool"
|
||||||
|
TypeLibraryName=".\Release/CustomSceneNode.tlb"
|
||||||
|
HeaderFileName=""/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPostBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreLinkEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCResourceCompilerTool"
|
||||||
|
PreprocessorDefinitions="NDEBUG"
|
||||||
|
Culture="3079"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebServiceProxyGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCXMLDataGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebDeploymentTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCManagedWrapperGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||||
|
</Configuration>
|
||||||
|
</Configurations>
|
||||||
|
<References>
|
||||||
|
</References>
|
||||||
|
<Files>
|
||||||
|
<File
|
||||||
|
RelativePath="main.cpp">
|
||||||
|
<FileConfiguration
|
||||||
|
Name="Debug|Win32">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="0"
|
||||||
|
AdditionalIncludeDirectories=""
|
||||||
|
PreprocessorDefinitions=""
|
||||||
|
BasicRuntimeChecks="3"/>
|
||||||
|
</FileConfiguration>
|
||||||
|
<FileConfiguration
|
||||||
|
Name="Release|Win32">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="2"
|
||||||
|
AdditionalIncludeDirectories=""
|
||||||
|
PreprocessorDefinitions=""/>
|
||||||
|
</FileConfiguration>
|
||||||
|
</File>
|
||||||
|
</Files>
|
||||||
|
<Globals>
|
||||||
|
</Globals>
|
||||||
|
</VisualStudioProject>
|
||||||
@@ -0,0 +1,324 @@
|
|||||||
|
// !$*UTF8*$!
|
||||||
|
{
|
||||||
|
archiveVersion = 1;
|
||||||
|
classes = {
|
||||||
|
};
|
||||||
|
objectVersion = 46;
|
||||||
|
objects = {
|
||||||
|
|
||||||
|
/* Begin PBXBuildFile section */
|
||||||
|
5E34CC751B7F8EEF00F212E8 /* main.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5E34CC741B7F8EEF00F212E8 /* main.cpp */; };
|
||||||
|
5E8570B61B7F9A3200B267D2 /* Cocoa.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B01B7F99F500B267D2 /* Cocoa.framework */; };
|
||||||
|
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B41B7F9A0700B267D2 /* IOKit.framework */; };
|
||||||
|
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B21B7F99FE00B267D2 /* OpenGL.framework */; };
|
||||||
|
5E8570BF1B7F9D3A00B267D2 /* media in Resources */ = {isa = PBXBuildFile; fileRef = 5E8570BE1B7F9D3A00B267D2 /* media */; };
|
||||||
|
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E34CC781B7F90A000F212E8 /* libIrrlicht.a */; };
|
||||||
|
/* End PBXBuildFile section */
|
||||||
|
|
||||||
|
/* Begin PBXFileReference section */
|
||||||
|
5E34CC511B7F8E6E00F212E8 /* 03.CustomSceneNode.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = 03.CustomSceneNode.app; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||||
|
5E34CC741B7F8EEF00F212E8 /* main.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = main.cpp; sourceTree = "<group>"; };
|
||||||
|
5E34CC781B7F90A000F212E8 /* libIrrlicht.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libIrrlicht.a; path = ../../lib/OSX/libIrrlicht.a; sourceTree = "<group>"; };
|
||||||
|
5E8570B01B7F99F500B267D2 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
|
||||||
|
5E8570B21B7F99FE00B267D2 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; };
|
||||||
|
5E8570B41B7F9A0700B267D2 /* IOKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = IOKit.framework; path = System/Library/Frameworks/IOKit.framework; sourceTree = SDKROOT; };
|
||||||
|
5E8570BE1B7F9D3A00B267D2 /* media */ = {isa = PBXFileReference; lastKnownFileType = folder; name = media; path = ../../media; sourceTree = "<group>"; };
|
||||||
|
/* End PBXFileReference section */
|
||||||
|
|
||||||
|
/* Begin PBXFrameworksBuildPhase section */
|
||||||
|
5E34CC4E1B7F8E6E00F212E8 /* Frameworks */ = {
|
||||||
|
isa = PBXFrameworksBuildPhase;
|
||||||
|
buildActionMask = 2147483647;
|
||||||
|
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246
examples/03.CustomSceneNode/CustomSceneNode_vc17.vcxproj
Normal file
246
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Normal file
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|
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|
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|
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|
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|
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|
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|
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|
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<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
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<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
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<ResourceCompile>
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|
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|
||||||
|
</HeaderFileName>
|
||||||
|
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|
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|
<ClCompile>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
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|
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
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|
<StringPooling>true</StringPooling>
|
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|
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|
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|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<PrecompiledHeaderOutputFile>.\Release/CustomSceneNode.pch</PrecompiledHeaderOutputFile>
|
||||||
|
<AssemblerListingLocation>.\Release/</AssemblerListingLocation>
|
||||||
|
<ObjectFileName>.\Release/</ObjectFileName>
|
||||||
|
<ProgramDataBaseFileName>.\Release/</ProgramDataBaseFileName>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
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|
</ClCompile>
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|
<ResourceCompile>
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|
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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|
<Culture>0x0c07</Culture>
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||||||
|
</ResourceCompile>
|
||||||
|
<Link>
|
||||||
|
<OutputFile>..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe</OutputFile>
|
||||||
|
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<ProgramDatabaseFile>.\Release/CustomSceneNode.pdb</ProgramDatabaseFile>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<RandomizedBaseAddress>false</RandomizedBaseAddress>
|
||||||
|
<DataExecutionPrevention>
|
||||||
|
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|
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|
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|
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|
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|
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</Midl>
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<ClCompile>
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<Optimization>MaxSpeed</Optimization>
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|
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
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||||||
|
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||||
|
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<StringPooling>true</StringPooling>
|
||||||
|
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<PrecompiledHeaderOutputFile>.\Release/CustomSceneNode.pch</PrecompiledHeaderOutputFile>
|
||||||
|
<AssemblerListingLocation>.\Release/</AssemblerListingLocation>
|
||||||
|
<ObjectFileName>.\Release/</ObjectFileName>
|
||||||
|
<ProgramDataBaseFileName>.\Release/</ProgramDataBaseFileName>
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||||||
|
<WarningLevel>Level3</WarningLevel>
|
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|
</ClCompile>
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|
<ResourceCompile>
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|
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|
<Culture>0x0c07</Culture>
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|
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|
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|
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|
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|
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|
||||||
|
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<ProgramDatabaseFile>.\Release/CustomSceneNode.pdb</ProgramDatabaseFile>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<RandomizedBaseAddress>false</RandomizedBaseAddress>
|
||||||
|
<DataExecutionPrevention>
|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
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|
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|
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<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
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<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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|
<ImportGroup Label="ExtensionTargets">
|
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|
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</Project>
|
||||||
56
examples/03.CustomSceneNode/Makefile
Normal file
56
examples/03.CustomSceneNode/Makefile
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
# Makefile for Irrlicht Examples
|
||||||
|
# It's usually sufficient to change just the target name and source file list
|
||||||
|
# and be sure that CXX is set to a valid compiler
|
||||||
|
|
||||||
|
# Name of the executable created (.exe will be added automatically if necessary)
|
||||||
|
Target := 03.CustomSceneNode
|
||||||
|
# List of source files, separated by spaces
|
||||||
|
Sources := main.cpp
|
||||||
|
# Path to Irrlicht directory, should contain include/ and lib/
|
||||||
|
IrrlichtHome := ../..
|
||||||
|
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||||
|
BinPath = ../../bin/$(SYSTEM)
|
||||||
|
|
||||||
|
# general compiler settings (might need to be set when compiling the lib, too)
|
||||||
|
CPPFLAGS += -I$(IrrlichtHome)/include
|
||||||
|
ifndef NDEBUG
|
||||||
|
CXXFLAGS += -g -Wall
|
||||||
|
else
|
||||||
|
CXXFLAGS += -O3
|
||||||
|
endif
|
||||||
|
|
||||||
|
#default target is Linux
|
||||||
|
all: all_linux
|
||||||
|
|
||||||
|
# target specific settings
|
||||||
|
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||||
|
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||||
|
all_linux clean_linux: SYSTEM=Linux
|
||||||
|
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||||
|
all_win32 clean_win32 static_win32: SUF=.exe
|
||||||
|
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||||
|
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||||
|
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||||
|
# name of the binary - only valid for targets which set SYSTEM
|
||||||
|
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||||
|
|
||||||
|
all_linux all_win32 static_win32:
|
||||||
|
$(warning Building...)
|
||||||
|
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||||
|
|
||||||
|
clean: clean_linux clean_win32
|
||||||
|
$(warning Cleaning...)
|
||||||
|
|
||||||
|
clean_linux clean_win32:
|
||||||
|
@$(RM) $(DESTPATH)
|
||||||
|
|
||||||
|
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||||
|
|
||||||
|
#multilib handling
|
||||||
|
ifeq ($(HOSTTYPE), x86_64)
|
||||||
|
LIBSELECT=64
|
||||||
|
endif
|
||||||
|
#solaris real-time features
|
||||||
|
ifeq ($(HOSTTYPE), sun4)
|
||||||
|
LDFLAGS += -lrt
|
||||||
|
endif
|
||||||
268
examples/03.CustomSceneNode/main.cpp
Normal file
268
examples/03.CustomSceneNode/main.cpp
Normal file
@@ -0,0 +1,268 @@
|
|||||||
|
/** Example 003 Custom SceneNode
|
||||||
|
|
||||||
|
This tutorial is more advanced than the previous ones.
|
||||||
|
If you are currently just playing around with the Irrlicht
|
||||||
|
engine, you may want to look at other examples first.
|
||||||
|
This tutorials shows how to create a custom scene node and
|
||||||
|
how to use it in the engine. A custom scene node is needed
|
||||||
|
if you want to implement a render technique the Irrlicht
|
||||||
|
Engine currently does not support. For example, you can write
|
||||||
|
an indoor portal based renderer or an advanced terrain scene
|
||||||
|
node with it. By creating custom scene nodes, you can
|
||||||
|
easily extend the Irrlicht Engine and adapt it to your needs.
|
||||||
|
|
||||||
|
I will keep the tutorial simple: Keep everything very short
|
||||||
|
and everything in one .cpp file. This is the style which
|
||||||
|
will also be used in most of the following tutorials.
|
||||||
|
|
||||||
|
To start, I include the header files, use the irr namespace,
|
||||||
|
and tell the linker to link with the .lib file.
