|  
         
           In the begining, we create a windows window using the windows API. 
            I'm not going to explain this code, because it is windows specific. 
            See the MSDN or a windows book for details. 
             
              | #include <irrlicht.h>
#include <windows.h> // this example only runs with windows
using namespace irr;
#pragma comment(lib, "irrlicht.lib")
HWND hOKButton;
HWND hWnd;
static LRESULT CALLBACK CustomWndProc(HWND hWnd, UINT message,
    WPARAM wParam, LPARAM lParam)
{
	switch (message) 
	{
	case WM_COMMAND:
		{
			HWND hwndCtl = (HWND)lParam;
			int code = HIWORD(wParam);
			if (hwndCtl == hOKButton)
			{
				DestroyWindow(hWnd);
				PostQuitMessage(0);
				return 0;
			}		
		}
		break;
	case WM_DESTROY:
		PostQuitMessage(0);
		return 0;
	}
	return DefWindowProc(hWnd, message, wParam, lParam);
}
int main()
//int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hpre, LPSTR cmd, int cc)
{
	HINSTANCE hInstance = 0;
	// create dialog
	const char* Win32ClassName = "CIrrlichtWindowsTestDialog";
	WNDCLASSEX wcex;
	wcex.cbSize			= sizeof(WNDCLASSEX); 
	wcex.style			= CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc	= (WNDPROC)CustomWndProc;
	wcex.cbClsExtra		= 0;
	wcex.cbWndExtra		= DLGWINDOWEXTRA; 
	wcex.hInstance		= hInstance;
	wcex.hIcon			= NULL;
	wcex.hCursor		= LoadCursor(NULL, IDC_ARROW);
	wcex.hbrBackground	= (HBRUSH)(COLOR_WINDOW);
	wcex.lpszMenuName	= 0;
	wcex.lpszClassName	= Win32ClassName;
	wcex.hIconSm		= 0;
	RegisterClassEx(&wcex);
	DWORD style = WS_SYSMENU | WS_BORDER | WS_CAPTION | 
		WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_MAXIMIZEBOX
		| WS_MINIMIZEBOX | WS_SIZEBOX;
	int windowWidth = 440;
	int windowHeight = 380;
	hWnd = CreateWindow( Win32ClassName, "Irrlicht Win32 window example",
		style, 100, 100, windowWidth, windowHeight,
		NULL, NULL, hInstance, NULL);
	RECT clientRect;
	GetClientRect(hWnd, &clientRect);
	windowWidth = clientRect.right;
	windowHeight = clientRect.bottom;
	// create ok button
	hOKButton = CreateWindow(
	    "BUTTON", "OK - Close", WS_CHILD | WS_VISIBLE | BS_TEXT, 
		windowWidth - 160, windowHeight - 40, 150, 30, hWnd, NULL, 
		hInstance, NULL);
	// create some text
	
	CreateWindow("STATIC", 
        "This is Irrlicht running inside a standard Win32 window.\n"\
		"Also mixing with MFC and .NET Windows.Forms is possible.",
		WS_CHILD | WS_VISIBLE, 20, 20, 400, 40, hWnd, NULL, hInstance, NULL);
	// create window to put irrlicht in
	HWND hIrrlichtWindow =CreateWindow("BUTTON", "", WS_CHILD | WS_VISIBLE | BS_OWNERDRAW, 
			50, 80, 320, 220, hWnd, NULL, hInstance, NULL);
 |  So now that we have some window, we can create an Irrlicht device 
            inside of it. We use Irrlicht createEx() function for this. We only 
            need the handle (HWND) to that window, set it as windowsID parameter 
            and start up the engine as usual. That's it. 
             
              | 	// create irrlicht device in the button window
	irr::SIrrlichtCreationParameters param;
	param.WindowId = reinterpret_cast(hIrrlichtWindow); // hColorButton
	param.DriverType = video::EDT_OPENGL;
	irr::IrrlichtDevice* device = irr::createDeviceEx(param);
	
	// setup a simple 3d scene
	irr::scene::ISceneManager* smgr = device->getSceneManager();
	video::IVideoDriver* driver = device->getVideoDriver();
	scene::ICameraSceneNode* cam = smgr->addCameraSceneNode();
	cam->setTarget(core::vector3df(0,0,0));
	scene::ISceneNodeAnimator* anim =
	   smgr->createFlyCircleAnimator(core::vector3df(0,10,0), 30.0f);
	cam->addAnimator(anim);
	anim->drop();
	scene::ISceneNode* cube = smgr->addCubeSceneNode(25);
	cube->setMaterialFlag(video::EMF_LIGHTING, false);
	
	cube->setMaterialTexture(0, driver->getTexture("../../media/rockwall.bmp"));
	smgr->addSkyBoxSceneNode(
	driver->getTexture("../../media/irrlicht2_up.jpg"),
	driver->getTexture("../../media/irrlicht2_dn.jpg"),
	driver->getTexture("../../media/irrlicht2_lf.jpg"),
	driver->getTexture("../../media/irrlicht2_rt.jpg"),
	driver->getTexture("../../media/irrlicht2_ft.jpg"),
	driver->getTexture("../../media/irrlicht2_bk.jpg"));
	// show and execute dialog
	ShowWindow(hWnd , SW_SHOW);
	UpdateWindow(hWnd);
 |  Now the only thing missing is the drawing loop using IrrlichtDevice::run(). 
            We do this as usual. But instead of this, there is another possibility: 
            You can also simply use your own message loop using GetMessage, DispatchMessage 
            and whatever. CallingDevice->run() will cause Irrlicht to dispatch messages internally 
            too. You need not call Device->run() if you want to do your own 
            message dispatching loop, but Irrlicht will not be able to fetch user 
            input then and you have to do it on your own using the window messages, 
            DirectInput, or whatever.
 
             
              | 	while (device->run())
	{
		driver->beginScene(true, true, 0);
		smgr->drawAll();
		driver->endScene();
	}
	// the alternative, own message dispatching loop without Device->run() would
	// look like this:
	/*MSG msg;
	while (true)
	{
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
			if (msg.message == WM_QUIT)
				break;
		}
		
		// advance virtual time
		device->getTimer()->tick();
		// draw engine picture
		driver->beginScene(true, true, 0);
		smgr->drawAll();
		driver->endScene();
	}*/
	device->closeDevice();
	device->drop();
	return 0;
} |   That's it, Irrlicht now runs in your own windows window. |