|
||||||
|
*/
|
||||||
|
#include <irrlicht.h>
|
||||||
|
#include "driverChoice.h"
|
||||||
|
|
||||||
|
using namespace irr;
|
||||||
|
|
||||||
|
#ifdef _MSC_VER
|
||||||
|
#pragma comment(lib, "Irrlicht.lib")
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/*
|
||||||
|
Here comes the more sophisticated part of this tutorial:
|
||||||
|
The class of our very own custom scene node. To keep it simple,
|
||||||
|
our scene node will not be an indoor portal renderer nor a terrain
|
||||||
|
scene node, but a simple tetrahedron, a 3D object consisting of 4
|
||||||
|
connected vertices, which only draws itself and does nothing more.
|
||||||
|
Note that this scenario does not require a custom scene node in Irrlicht.
|
||||||
|
Instead one would create a mesh from the geometry and pass it to a
|
||||||
|
irr::scene::IMeshSceneNode. This example just illustrates creation of a custom
|
||||||
|
scene node in a simple setting.
|
||||||
|
|
||||||
|
To allow our scene node to be inserted into the Irrlicht
|
||||||
|
Engine scene, the class we create needs to be derived from the
|
||||||
|
irr::scene::ISceneNode class and has to override some methods.
|
||||||
|
*/
|
||||||
|
|
||||||
|
class CSampleSceneNode : public scene::ISceneNode
|
||||||
|
{
|
||||||
|
|
||||||
|
/*
|
||||||
|
First, we declare some member variables:
|
||||||
|
The bounding box, 4 vertices, and the material of the tetrahedron.
|
||||||
|
*/
|
||||||
|
core::aabbox3d<f32> Box;
|
||||||
|
video::S3DVertex Vertices[4];
|
||||||
|
video::SMaterial Material;
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
/*
|
||||||
|
The parameters of the constructor specify the parent of the scene node,
|
||||||
|
a pointer to the scene manager, and an id of the scene node.
|
||||||
|
In the constructor we call the parent class' constructor,
|
||||||
|
set some properties of the material, and create the 4 vertices of
|
||||||
|
the tetrahedron.
|
||||||
|
*/
|
||||||
|
|
||||||
|
CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
|
||||||
|
: scene::ISceneNode(parent, mgr, id)
|
||||||
|
{
|
||||||
|
Material.Wireframe = false;
|
||||||
|
Material.Lighting = false;
|
||||||
|
Material.Thickness=0.f;
|
||||||
|
|
||||||
|
Vertices[0] = video::S3DVertex(0,0,10, 5,1,0,
|
||||||
|
video::SColor(255,0,255,255), 0, 1);
|
||||||
|
Vertices[1] = video::S3DVertex(10,0,-10, 10,0,0,
|
||||||
|
video::SColor(255,255,0,255), 1, 1);
|
||||||
|
Vertices[2] = video::S3DVertex(0,20,0, 20,1,1,
|
||||||
|
video::SColor(255,255,255,0), 1, 0);
|
||||||
|
Vertices[3] = video::S3DVertex(-10,0,-10, 40,0,1,
|
||||||
|
video::SColor(255,0,255,0), 0, 0);
|
||||||
|
|
||||||
|
/*
|
||||||
|
The Irrlicht Engine needs to know the bounding box of a scene node.
|
||||||
|
It will use it for automatic culling and other things. Hence, we
|
||||||
|
need to create a bounding box from the 4 vertices we use.
|
||||||
|
If you do not want the engine to use the box for automatic culling,
|
||||||
|
and/or don't want to create the box, you could also call
|
||||||
|
irr::scene::ISceneNode::setAutomaticCulling() with irr::scene::EAC_OFF.
|
||||||
|
*/
|
||||||
|
Box.reset(Vertices[0].Pos);
|
||||||
|
for (s32 i=1; i<4; ++i)
|
||||||
|
Box.addInternalPoint(Vertices[i].Pos);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
Before it is drawn, the irr::scene::ISceneNode::OnRegisterSceneNode()
|
||||||
|
method of every scene node in the scene is called by the scene manager.
|
||||||
|
If the scene node wishes to draw itself, it may register itself in the
|
||||||
|
scene manager to be drawn. This is necessary to tell the scene manager
|
||||||
|
when it should call irr::scene::ISceneNode::render(). For
|
||||||
|
example, normal scene nodes render their content one after another,
|
||||||
|
while stencil buffer shadows would like to be drawn after all other
|
||||||
|
scene nodes. And camera or light scene nodes need to be rendered before
|
||||||
|
all other scene nodes (if at all). So here we simply register the
|
||||||
|
scene node to render normally. If we would like to let it be rendered
|
||||||
|
like cameras or light, we would have to call
|
||||||
|
SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA);
|
||||||
|
After this, we call the actual irr::scene::ISceneNode::OnRegisterSceneNode()
|
||||||
|
method of the base class, which lets all the child scene nodes of this node
|
||||||
|
register themselves.
|
||||||
|
*/
|
||||||
|
virtual void OnRegisterSceneNode()
|
||||||
|
{
|
||||||
|
if (IsVisible)
|
||||||
|
SceneManager->registerNodeForRendering(this);
|
||||||
|
|
||||||
|
ISceneNode::OnRegisterSceneNode();
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
In the render() method most of the interesting stuff happens: The
|
||||||
|
Scene node renders itself. We override this method and draw the
|
||||||
|
tetrahedron.
|
||||||
|
*/
|
||||||
|
virtual void render()
|
||||||
|
{
|
||||||
|
/* Indices into the 'Vertices' array. A triangle needs 3 vertices
|
||||||
|
so you have to pass the 3 corresponding indices for each triangle to
|
||||||
|
tell which of the vertices should be used for it. */
|
||||||
|
u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
|
||||||
|
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||||
|
|
||||||
|
driver->setMaterial(Material);
|
||||||
|
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
||||||
|
driver->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
And finally we create three small additional methods.
|
||||||
|
irr::scene::ISceneNode::getBoundingBox() returns the bounding box of
|
||||||
|
this scene node, irr::scene::ISceneNode::getMaterialCount() returns the
|
||||||
|
amount of materials in this scene node (our tetrahedron only has one
|
||||||
|
material), and irr::scene::ISceneNode::getMaterial() returns the
|
||||||
|
material at an index. Because we have only one material, we can
|
||||||
|
return that and assume that no one ever calls getMaterial() with an index
|
||||||
|
greater than 0.
|
||||||
|
*/
|
||||||
|
virtual const core::aabbox3d<f32>& getBoundingBox() const
|
||||||
|
{
|
||||||
|
return Box;
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual u32 getMaterialCount() const
|
||||||
|
{
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual video::SMaterial& getMaterial(u32 i)
|
||||||
|
{
|
||||||
|
return Material;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
/*
|
||||||
|
That's it. The Scene node is done. Now we start the engine,
|
||||||
|
create the scene node and a camera, and look at the result.
|
||||||
|
*/
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// ask user for driver
|
||||||
|
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||||
|
if (driverType==video::EDT_COUNT)
|
||||||
|
return 1;
|
||||||
|
|
||||||
|
// create device
|
||||||
|
IrrlichtDevice *device = createDevice(driverType,
|
||||||
|
core::dimension2d<u32>(640, 480), 16, false);
|
||||||
|
|
||||||
|
if (device == 0)
|
||||||
|
return 1; // could not create selected driver.
|
||||||
|
|
||||||
|
// set window caption, get some pointers, create a camera
|
||||||
|
|
||||||
|
device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");
|
||||||
|
|
||||||
|
video::IVideoDriver* driver = device->getVideoDriver();
|
||||||
|
scene::ISceneManager* smgr = device->getSceneManager();
|
||||||
|
|
||||||
|
smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
|
||||||
|
|
||||||
|
/*
|
||||||
|
Create our scene node. I don't check the result of calling new, as it
|
||||||
|
should throw an exception rather than returning 0 on failure. Because
|
||||||
|
the new node will create itself with a reference count of 1, and then
|
||||||
|
will have another reference added by its parent scene node when it is
|
||||||
|
added to the scene, I need to drop my reference to it. Best practice is
|
||||||
|
to drop it only *after* I have finished using it, regardless of what
|
||||||
|
the reference count of the object is after creation.
|
||||||
|
*/
|
||||||
|
CSampleSceneNode *myNode =
|
||||||
|
new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
|
||||||
|
|
||||||
|
/*
|
||||||
|
To animate something in this boring scene consisting only of one
|
||||||
|
tetrahedron, and to show that you now can use your scene node like any
|
||||||
|
other scene node in the engine, we add an animator to the scene node,
|
||||||
|
which rotates the node a little bit.
|
||||||
|
irr::scene::ISceneManager::createRotationAnimator() could return 0, so
|
||||||
|
should be checked.
|
||||||
|
*/
|
||||||
|
scene::ISceneNodeAnimator* anim =
|
||||||
|
smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
|
||||||
|
|
||||||
|
if(anim)
|
||||||
|
{
|
||||||
|
myNode->addAnimator(anim);
|
||||||
|
|
||||||
|
/*
|
||||||
|
I'm done referring to anim, so must
|
||||||
|
irr::IReferenceCounted::drop() this reference now because it
|
||||||
|
was produced by a createFoo() function. As I shouldn't refer to
|
||||||
|
it again, ensure that I can't by setting to 0.
|
||||||
|
*/
|
||||||
|
anim->drop();
|
||||||
|
anim = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
I'm done with my CSampleSceneNode object, and so must drop my reference.
|
||||||
|
This won't delete the object, yet, because it is still attached to the
|
||||||
|
scene graph, which prevents the deletion until the graph is deleted or the
|
||||||
|
custom scene node is removed from it.
|
||||||
|
*/
|
||||||
|
myNode->drop();
|
||||||
|
myNode = 0; // As I shouldn't refer to it again, ensure that I can't
|
||||||
|
|
||||||
|
/*
|
||||||
|
Now draw everything and finish.
|
||||||
|
*/
|
||||||
|
u32 frames=0;
|
||||||
|
while(device->run())
|
||||||
|
{
|
||||||
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,100,100,100));
|
||||||
|
|
||||||
|
smgr->drawAll();
|
||||||
|
|
||||||
|
driver->endScene();
|
||||||
|
if (++frames==100) // don't update more often, setWindowCaption can be expensive
|
||||||
|
{
|
||||||
|
core::stringw str = L"Irrlicht Engine [";
|
||||||
|
str += driver->getName();
|
||||||
|
str += L"] FPS: ";
|
||||||
|
str += (s32)driver->getFPS();
|
||||||
|
|
||||||
|
device->setWindowCaption(str.c_str());
|
||||||
|
frames=0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
device->drop();
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
That's it. Compile and play around with the program.
|
||||||
|
**/
|
||||||
209
examples/03.CustomSceneNode/tutorial.html
Normal file
209
examples/03.CustomSceneNode/tutorial.html
Normal file
File diff suppressed because one or more lines are too long
56
examples/04.Movement/Makefile
Normal file
56
examples/04.Movement/Makefile
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
# Makefile for Irrlicht Examples
|
||||||
|
# It's usually sufficient to change just the target name and source file list
|
||||||
|
# and be sure that CXX is set to a valid compiler
|
||||||
|
|
||||||
|
# Name of the executable created (.exe will be added automatically if necessary)
|
||||||
|
Target := 04.Movement
|
||||||
|
# List of source files, separated by spaces
|
||||||
|
Sources := main.cpp
|
||||||
|
# Path to Irrlicht directory, should contain include/ and lib/
|
||||||
|
IrrlichtHome := ../..
|
||||||
|
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||||
|
BinPath = ../../bin/$(SYSTEM)
|
||||||
|
|
||||||
|
# general compiler settings (might need to be set when compiling the lib, too)
|
||||||
|
CPPFLAGS += -I$(IrrlichtHome)/include
|
||||||
|
ifndef NDEBUG
|
||||||
|
CXXFLAGS += -g -Wall
|
||||||
|
else
|
||||||
|
CXXFLAGS += -O3
|
||||||
|
endif
|
||||||
|
|
||||||
|
#default target is Linux
|
||||||
|
all: all_linux
|
||||||
|
|
||||||
|
# target specific settings
|
||||||
|
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||||
|
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||||
|
all_linux clean_linux: SYSTEM=Linux
|
||||||
|
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||||
|
all_win32 clean_win32 static_win32: SUF=.exe
|
||||||
|
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||||
|
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||||
|
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||||
|
# name of the binary - only valid for targets which set SYSTEM
|
||||||
|
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||||
|
|
||||||
|
all_linux all_win32 static_win32:
|
||||||
|
$(warning Building...)
|
||||||
|
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||||
|
|
||||||
|
clean: clean_linux clean_win32
|
||||||
|
$(warning Cleaning...)
|
||||||
|
|
||||||
|
clean_linux clean_win32:
|
||||||
|
@$(RM) $(DESTPATH)
|
||||||
|
|
||||||
|
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||||
|
|
||||||
|
#multilib handling
|
||||||
|
ifeq ($(HOSTTYPE), x86_64)
|
||||||
|
LIBSELECT=64
|
||||||
|
endif
|
||||||
|
#solaris real-time features
|
||||||
|
ifeq ($(HOSTTYPE), sun4)
|
||||||
|
LDFLAGS += -lrt
|
||||||
|
endif
|
||||||
55
examples/04.Movement/Movement.cbp
Normal file
55
examples/04.Movement/Movement.cbp
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||||
|
<CodeBlocks_project_file>
|
||||||
|
<FileVersion major="1" minor="6" />
|
||||||
|
<Project>
|
||||||
|
<Option title="Irrlicht Example 04 Movement" />
|
||||||
|
<Option pch_mode="0" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Build>
|
||||||
|
<Target title="Windows">
|
||||||
|
<Option output="../../bin/Win32-gcc/Movement" prefix_auto="0" extension_auto="1" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Option projectResourceIncludeDirsRelation="1" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add directory="../../lib/Win32-gcc" />
|
||||||
|
</Linker>
|
||||||
|
</Target>
|
||||||
|
<Target title="Linux">
|
||||||
|
<Option platforms="Unix;" />
|
||||||
|
<Option output="../../bin/Linux/Movement" prefix_auto="0" extension_auto="0" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
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163
examples/04.Movement/Movement.vcproj
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163
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324
examples/04.Movement/Movement.xcodeproj/project.pbxproj
Normal file
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||||||
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<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
||||||
|
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<StringPooling>true</StringPooling>
|
||||||
|
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
</ClCompile>
|
||||||
|
<ResourceCompile>
|
||||||
|
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<Culture>0x0c07</Culture>
|
||||||
|
</ResourceCompile>
|
||||||
|
<Link>
|
||||||
|
<OutputFile>..\..\bin\Win32-VisualStudio\04.Movement.exe</OutputFile>
|
||||||
|
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<DataExecutionPrevention>
|
||||||
|
</DataExecutionPrevention>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
<Midl>
|
||||||
|
<TypeLibraryName>.\Release/Movement.tlb</TypeLibraryName>
|
||||||
|
<HeaderFileName>
|
||||||
|
</HeaderFileName>
|
||||||
|
</Midl>
|
||||||
|
<ClCompile>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
||||||
|
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<StringPooling>true</StringPooling>
|
||||||
|
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
</ClCompile>
|
||||||
|
<ResourceCompile>
|
||||||
|
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<Culture>0x0c07</Culture>
|
||||||
|
</ResourceCompile>
|
||||||
|
<Link>
|
||||||
|
<OutputFile>..\..\bin\Win64-VisualStudio\04.Movement.exe</OutputFile>
|
||||||
|
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<DataExecutionPrevention>
|
||||||
|
</DataExecutionPrevention>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="main.cpp">
|
||||||
|
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
|
||||||
|
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
|
||||||
|
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
|
||||||
|
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">EnableFastChecks</BasicRuntimeChecks>
|
||||||
|
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
|
||||||
|
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
|
||||||
|
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
</ClCompile>
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
||||||
268
examples/04.Movement/main.cpp
Normal file
268
examples/04.Movement/main.cpp
Normal file
@@ -0,0 +1,268 @@
|
|||||||
|
/** Example 004 Movement
|
||||||
|
|
||||||
|
This tutorial shows how to move and animate SceneNodes. The
|
||||||
|
basic concept of SceneNodeAnimators is shown as well as manual
|
||||||
|
movement of nodes using the keyboard. We'll demonstrate framerate
|
||||||
|
independent movement, which means moving by an amount dependent
|
||||||
|
on the duration of the last run of the Irrlicht loop.
|
||||||
|
|
||||||
|
Example 19.MouseAndJoystick shows how to handle other input than keyboard.
|
||||||
|
|
||||||
|
As always, include the header files, use the irr namespace,
|
||||||
|
and tell the linker to link with the .lib file.
|
||||||
|
*/
|
||||||
|
#ifdef _MSC_VER
|
||||||
|
#pragma comment(lib, "Irrlicht.lib")
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include <irrlicht.h>
|
||||||
|
#include "driverChoice.h"
|
||||||
|
#include "exampleHelper.h"
|
||||||
|
|
||||||
|
using namespace irr;
|
||||||
|
|
||||||
|
/*
|
||||||
|
To receive events like mouse and keyboard input, or GUI events like
|
||||||
|
"button has been clicked", we need an object which is derived from the
|
||||||
|
irr::IEventReceiver object. There is only one method to override:
|
||||||
|
irr::IEventReceiver::OnEvent(). This method will be called by the engine once
|
||||||
|
when an event happens. What we really want to know is whether a key is being
|
||||||
|
held down, and so we will remember the current state of each key.
|
||||||
|
*/
|
||||||
|
class MyEventReceiver : public IEventReceiver
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
// This is the one method that we have to implement
|
||||||
|
virtual bool OnEvent(const SEvent& event)
|
||||||
|
{
|
||||||
|
// Remember whether each key is down or up
|
||||||
|
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
|
||||||
|
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
|
||||||
|
|
||||||
|
/*
|
||||||
|
Always return false by default. If you return true you tell the engine
|
||||||
|
that you handled this event completely and the Irrlicht should not
|
||||||
|
process it any further. So for example if you return true for all
|
||||||
|
EET_KEY_INPUT_EVENT events then Irrlicht would not pass on key-events
|
||||||
|
to it's GUI system.
|
||||||
|
*/
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// This is used to check whether a key is being held down
|
||||||
|
virtual bool IsKeyDown(EKEY_CODE keyCode) const
|
||||||
|
{
|
||||||
|
return KeyIsDown[keyCode];
|
||||||
|
}
|
||||||
|
|
||||||
|
MyEventReceiver()
|
||||||
|
{
|
||||||
|
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
|
||||||
|
KeyIsDown[i] = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
// We use this array to store the current state of each key
|
||||||
|
bool KeyIsDown[KEY_KEY_CODES_COUNT];
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
The event receiver for keeping the pressed keys is ready, the actual responses
|
||||||
|
will be made inside the render loop, right before drawing the scene. So lets
|
||||||
|
create an irr::IrrlichtDevice and the scene node we want to move. We also
|
||||||
|
create some additional scene nodes to show different possibilities to move and
|
||||||
|
animate scene nodes.
|
||||||
|
*/
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// ask user for driver
|
||||||
|
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||||
|
if (driverType==video::EDT_COUNT)
|
||||||
|
return 1;
|
||||||
|
|
||||||
|
/*
|
||||||
|
Create the event receiver. Take care that the pointer to it has to
|
||||||
|
stay valid as long as the IrrlichtDevice uses it. Event receivers are not
|
||||||
|
reference counted.
|
||||||
|
*/
|
||||||
|
MyEventReceiver receiver;
|
||||||
|
|
||||||
|
// create device
|
||||||
|
IrrlichtDevice* device = createDevice(driverType,
|
||||||
|
core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
|
||||||
|
|
||||||
|
if (device == 0)
|
||||||
|
return 1; // could not create selected driver.
|
||||||
|
|
||||||
|
video::IVideoDriver* driver = device->getVideoDriver();
|
||||||
|
scene::ISceneManager* smgr = device->getSceneManager();
|
||||||
|
|
||||||
|
const io::path mediaPath = getExampleMediaPath();
|
||||||
|
|
||||||
|
/*
|
||||||
|
Create the node which will be moved with the WSAD keys. We create a
|
||||||
|
sphere node, which is a built-in geometry primitive. We place the node
|
||||||
|
at (0,0,30) and assign a texture to it to let it look a little bit more
|
||||||
|
interesting. Because we have no dynamic lights in this scene we disable
|
||||||
|
lighting for each model (otherwise the models would be black).
|
||||||
|
*/
|
||||||
|
scene::ISceneNode * sphereNode = smgr->addSphereSceneNode();
|
||||||
|
if (sphereNode)
|
||||||
|
{
|
||||||
|
sphereNode->setPosition(core::vector3df(0,0,30));
|
||||||
|
sphereNode->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
|
||||||
|
sphereNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
Now we create another node, movable using a scene node animator. Scene
|
||||||
|
node animators modify scene nodes and can be attached to any scene node
|
||||||
|
like mesh scene nodes, billboards, lights and even camera scene nodes.
|
||||||
|
Scene node animators are not only able to modify the position of a
|
||||||
|
scene node, they can also animate the textures of an object for
|
||||||
|
example. We create a cube scene node and attach a 'fly circle' scene
|
||||||
|
node animator to it, letting this node fly around our sphere scene node.
|
||||||
|
*/
|
||||||
|
scene::ISceneNode* cubeNode = smgr->addCubeSceneNode();
|
||||||
|
if (cubeNode)
|
||||||
|
{
|
||||||
|
cubeNode->setMaterialTexture(0, driver->getTexture(mediaPath + "t351sml.jpg"));
|
||||||
|
cubeNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||||
|
scene::ISceneNodeAnimator* anim =
|
||||||
|
smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
|
||||||
|
if (anim)
|
||||||
|
{
|
||||||
|
cubeNode->addAnimator(anim);
|
||||||
|
anim->drop();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
The last scene node we add is a b3d model of a walking ninja. Is shows the
|
||||||
|
use of a 'fly straight' animator to move the node between two points.
|
||||||
|
*/
|
||||||
|
scene::IAnimatedMeshSceneNode* ninjaNode =
|
||||||
|
smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"));
|
||||||
|
|
||||||
|
if (ninjaNode)
|
||||||
|
{
|
||||||
|
scene::ISceneNodeAnimator* anim =
|
||||||
|
smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
|
||||||
|
core::vector3df(-100,0,60), 3500, true);
|
||||||
|
if (anim)
|
||||||
|
{
|
||||||
|
ninjaNode->addAnimator(anim);
|
||||||
|
anim->drop();
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
To make the model look right we disable lighting, set the
|
||||||
|
frames between which the animation should loop, rotate the
|
||||||
|
model around 180 degrees, and adjust the animation speed and
|
||||||
|
the texture. To set the correct animation (frames and speed), we
|
||||||
|
would also be able to just call
|
||||||
|
"ninjaNode->setMD2Animation(scene::EMAT_RUN)" for the 'run'
|
||||||
|
animation instead of "setFrameLoop" and "setAnimationSpeed",
|
||||||
|
But that only works with MD2 animations, while this can be used to
|
||||||
|
start other animations. For MD2 it's usually good advice not to use
|
||||||
|
hardcoded frame-numbers...
|
||||||
|
*/
|
||||||
|
ninjaNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||||
|
|
||||||
|
ninjaNode->setFrameLoop(0, 13);
|
||||||
|
ninjaNode->setAnimationSpeed(15);
|
||||||
|
// ninjaNode->setMD2Animation(scene::EMAT_RUN);
|
||||||
|
|
||||||
|
ninjaNode->setScale(core::vector3df(2.f,2.f,2.f));
|
||||||
|
ninjaNode->setRotation(core::vector3df(0,-90,0));
|
||||||
|
// ninjaNode->setMaterialTexture(0, driver->getTexture(mediaPath + "sydney.bmp"));
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
To be able to look at and move around in this scene, we create a first
|
||||||
|
person shooter style camera and make the mouse cursor invisible.
|
||||||
|
*/
|
||||||
|
smgr->addCameraSceneNodeFPS();
|
||||||
|
device->getCursorControl()->setVisible(false);
|
||||||
|
|
||||||
|
/*
|
||||||
|
Add a colorful irrlicht logo
|
||||||
|
*/
|
||||||
|
device->getGUIEnvironment()->addImage(
|
||||||
|
driver->getTexture(mediaPath + "irrlichtlogoalpha2.tga"),
|
||||||
|
core::position2d<s32>(10,20));
|
||||||
|
|
||||||
|
/*
|
||||||
|
Lets draw the scene and also write the current frames per second and the
|
||||||
|
name of the driver to the caption of the window.
|
||||||
|
*/
|
||||||
|
int lastFPS = -1;
|
||||||
|
|
||||||
|
// In order to do frame rate independent movement, we have to know
|
||||||
|
// how long it was since the last frame
|
||||||
|
u32 then = device->getTimer()->getTime();
|
||||||
|
|
||||||
|
// This is the movement speed in units per second.
|
||||||
|
const f32 MOVEMENT_SPEED = 5.f;
|
||||||
|
|
||||||
|
while(device->run())
|
||||||
|
{
|
||||||
|
// Work out a frame delta time.
|
||||||
|
const u32 now = device->getTimer()->getTime();
|
||||||
|
const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
|
||||||
|
then = now;
|
||||||
|
|
||||||
|
if ( sphereNode )
|
||||||
|
{
|
||||||
|
/* Check if keys W, S, A or D are being held down, and move the
|
||||||
|
sphere node around respectively. */
|
||||||
|
core::vector3df nodePosition = sphereNode->getPosition();
|
||||||
|
|
||||||
|
if(receiver.IsKeyDown(irr::KEY_KEY_W))
|
||||||
|
nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
|
||||||
|
else if(receiver.IsKeyDown(irr::KEY_KEY_S))
|
||||||
|
nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
|
||||||
|
|
||||||
|
if(receiver.IsKeyDown(irr::KEY_KEY_A))
|
||||||
|
nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
|
||||||
|
else if(receiver.IsKeyDown(irr::KEY_KEY_D))
|
||||||
|
nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
|
||||||
|
|
||||||
|
sphereNode->setPosition(nodePosition);
|
||||||
|
}
|
||||||
|
|
||||||
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
|
||||||
|
|
||||||
|
smgr->drawAll(); // draw the 3d scene
|
||||||
|
device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo)
|
||||||
|
|
||||||
|
driver->endScene();
|
||||||
|
|
||||||
|
int fps = driver->getFPS();
|
||||||
|
|
||||||
|
if (lastFPS != fps)
|
||||||
|
{
|
||||||
|
core::stringw tmp(L"Movement Example - Irrlicht Engine [");
|
||||||
|
tmp += driver->getName();
|
||||||
|
tmp += L"] fps: ";
|
||||||
|
tmp += fps;
|
||||||
|
|
||||||
|
device->setWindowCaption(tmp.c_str());
|
||||||
|
lastFPS = fps;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
In the end, delete the Irrlicht device.
|
||||||
|
*/
|
||||||
|
device->drop();
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
That's it. Compile and play around with the program.
|
||||||
|
**/
|
||||||
208
examples/04.Movement/tutorial.html
Normal file
208
examples/04.Movement/tutorial.html
Normal file
File diff suppressed because one or more lines are too long
56
examples/05.UserInterface/Makefile
Normal file
56
examples/05.UserInterface/Makefile
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
# Makefile for Irrlicht Examples
|
||||||
|
# It's usually sufficient to change just the target name and source file list
|
||||||
|
# and be sure that CXX is set to a valid compiler
|
||||||
|
|
||||||
|
# Name of the executable created (.exe will be added automatically if necessary)
|
||||||
|
Target := 05.UserInterface
|
||||||
|
# List of source files, separated by spaces
|
||||||
|
Sources := main.cpp
|
||||||
|
# Path to Irrlicht directory, should contain include/ and lib/
|
||||||
|
IrrlichtHome := ../..
|
||||||
|
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||||
|
BinPath = ../../bin/$(SYSTEM)
|
||||||
|
|
||||||
|
# general compiler settings (might need to be set when compiling the lib, too)
|
||||||
|
CPPFLAGS += -I$(IrrlichtHome)/include
|
||||||
|
ifndef NDEBUG
|
||||||
|
CXXFLAGS += -g -Wall
|
||||||
|
else
|
||||||
|
CXXFLAGS += -O3
|
||||||
|
endif
|
||||||
|
|
||||||
|
#default target is Linux
|
||||||
|
all: all_linux
|
||||||
|
|
||||||
|
# target specific settings
|
||||||
|
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||||
|
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||||
|
all_linux clean_linux: SYSTEM=Linux
|
||||||
|
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||||
|
all_win32 clean_win32 static_win32: SUF=.exe
|
||||||
|
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||||
|
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||||
|
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||||
|
# name of the binary - only valid for targets which set SYSTEM
|
||||||
|
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||||
|
|
||||||
|
all_linux all_win32 static_win32:
|
||||||
|
$(warning Building...)
|
||||||
|
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||||
|
|
||||||
|
clean: clean_linux clean_win32
|
||||||
|
$(warning Cleaning...)
|
||||||
|
|
||||||
|
clean_linux clean_win32:
|
||||||
|
@$(RM) $(DESTPATH)
|
||||||
|
|
||||||
|
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||||
|
|
||||||
|
#multilib handling
|
||||||
|
ifeq ($(HOSTTYPE), x86_64)
|
||||||
|
LIBSELECT=64
|
||||||
|
endif
|
||||||
|
#solaris real-time features
|
||||||
|
ifeq ($(HOSTTYPE), sun4)
|
||||||
|
LDFLAGS += -lrt
|
||||||
|
endif
|
||||||
55
examples/05.UserInterface/UserInterface.cbp
Normal file
55
examples/05.UserInterface/UserInterface.cbp
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||||
|
<CodeBlocks_project_file>
|
||||||
|
<FileVersion major="1" minor="6" />
|
||||||
|
<Project>
|
||||||
|
<Option title="Irrlicht Example 05 User Interface" />
|
||||||
|
<Option pch_mode="0" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Build>
|
||||||
|
<Target title="Windows">
|
||||||
|
<Option platforms="Windows;" />
|
||||||
|
<Option output="../../bin/Win32-gcc/UserInterface" prefix_auto="0" extension_auto="1" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Option projectResourceIncludeDirsRelation="1" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add directory="../../lib/Win32-gcc" />
|
||||||
|
</Linker>
|
||||||
|
</Target>
|
||||||
|
<Target title="Linux">
|
||||||
|
<Option platforms="Unix;" />
|
||||||
|
<Option output="../../bin/Linux/UserInterface" prefix_auto="0" extension_auto="0" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add library="Xxf86vm" />
|
||||||
|
<Add library="GL" />
|
||||||
|
<Add library="X11" />
|
||||||
|
<Add directory="../../lib/Linux" />
|
||||||
|
</Linker>
|
||||||
|
</Target>
|
||||||
|
</Build>
|
||||||
|
<VirtualTargets>
|
||||||
|
<Add alias="All" targets="Windows;Linux;" />
|
||||||
|
</VirtualTargets>
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
<Add directory="../../include" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add library="Irrlicht" />
|
||||||
|
</Linker>
|
||||||
|
<Unit filename="main.cpp" />
|
||||||
|
<Extensions>
|
||||||
|
<code_completion />
|
||||||
|
<debugger />
|
||||||
|
<envvars />
|
||||||
|
</Extensions>
|
||||||
|
</Project>
|
||||||
|
</CodeBlocks_project_file>
|
||||||
163
examples/05.UserInterface/UserInterface.vcproj
Normal file
163
examples/05.UserInterface/UserInterface.vcproj
Normal file
@@ -0,0 +1,163 @@
|
|||||||
|
<?xml version="1.0" encoding="Windows-1252"?>
|
||||||
|
<VisualStudioProject
|
||||||
|
ProjectType="Visual C++"
|
||||||
|
Version="7.10"
|
||||||
|
Name="05.UserInterface"
|
||||||
|
ProjectGUID="{0294193E-12DE-4B24-91C0-419865BF7E33}"
|
||||||
|
SccProjectName=""
|
||||||
|
SccLocalPath="">
|
||||||
|
<Platforms>
|
||||||
|
<Platform
|
||||||
|
Name="Win32"/>
|
||||||
|
</Platforms>
|
||||||
|
<Configurations>
|
||||||
|
<Configuration
|
||||||
|
Name="Debug|Win32"
|
||||||
|
OutputDirectory=".\Debug"
|
||||||
|
IntermediateDirectory=".\Debug"
|
||||||
|
ConfigurationType="1"
|
||||||
|
UseOfMFC="0"
|
||||||
|
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||||
|
CharacterSet="2">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="0"
|
||||||
|
AdditionalIncludeDirectories="..\..\include"
|
||||||
|
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||||
|
BasicRuntimeChecks="3"
|
||||||
|
RuntimeLibrary="5"
|
||||||
|
UsePrecompiledHeader="2"
|
||||||
|
PrecompiledHeaderFile=".\Debug/UserInterface.pch"
|
||||||
|
AssemblerListingLocation=".\Debug/"
|
||||||
|
ObjectFile=".\Debug/"
|
||||||
|
ProgramDataBaseFileName=".\Debug/"
|
||||||
|
WarningLevel="3"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
DebugInformationFormat="4"
|
||||||
|
CompileAs="0"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCCustomBuildTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCLinkerTool"
|
||||||
|
OutputFile="..\..\bin\Win32-VisualStudio\05.UserInterface.exe"
|
||||||
|
LinkIncremental="0"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||||
|
GenerateDebugInformation="TRUE"
|
||||||
|
ProgramDatabaseFile=".\Debug/UserInterface.pdb"
|
||||||
|
SubSystem="1"
|
||||||
|
TargetMachine="1"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCMIDLTool"
|
||||||
|
TypeLibraryName=".\Debug/UserInterface.tlb"
|
||||||
|
HeaderFileName=""/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPostBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreLinkEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCResourceCompilerTool"
|
||||||
|
PreprocessorDefinitions="_DEBUG"
|
||||||
|
Culture="3079"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebServiceProxyGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCXMLDataGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebDeploymentTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCManagedWrapperGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||||
|
</Configuration>
|
||||||
|
<Configuration
|
||||||
|
Name="Release|Win32"
|
||||||
|
OutputDirectory=".\Release"
|
||||||
|
IntermediateDirectory=".\Release"
|
||||||
|
ConfigurationType="1"
|
||||||
|
UseOfMFC="0"
|
||||||
|
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||||
|
CharacterSet="2">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="2"
|
||||||
|
InlineFunctionExpansion="1"
|
||||||
|
AdditionalIncludeDirectories="..\..\include"
|
||||||
|
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||||
|
StringPooling="TRUE"
|
||||||
|
RuntimeLibrary="4"
|
||||||
|
EnableFunctionLevelLinking="TRUE"
|
||||||
|
UsePrecompiledHeader="2"
|
||||||
|
PrecompiledHeaderFile=".\Release/UserInterface.pch"
|
||||||
|
AssemblerListingLocation=".\Release/"
|
||||||
|
ObjectFile=".\Release/"
|
||||||
|
ProgramDataBaseFileName=".\Release/"
|
||||||
|
WarningLevel="3"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
CompileAs="0"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCCustomBuildTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCLinkerTool"
|
||||||
|
OutputFile="..\..\bin\Win32-VisualStudio\05.UserInterface.exe"
|
||||||
|
LinkIncremental="0"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||||
|
ProgramDatabaseFile=".\Release/UserInterface.pdb"
|
||||||
|
SubSystem="1"
|
||||||
|
TargetMachine="1"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCMIDLTool"
|
||||||
|
TypeLibraryName=".\Release/UserInterface.tlb"
|
||||||
|
HeaderFileName=""/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPostBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreLinkEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCResourceCompilerTool"
|
||||||
|
PreprocessorDefinitions="NDEBUG"
|
||||||
|
Culture="3079"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebServiceProxyGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCXMLDataGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebDeploymentTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCManagedWrapperGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||||
|
</Configuration>
|
||||||
|
</Configurations>
|
||||||
|
<References>
|
||||||
|
</References>
|
||||||
|
<Files>
|
||||||
|
<File
|
||||||
|
RelativePath="main.cpp">
|
||||||
|
<FileConfiguration
|
||||||
|
Name="Debug|Win32">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="0"
|
||||||
|
AdditionalIncludeDirectories=""
|
||||||
|
PreprocessorDefinitions=""
|
||||||
|
BasicRuntimeChecks="3"/>
|
||||||
|
</FileConfiguration>
|
||||||
|
<FileConfiguration
|
||||||
|
Name="Release|Win32">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="2"
|
||||||
|
AdditionalIncludeDirectories=""
|
||||||
|
PreprocessorDefinitions=""/>
|
||||||
|
</FileConfiguration>
|
||||||
|
</File>
|
||||||
|
</Files>
|
||||||
|
<Globals>
|
||||||
|
</Globals>
|
||||||
|
</VisualStudioProject>
|
||||||
@@ -0,0 +1,324 @@
|
|||||||
|
// !$*UTF8*$!
|
||||||
|
{
|
||||||
|
archiveVersion = 1;
|
||||||
|
classes = {
|
||||||
|
};
|
||||||
|
objectVersion = 46;
|
||||||
|
objects = {
|
||||||
|
|
||||||
|
/* Begin PBXBuildFile section */
|
||||||
|
5E34CC751B7F8EEF00F212E8 /* main.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5E34CC741B7F8EEF00F212E8 /* main.cpp */; };
|
||||||
|
5E8570B61B7F9A3200B267D2 /* Cocoa.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B01B7F99F500B267D2 /* Cocoa.framework */; };
|
||||||
|
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B41B7F9A0700B267D2 /* IOKit.framework */; };
|
||||||
|
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B21B7F99FE00B267D2 /* OpenGL.framework */; };
|
||||||
|
5E8570BF1B7F9D3A00B267D2 /* media in Resources */ = {isa = PBXBuildFile; fileRef = 5E8570BE1B7F9D3A00B267D2 /* media */; };
|
||||||
|
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E34CC781B7F90A000F212E8 /* libIrrlicht.a */; };
|
||||||
|
/* End PBXBuildFile section */
|
||||||
|
|
||||||
|
/* Begin PBXFileReference section */
|
||||||
|
5E34CC511B7F8E6E00F212E8 /* 05.UserInterface.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = 05.UserInterface.app; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||||
|
5E34CC741B7F8EEF00F212E8 /* main.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = main.cpp; sourceTree = "<group>"; };
|
||||||
|
5E34CC781B7F90A000F212E8 /* libIrrlicht.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libIrrlicht.a; path = ../../lib/OSX/libIrrlicht.a; sourceTree = "<group>"; };
|
||||||
|
5E8570B01B7F99F500B267D2 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
|
||||||
|
5E8570B21B7F99FE00B267D2 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; };
|
||||||
|
5E8570B41B7F9A0700B267D2 /* IOKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = IOKit.framework; path = System/Library/Frameworks/IOKit.framework; sourceTree = SDKROOT; };
|
||||||
|
5E8570BE1B7F9D3A00B267D2 /* media */ = {isa = PBXFileReference; lastKnownFileType = folder; name = media; path = ../../media; sourceTree = "<group>"; };
|
||||||
|
/* End PBXFileReference section */
|
||||||
|
|
||||||
|
/* Begin PBXFrameworksBuildPhase section */
|
||||||
|
5E34CC4E1B7F8E6E00F212E8 /* Frameworks */ = {
|
||||||
|
isa = PBXFrameworksBuildPhase;
|
||||||
|
buildActionMask = 2147483647;
|
||||||
|
files = (
|
||||||
|
5E8570B61B7F9A3200B267D2 /* Cocoa.framework in Frameworks */,
|
||||||
|
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */,
|
||||||
|
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */,
|
||||||
|
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */,
|
||||||
|
);
|
||||||
|
runOnlyForDeploymentPostprocessing = 0;
|
||||||
|
};
|
||||||
|
/* End PBXFrameworksBuildPhase section */
|
||||||
|
|
||||||
|
/* Begin PBXGroup section */
|
||||||
|
5E34C6D81B7F4A0C00F212E8 = {
|
||||||
|
isa = PBXGroup;
|
||||||
|
children = (
|
||||||
|
5E34CC741B7F8EEF00F212E8 /* main.cpp */,
|
||||||
|
5E34CC761B7F905600F212E8 /* Libraries */,
|
||||||
|
5E34CC521B7F8E6E00F212E8 /* Products */,
|
||||||
|
5E34CC771B7F906D00F212E8 /* Resources */,
|
||||||
|
);
|
||||||
|
sourceTree = "<group>";
|
||||||
|
};
|
||||||
|
5E34CC521B7F8E6E00F212E8 /* Products */ = {
|
||||||
|
isa = PBXGroup;
|
||||||
|
children = (
|
||||||
|
5E34CC511B7F8E6E00F212E8 /* 05.UserInterface.app */,
|
||||||
|
);
|
||||||
|
name = Products;
|
||||||
|
sourceTree = "<group>";
|
||||||
|
};
|
||||||
|
5E34CC761B7F905600F212E8 /* Libraries */ = {
|
||||||
|
isa = PBXGroup;
|
||||||
|
children = (
|
||||||
|
5E8570B01B7F99F500B267D2 /* Cocoa.framework */,
|
||||||
|
5E8570B41B7F9A0700B267D2 /* IOKit.framework */,
|
||||||
|
5E8570B21B7F99FE00B267D2 /* OpenGL.framework */,
|
||||||
|
5E34CC781B7F90A000F212E8 /* libIrrlicht.a */,
|
||||||
|
);
|
||||||
|
name = Libraries;
|
||||||
|
sourceTree = "<group>";
|
||||||
|
};
|
||||||
|
5E34CC771B7F906D00F212E8 /* Resources */ = {
|
||||||
|
isa = PBXGroup;
|
||||||
|
children = (
|
||||||
|
5E8570BE1B7F9D3A00B267D2 /* media */,
|
||||||
|
);
|
||||||
|
name = Resources;
|
||||||
|
sourceTree = "<group>";
|
||||||
|
};
|
||||||
|
/* End PBXGroup section */
|
||||||
|
|
||||||
|
/* Begin PBXNativeTarget section */
|
||||||
|
5E34CC501B7F8E6E00F212E8 /* 05.UserInterface */ = {
|
||||||
|
isa = PBXNativeTarget;
|
||||||
|
buildConfigurationList = 5E34CC701B7F8E6E00F212E8 /* Build configuration list for PBXNativeTarget "05.UserInterface" */;
|
||||||
|
buildPhases = (
|
||||||
|
5E34CC4D1B7F8E6E00F212E8 /* Sources */,
|
||||||
|
5E34CC4E1B7F8E6E00F212E8 /* Frameworks */,
|
||||||
|
5E34CC4F1B7F8E6E00F212E8 /* Resources */,
|
||||||
|
);
|
||||||
|
buildRules = (
|
||||||
|
);
|
||||||
|
dependencies = (
|
||||||
|
);
|
||||||
|
name = 05.UserInterface;
|
||||||
|
productName = 01.HelloWorld;
|
||||||
|
productReference = 5E34CC511B7F8E6E00F212E8 /* 05.UserInterface.app */;
|
||||||
|
productType = "com.apple.product-type.application";
|
||||||
|
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<Optimization>Disabled</Optimization>
|
||||||
|
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
||||||
|
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
</ClCompile>
|
||||||
|
<ResourceCompile>
|
||||||
|
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<Culture>0x0c07</Culture>
|
||||||
|
</ResourceCompile>
|
||||||
|
<Link>
|
||||||
|
<OutputFile>..\..\bin\Win32-VisualStudio\05.UserInterface.exe</OutputFile>
|
||||||
|
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<DataExecutionPrevention>
|
||||||
|
</DataExecutionPrevention>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
<Midl>
|
||||||
|
<TypeLibraryName>.\Debug/UserInterface.tlb</TypeLibraryName>
|
||||||
|
<HeaderFileName>
|
||||||
|
</HeaderFileName>
|
||||||
|
</Midl>
|
||||||
|
<ClCompile>
|
||||||
|
<Optimization>Disabled</Optimization>
|
||||||
|
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
||||||
|
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
</ClCompile>
|
||||||
|
<ResourceCompile>
|
||||||
|
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
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<Culture>0x0c07</Culture>
|
||||||
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</ResourceCompile>
|
||||||
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<Link>
|
||||||
|
<OutputFile>..\..\bin\Win64-VisualStudio\05.UserInterface.exe</OutputFile>
|
||||||
|
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<DataExecutionPrevention>
|
||||||
|
</DataExecutionPrevention>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<Midl>
|
||||||
|
<TypeLibraryName>.\Release/UserInterface.tlb</TypeLibraryName>
|
||||||
|
<HeaderFileName>
|
||||||
|
</HeaderFileName>
|
||||||
|
</Midl>
|
||||||
|
<ClCompile>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
||||||
|
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<StringPooling>true</StringPooling>
|
||||||
|
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
</ClCompile>
|
||||||
|
<ResourceCompile>
|
||||||
|
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<Culture>0x0c07</Culture>
|
||||||
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</ResourceCompile>
|
||||||
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<Link>
|
||||||
|
<OutputFile>..\..\bin\Win32-VisualStudio\05.UserInterface.exe</OutputFile>
|
||||||
|
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<DataExecutionPrevention>
|
||||||
|
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|
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|
||||||
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</ItemDefinitionGroup>
|
||||||
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
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<Midl>
|
||||||
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<TypeLibraryName>.\Release/UserInterface.tlb</TypeLibraryName>
|
||||||
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|
||||||
|
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|
||||||
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|
||||||
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<ClCompile>
|
||||||
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<Optimization>MaxSpeed</Optimization>
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<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<StringPooling>true</StringPooling>
|
||||||
|
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
</ClCompile>
|
||||||
|
<ResourceCompile>
|
||||||
|
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<Culture>0x0c07</Culture>
|
||||||
|
</ResourceCompile>
|
||||||
|
<Link>
|
||||||
|
<OutputFile>..\..\bin\Win64-VisualStudio\05.UserInterface.exe</OutputFile>
|
||||||
|
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<DataExecutionPrevention>
|
||||||
|
</DataExecutionPrevention>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="main.cpp">
|
||||||
|
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
|
||||||
|
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
|
||||||
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|
||||||
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||||||
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<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||||
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<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
|
||||||
|
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">EnableFastChecks</BasicRuntimeChecks>
|
||||||
|
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
|
||||||
|
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
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||||||
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|
||||||
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|
||||||
|
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|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
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|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
||||||
293
examples/05.UserInterface/main.cpp
Normal file
293
examples/05.UserInterface/main.cpp
Normal file
@@ -0,0 +1,293 @@
|
|||||||
|
/** Example 005 User Interface
|
||||||
|
|
||||||
|
This tutorial shows how to use the built in User Interface of
|
||||||
|
the Irrlicht Engine. It will give a brief overview and show
|
||||||
|
how to create and use windows, buttons, scroll bars, static
|
||||||
|
texts, and list boxes.
|
||||||
|
|
||||||
|
As always, we include the header files, and use the irrlicht
|
||||||
|
namespaces. We also store a pointer to the Irrlicht device,
|
||||||
|
a counter variable for changing the creation position of a window,
|
||||||
|
and a pointer to a listbox.
|
||||||
|
*/
|
||||||
|
#include <irrlicht.h>
|
||||||
|
#include "driverChoice.h"
|
||||||
|
#include "exampleHelper.h"
|
||||||
|
|
||||||
|
using namespace irr;
|
||||||
|
|
||||||
|
using namespace core;
|
||||||
|
using namespace scene;
|
||||||
|
using namespace video;
|
||||||
|
using namespace io;
|
||||||
|
using namespace gui;
|
||||||
|
|
||||||
|
#ifdef _MSC_VER
|
||||||
|
#pragma comment(lib, "Irrlicht.lib")
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Declare a structure to hold some context for the event receiver so that it
|
||||||
|
// has it available inside its OnEvent() method.
|
||||||
|
struct SAppContext
|
||||||
|
{
|
||||||
|
IrrlichtDevice *device;
|
||||||
|
s32 counter;
|
||||||
|
IGUIListBox* listbox;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Define some values that we'll use to identify individual GUI controls.
|
||||||
|
enum
|
||||||
|
{
|
||||||
|
GUI_ID_QUIT_BUTTON = 101,
|
||||||
|
GUI_ID_NEW_WINDOW_BUTTON,
|
||||||
|
GUI_ID_FILE_OPEN_BUTTON,
|
||||||
|
GUI_ID_TRANSPARENCY_SCROLL_BAR
|
||||||
|
};
|
||||||
|
|
||||||
|
/*
|
||||||
|
Set the skin transparency by changing the alpha values of all skin-colors
|
||||||
|
*/
|
||||||
|
void setSkinTransparency(s32 alpha, irr::gui::IGUISkin * skin)
|
||||||
|
{
|
||||||
|
for (s32 i=0; i<irr::gui::EGDC_COUNT ; ++i)
|
||||||
|
{
|
||||||
|
video::SColor col = skin->getColor((EGUI_DEFAULT_COLOR)i);
|
||||||
|
col.setAlpha(alpha);
|
||||||
|
skin->setColor((EGUI_DEFAULT_COLOR)i, col);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
The Event Receiver is not only capable of getting keyboard and
|
||||||
|
mouse input events, but also events of the graphical user interface
|
||||||
|
(gui). There are events for almost everything: button click,
|
||||||
|
listbox selection change, events that say that a element was hovered
|
||||||
|
and so on. To be able to react to some of these events, we create
|
||||||
|
an event receiver.
|
||||||
|
We only react to gui events, and if it's such an event, we get the
|
||||||
|
id of the caller (the gui element which caused the event) and get
|
||||||
|
the pointer to the gui environment.
|
||||||
|
*/
|
||||||
|
class MyEventReceiver : public IEventReceiver
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
MyEventReceiver(SAppContext & context) : Context(context) { }
|
||||||
|
|
||||||
|
virtual bool OnEvent(const SEvent& event)
|
||||||
|
{
|
||||||
|
if (event.EventType == EET_GUI_EVENT)
|
||||||
|
{
|
||||||
|
s32 id = event.GUIEvent.Caller->getID();
|
||||||
|
IGUIEnvironment* env = Context.device->getGUIEnvironment();
|
||||||
|
|
||||||
|
switch(event.GUIEvent.EventType)
|
||||||
|
{
|
||||||
|
|
||||||
|
/*
|
||||||
|
If a scrollbar changed its scroll position, and it is
|
||||||
|
'our' scrollbar (the one with id GUI_ID_TRANSPARENCY_SCROLL_BAR),
|
||||||
|
then we change the transparency of all gui elements. This is an
|
||||||
|
easy task: There is a skin object, in which all color
|
||||||
|
settings are stored. We simply go through all colors
|
||||||
|
stored in the skin and change their alpha value.
|
||||||
|
*/
|
||||||
|
case EGET_SCROLL_BAR_CHANGED:
|
||||||
|
if (id == GUI_ID_TRANSPARENCY_SCROLL_BAR)
|
||||||
|
{
|
||||||
|
s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();
|
||||||
|
setSkinTransparency(pos, env->getSkin());
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
/*
|
||||||
|
If a button was clicked, it could be one of 'our'
|
||||||
|
three buttons. If it is the first, we shut down the engine.
|
||||||
|
If it is the second, we create a little window with some
|
||||||
|
text on it. We also add a string to the list box to log
|
||||||
|
what happened. And if it is the third button, we create
|
||||||
|
a file open dialog, and add also this as string to the list box.
|
||||||
|
That's all for the event receiver.
|
||||||
|
*/
|
||||||
|
case EGET_BUTTON_CLICKED:
|
||||||
|
switch(id)
|
||||||
|
{
|
||||||
|
case GUI_ID_QUIT_BUTTON:
|
||||||
|
Context.device->closeDevice();
|
||||||
|
return true;
|
||||||
|
|
||||||
|
case GUI_ID_NEW_WINDOW_BUTTON:
|
||||||
|
{
|
||||||
|
Context.listbox->addItem(L"Window created");
|
||||||
|
Context.counter += 30;
|
||||||
|
if (Context.counter > 200)
|
||||||
|
Context.counter = 0;
|
||||||
|
|
||||||
|
IGUIWindow* window = env->addWindow(
|
||||||
|
rect<s32>(100 + Context.counter, 100 + Context.counter, 300 + Context.counter, 200 + Context.counter),
|
||||||
|
false, // modal?
|
||||||
|
L"Test window");
|
||||||
|
|
||||||
|
env->addStaticText(L"Please close me",
|
||||||
|
rect<s32>(35,35,140,50),
|
||||||
|
true, // border?
|
||||||
|
false, // wordwrap?
|
||||||
|
window);
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
|
||||||
|
case GUI_ID_FILE_OPEN_BUTTON:
|
||||||
|
Context.listbox->addItem(L"File open");
|
||||||
|
// There are some options for the file open dialog
|
||||||
|
// We set the title, make it a modal window, and make sure
|
||||||
|
// that the working directory is restored after the dialog
|
||||||
|
// is finished.
|
||||||
|
env->addFileOpenDialog(L"Please choose a file.", true, 0, -1, true);
|
||||||
|
return true;
|
||||||
|
|
||||||
|
default:
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case EGET_FILE_SELECTED:
|
||||||
|
{
|
||||||
|
// show the model filename, selected in the file dialog
|
||||||
|
IGUIFileOpenDialog* dialog =
|
||||||
|
(IGUIFileOpenDialog*)event.GUIEvent.Caller;
|
||||||
|
Context.listbox->addItem(dialog->getFileName());
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
SAppContext & Context;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
OK, now for the more interesting part. First, create the Irrlicht device. As in
|
||||||
|
some examples before, we ask the user which driver he wants to use for this
|
||||||
|
example.
|
||||||
|
*/
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// ask user for driver
|
||||||
|
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||||
|
if (driverType==video::EDT_COUNT)
|
||||||
|
return 1;
|
||||||
|
|
||||||
|
// create device and exit if creation failed
|
||||||
|
IrrlichtDevice * device = createDevice(driverType, core::dimension2d<u32>(640, 480));
|
||||||
|
|
||||||
|
if (device == 0)
|
||||||
|
return 1; // could not create selected driver.
|
||||||
|
|
||||||
|
/* The creation was successful, now we set the event receiver and
|
||||||
|
store pointers to the driver and to the gui environment. */
|
||||||
|
|
||||||
|
device->setWindowCaption(L"Irrlicht Engine - User Interface Demo");
|
||||||
|
device->setResizable(true);
|
||||||
|
|
||||||
|
video::IVideoDriver* driver = device->getVideoDriver();
|
||||||
|
IGUIEnvironment* env = device->getGUIEnvironment();
|
||||||
|
|
||||||
|
const io::path mediaPath = getExampleMediaPath();
|
||||||
|
|
||||||
|
/*
|
||||||
|
To make the font a little bit nicer, we load an external font
|
||||||
|
and set it as the new default font in the skin.
|
||||||
|
To keep the standard font for tool tip text, we set it to
|
||||||
|
the built-in font.
|
||||||
|
*/
|
||||||
|
|
||||||
|
IGUISkin* skin = env->getSkin();
|
||||||
|
IGUIFont* font = env->getFont(mediaPath + "fonthaettenschweiler.bmp");
|
||||||
|
if (font)
|
||||||
|
skin->setFont(font);
|
||||||
|
|
||||||
|
skin->setFont(env->getBuiltInFont(), EGDF_TOOLTIP);
|
||||||
|
|
||||||
|
/*
|
||||||
|
We add three buttons. The first one closes the engine. The second
|
||||||
|
creates a window and the third opens a file open dialog. The third
|
||||||
|
parameter is the id of the button, with which we can easily identify
|
||||||
|
the button in the event receiver.
|
||||||
|
*/
|
||||||
|
|
||||||
|
env->addButton(rect<s32>(10,240,110,240 + 32), 0, GUI_ID_QUIT_BUTTON,
|
||||||
|
L"Quit", L"Exits Program");
|
||||||
|
env->addButton(rect<s32>(10,280,110,280 + 32), 0, GUI_ID_NEW_WINDOW_BUTTON,
|
||||||
|
L"New Window", L"Launches a new Window");
|
||||||
|
env->addButton(rect<s32>(10,320,110,320 + 32), 0, GUI_ID_FILE_OPEN_BUTTON,
|
||||||
|
L"File Open", L"Opens a file");
|
||||||
|
|
||||||
|
/*
|
||||||
|
Now, we add a static text and a scrollbar, which modifies the
|
||||||
|
transparency of all gui elements. We set the maximum value of
|
||||||
|
the scrollbar to 255, because that's the maximal value for
|
||||||
|
a color value.
|
||||||
|
Then we create an other static text and a list box.
|
||||||
|
*/
|
||||||
|
|
||||||
|
env->addStaticText(L"Transparent Control:", rect<s32>(150,20,350,40), true);
|
||||||
|
IGUIScrollBar* scrollbar = env->addScrollBar(true,
|
||||||
|
rect<s32>(150, 45, 350, 60), 0, GUI_ID_TRANSPARENCY_SCROLL_BAR);
|
||||||
|
scrollbar->setMax(255);
|
||||||
|
scrollbar->setPos(255);
|
||||||
|
setSkinTransparency( scrollbar->getPos(), env->getSkin());
|
||||||
|
|
||||||
|
// set scrollbar position to alpha value of an arbitrary element
|
||||||
|
scrollbar->setPos(env->getSkin()->getColor(EGDC_WINDOW).getAlpha());
|
||||||
|
|
||||||
|
env->addStaticText(L"Logging ListBox:", rect<s32>(50,110,250,130), true);
|
||||||
|
IGUIListBox * listbox = env->addListBox(rect<s32>(50, 140, 250, 210));
|
||||||
|
env->addEditBox(L"Editable Text", rect<s32>(350, 80, 550, 100));
|
||||||
|
|
||||||
|
// Store the appropriate data in a context structure.
|
||||||
|
SAppContext context;
|
||||||
|
context.device = device;
|
||||||
|
context.counter = 0;
|
||||||
|
context.listbox = listbox;
|
||||||
|
|
||||||
|
// Then create the event receiver, giving it that context structure.
|
||||||
|
MyEventReceiver receiver(context);
|
||||||
|
|
||||||
|
// And tell the device to use our custom event receiver.
|
||||||
|
device->setEventReceiver(&receiver);
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
And at last, we create a nice Irrlicht Engine logo in the top left corner.
|
||||||
|
*/
|
||||||
|
env->addImage(driver->getTexture(mediaPath + "irrlichtlogo3.png"),
|
||||||
|
position2d<int>(10,10));
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
That's all, we only have to draw everything.
|
||||||
|
*/
|
||||||
|
|
||||||
|
while(device->run() && driver)
|
||||||
|
if (device->isWindowActive())
|
||||||
|
{
|
||||||
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200));
|
||||||
|
|
||||||
|
env->drawAll();
|
||||||
|
|
||||||
|
driver->endScene();
|
||||||
|
}
|
||||||
|
|
||||||
|
device->drop();
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
**/
|
||||||
206
examples/05.UserInterface/tutorial.html
Normal file
206
examples/05.UserInterface/tutorial.html
Normal file
File diff suppressed because one or more lines are too long
55
examples/06.2DGraphics/2DGraphics.cbp
Normal file
55
examples/06.2DGraphics/2DGraphics.cbp
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||||
|
<CodeBlocks_project_file>
|
||||||
|
<FileVersion major="1" minor="6" />
|
||||||
|
<Project>
|
||||||
|
<Option title="Irrlicht Example 06 2D Graphics" />
|
||||||
|
<Option pch_mode="0" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Build>
|
||||||
|
<Target title="Windows">
|
||||||
|
<Option platforms="Windows;" />
|
||||||
|
<Option output="../../bin/Win32-gcc/2DGraphics" prefix_auto="0" extension_auto="1" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Option projectResourceIncludeDirsRelation="1" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add directory="../../lib/Win32-gcc" />
|
||||||
|
</Linker>
|
||||||
|
</Target>
|
||||||
|
<Target title="Linux">
|
||||||
|
<Option platforms="Unix;" />
|
||||||
|
<Option output="../../bin/Linux/2DGraphics" prefix_auto="0" extension_auto="0" />
|
||||||
|
<Option type="1" />
|
||||||
|
<Option compiler="gcc" />
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add library="Xxf86vm" />
|
||||||
|
<Add library="GL" />
|
||||||
|
<Add library="X11" />
|
||||||
|
<Add directory="../../lib/Linux" />
|
||||||
|
</Linker>
|
||||||
|
</Target>
|
||||||
|
</Build>
|
||||||
|
<VirtualTargets>
|
||||||
|
<Add alias="All" targets="Windows;Linux;" />
|
||||||
|
</VirtualTargets>
|
||||||
|
<Compiler>
|
||||||
|
<Add option="-g" />
|
||||||
|
<Add directory="../../include" />
|
||||||
|
</Compiler>
|
||||||
|
<Linker>
|
||||||
|
<Add library="Irrlicht" />
|
||||||
|
</Linker>
|
||||||
|
<Unit filename="main.cpp" />
|
||||||
|
<Extensions>
|
||||||
|
<code_completion />
|
||||||
|
<debugger />
|
||||||
|
<envvars />
|
||||||
|
</Extensions>
|
||||||
|
</Project>
|
||||||
|
</CodeBlocks_project_file>
|
||||||
163
examples/06.2DGraphics/2DGraphics.vcproj
Normal file
163
examples/06.2DGraphics/2DGraphics.vcproj
Normal file
@@ -0,0 +1,163 @@
|
|||||||
|
<?xml version="1.0" encoding="Windows-1252"?>
|
||||||
|
<VisualStudioProject
|
||||||
|
ProjectType="Visual C++"
|
||||||
|
Version="7.10"
|
||||||
|
Name="06.2DGraphics"
|
||||||
|
ProjectGUID="{E71B6F18-10DC-4101-A541-F6D33F71B2BD}"
|
||||||
|
SccProjectName=""
|
||||||
|
SccLocalPath="">
|
||||||
|
<Platforms>
|
||||||
|
<Platform
|
||||||
|
Name="Win32"/>
|
||||||
|
</Platforms>
|
||||||
|
<Configurations>
|
||||||
|
<Configuration
|
||||||
|
Name="Release|Win32"
|
||||||
|
OutputDirectory=".\Release"
|
||||||
|
IntermediateDirectory=".\Release"
|
||||||
|
ConfigurationType="1"
|
||||||
|
UseOfMFC="0"
|
||||||
|
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||||
|
CharacterSet="2">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="2"
|
||||||
|
InlineFunctionExpansion="1"
|
||||||
|
AdditionalIncludeDirectories="..\..\include"
|
||||||
|
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||||
|
StringPooling="TRUE"
|
||||||
|
RuntimeLibrary="4"
|
||||||
|
EnableFunctionLevelLinking="TRUE"
|
||||||
|
UsePrecompiledHeader="2"
|
||||||
|
PrecompiledHeaderFile=".\Release/2DGraphics.pch"
|
||||||
|
AssemblerListingLocation=".\Release/"
|
||||||
|
ObjectFile=".\Release/"
|
||||||
|
ProgramDataBaseFileName=".\Release/"
|
||||||
|
WarningLevel="3"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
CompileAs="0"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCCustomBuildTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCLinkerTool"
|
||||||
|
OutputFile="..\..\bin\Win32-VisualStudio\06.2DGraphics.exe"
|
||||||
|
LinkIncremental="0"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||||
|
ProgramDatabaseFile=".\Release/2DGraphics.pdb"
|
||||||
|
SubSystem="1"
|
||||||
|
TargetMachine="1"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCMIDLTool"
|
||||||
|
TypeLibraryName=".\Release/2DGraphics.tlb"
|
||||||
|
HeaderFileName=""/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPostBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreLinkEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCResourceCompilerTool"
|
||||||
|
PreprocessorDefinitions="NDEBUG"
|
||||||
|
Culture="3079"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebServiceProxyGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCXMLDataGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebDeploymentTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCManagedWrapperGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||||
|
</Configuration>
|
||||||
|
<Configuration
|
||||||
|
Name="Debug|Win32"
|
||||||
|
OutputDirectory=".\Debug"
|
||||||
|
IntermediateDirectory=".\Debug"
|
||||||
|
ConfigurationType="1"
|
||||||
|
UseOfMFC="0"
|
||||||
|
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||||
|
CharacterSet="2">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="0"
|
||||||
|
AdditionalIncludeDirectories="..\..\include"
|
||||||
|
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||||
|
BasicRuntimeChecks="3"
|
||||||
|
RuntimeLibrary="5"
|
||||||
|
UsePrecompiledHeader="2"
|
||||||
|
PrecompiledHeaderFile=".\Debug/2DGraphics.pch"
|
||||||
|
AssemblerListingLocation=".\Debug/"
|
||||||
|
ObjectFile=".\Debug/"
|
||||||
|
ProgramDataBaseFileName=".\Debug/"
|
||||||
|
WarningLevel="3"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
DebugInformationFormat="4"
|
||||||
|
CompileAs="0"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCCustomBuildTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCLinkerTool"
|
||||||
|
OutputFile="..\..\bin\Win32-VisualStudio\06.2DGraphics.exe"
|
||||||
|
LinkIncremental="0"
|
||||||
|
SuppressStartupBanner="TRUE"
|
||||||
|
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||||
|
GenerateDebugInformation="TRUE"
|
||||||
|
ProgramDatabaseFile=".\Debug/2DGraphics.pdb"
|
||||||
|
SubSystem="1"
|
||||||
|
TargetMachine="1"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCMIDLTool"
|
||||||
|
TypeLibraryName=".\Debug/2DGraphics.tlb"
|
||||||
|
HeaderFileName=""/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPostBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreBuildEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCPreLinkEventTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCResourceCompilerTool"
|
||||||
|
PreprocessorDefinitions="_DEBUG"
|
||||||
|
Culture="3079"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebServiceProxyGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCXMLDataGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCWebDeploymentTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCManagedWrapperGeneratorTool"/>
|
||||||
|
<Tool
|
||||||
|
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||||
|
</Configuration>
|
||||||
|
</Configurations>
|
||||||
|
<References>
|
||||||
|
</References>
|
||||||
|
<Files>
|
||||||
|
<File
|
||||||
|
RelativePath="main.cpp">
|
||||||
|
<FileConfiguration
|
||||||
|
Name="Release|Win32">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="2"
|
||||||
|
AdditionalIncludeDirectories=""
|
||||||
|
PreprocessorDefinitions=""/>
|
||||||
|
</FileConfiguration>
|
||||||
|
<FileConfiguration
|
||||||
|
Name="Debug|Win32">
|
||||||
|
<Tool
|
||||||
|
Name="VCCLCompilerTool"
|
||||||
|
Optimization="0"
|
||||||
|
AdditionalIncludeDirectories=""
|
||||||
|
PreprocessorDefinitions=""
|
||||||
|
BasicRuntimeChecks="3"/>
|
||||||
|
</FileConfiguration>
|
||||||
|
</File>
|
||||||
|
</Files>
|
||||||
|
<Globals>
|
||||||
|
</Globals>
|
||||||
|
</VisualStudioProject>
|
||||||
324
examples/06.2DGraphics/2DGraphics.xcodeproj/project.pbxproj
Normal file
324
examples/06.2DGraphics/2DGraphics.xcodeproj/project.pbxproj
Normal file
@@ -0,0 +1,324 @@
|
|||||||
|
// !$*UTF8*$!
|
||||||
|
{
|
||||||
|
archiveVersion = 1;
|
||||||
|
classes = {
|
||||||
|
};
|
||||||
|
objectVersion = 46;
|
||||||
|
objects = {
|
||||||
|
|
||||||
|
/* Begin PBXBuildFile section */
|
||||||
|
5E34CC751B7F8EEF00F212E8 /* main.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5E34CC741B7F8EEF00F212E8 /* main.cpp */; };
|
||||||
|
5E8570B61B7F9A3200B267D2 /* Cocoa.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B01B7F99F500B267D2 /* Cocoa.framework */; };
|
||||||
|
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B41B7F9A0700B267D2 /* IOKit.framework */; };
|
||||||
|
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B21B7F99FE00B267D2 /* OpenGL.framework */; };
|
||||||
|
5E8570BF1B7F9D3A00B267D2 /* media in Resources */ = {isa = PBXBuildFile; fileRef = 5E8570BE1B7F9D3A00B267D2 /* media */; };
|
||||||
|
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E34CC781B7F90A000F212E8 /* libIrrlicht.a */; };
|
||||||
|
/* End PBXBuildFile section */
|
||||||
|
|
||||||
|
/* Begin PBXFileReference section */
|
||||||
|
5E34CC511B7F8E6E00F212E8 /* 06.2DGraphics.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = 06.2DGraphics.app; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||||
|
5E34CC741B7F8EEF00F212E8 /* main.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = main.cpp; sourceTree = "<group>"; };
|
||||||
|
5E34CC781B7F90A000F212E8 /* libIrrlicht.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libIrrlicht.a; path = ../../lib/OSX/libIrrlicht.a; sourceTree = "<group>"; };
|
||||||
|
5E8570B01B7F99F500B267D2 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
|
||||||
|
5E8570B21B7F99FE00B267D2 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; };
|
||||||
|
5E8570B41B7F9A0700B267D2 /* IOKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = IOKit.framework; path = System/Library/Frameworks/IOKit.framework; sourceTree = SDKROOT; };
|
||||||
|
5E8570BE1B7F9D3A00B267D2 /* media */ = {isa = PBXFileReference; lastKnownFileType = folder; name = media; path = ../../media; sourceTree = "<group>"; };
|
||||||
|
/* End PBXFileReference section */
|
||||||
|
|
||||||
|
/* Begin PBXFrameworksBuildPhase section */
|
||||||
|
5E34CC4E1B7F8E6E00F212E8 /* Frameworks */ = {
|
||||||
|
isa = PBXFrameworksBuildPhase;
|
||||||
|
buildActionMask = 2147483647;
|
||||||
|
files = (
|
||||||
|
5E8570B61B7F9A3200B267D2 /* Cocoa.framework in Frameworks */,
|
||||||
|
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */,
|
||||||
|
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */,
|
||||||
|
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */,
|
||||||
|
);
|
||||||
|
runOnlyForDeploymentPostprocessing = 0;
|
||||||
|
};
|
||||||
|
/* End PBXFrameworksBuildPhase section */
|
||||||
|
|
||||||
|
/* Begin PBXGroup section */
|
||||||
|
5E34C6D81B7F4A0C00F212E8 = {
|
||||||
|
isa = PBXGroup;
|
||||||
|
children = (
|
||||||
|
5E34CC741B7F8EEF00F212E8 /* main.cpp */,
|
||||||
|
5E34CC761B7F905600F212E8 /* Libraries */,
|
||||||
|
5E34CC521B7F8E6E00F212E8 /* Products */,
|
||||||
|
5E34CC771B7F906D00F212E8 /* Resources */,
|
||||||
|
);
|
||||||
|
sourceTree = "<group>";
|
||||||
|
};
|
||||||
|
5E34CC521B7F8E6E00F212E8 /* Products */ = {
|
||||||
|
isa = PBXGroup;
|
||||||
|
children = (
|
||||||
|
5E34CC511B7F8E6E00F212E8 /* 06.2DGraphics.app */,
|
||||||
|
);
|
||||||
|
name = Products;
|
||||||
|
sourceTree = "<group>";
|
||||||
|
};
|
||||||
|
5E34CC761B7F905600F212E8 /* Libraries */ = {
|
||||||
|
isa = PBXGroup;
|
||||||
|
children = (
|
||||||
|
5E8570B01B7F99F500B267D2 /* Cocoa.framework */,
|
||||||
|
5E8570B41B7F9A0700B267D2 /* IOKit.framework */,
|
||||||
|
5E8570B21B7F99FE00B267D2 /* OpenGL.framework */,
|
||||||
|
5E34CC781B7F90A000F212E8 /* libIrrlicht.a */,
|
||||||
|
);
|
||||||
|
name = Libraries;
|
||||||
|
sourceTree = "<group>";
|
||||||
|
};
|
||||||
|
5E34CC771B7F906D00F212E8 /* Resources */ = {
|
||||||
|
isa = PBXGroup;
|
||||||
|
children = (
|
||||||
|
5E8570BE1B7F9D3A00B267D2 /* media */,
|
||||||
|
);
|
||||||
|
name = Resources;
|
||||||
|
sourceTree = "<group>";
|
||||||
|
};
|
||||||
|
/* End PBXGroup section */
|
||||||
|
|
||||||
|
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user