|  
         
          We start like in most other tutorials: Include all nesessary header 
            files, add a comment to let the engine be linked with the right .lib 
            file in Visual Studio, and deklare some global variables. We also 
            add two 'using namespece' statements, so we do not need to write the 
            whole names of all classes. In this tutorial, we use a lot stuff from 
            the gui namespace. 
             
              | #include <irrlicht.h>#include <iostream>
 
 using namespace irr;
 using namespace gui;
 
 #pragma comment(lib, "Irrlicht.lib")
 
 IrrlichtDevice *Device = 0;
 core::stringc StartUpModelFile;
 core::stringw MessageText;
 core::stringw Caption;
 scene::IAnimatedMeshSceneNode* Model = 0;
 scene::ISceneNode* SkyBox = 0;
 
 |   The three following functions do several stuff used by the mesh 
            viewer. The first function showAboutText() simply displays a messagebox 
            with a caption and a message text. The texts will be stored in the 
            MessageText and Caption variables at startup. 
             
              | void showAboutText(){
 // create modal message box with the text
 // loaded from the xml file.
 Device->getGUIEnvironment()->addMessageBox(
 Caption.c_str(), MessageText.c_str());
 }
 |   The second function loadModel() loads a model and displays it using 
            an addAnimatedMeshSceneNode and the scene manager. Nothing difficult. 
            It also displays a short message box, if the model could not be loaded. 
           
             
              | void loadModel(const c8* filename){
 // load a model into the engine
 if (Model)
 Model->remove();
 Model = 0;
 
 scene::IAnimatedMesh* m = Device->getSceneManager()->getMesh(filename);
 if (!m)
 {
 // model could not be loaded
 if (StartUpModelFile != filename)
 Device->getGUIEnvironment()->addMessageBox(
 Caption.c_str(), L"The model could not be loaded. " \
 L"Maybe it is not a supported file format.");
 return;
 }
 
 // set default material properties
 Model = Device->getSceneManager()->addAnimatedMeshSceneNode(m);
 Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
 Model->setMaterialFlag(video::EMF_LIGHTING, false);
 Model->setDebugDataVisible(true);
 }
 |   Finally, the third function creates a toolbox window. In this simple 
            mesh viewer, this toolbox only contains a tab control with three edit 
            boxes for changing the scale of the displayed model. 
             
              | void createToolBox(){
 // remove tool box if already there
 IGUIEnvironment* env = Device->getGUIEnvironment();
 IGUIElement* root = env->getRootGUIElement();
 IGUIElement* e = root->getElementFromId(5000, true);
 if (e) e->remove();
 
 // create the toolbox window
 IGUIWindow* wnd = env->addWindow(core::rect<s32>(450,25,640,480),
 false, L"Toolset", 0, 5000);
 
 // create tab control and tabs
 IGUITabControl* tab = env->addTabControl(
 core::rect<s32>(2,20,640-452,480-7), wnd, true, true);
 IGUITab* t1 = tab->addTab(L"Scale");
 IGUITab* t2 = tab->addTab(L"Empty Tab");
 
 // add some edit boxes and a button to tab one
 env->addEditBox(L"1.0", core::rect<s32>(40,50,130,70), true, t1, 901);
 env->addEditBox(L"1.0", core::rect<s32>(40,80,130,100), true, t1, 902);
 env->addEditBox(L"1.0", core::rect<s32>(40,110,130,130), true, t1, 903);
 env->addButton(core::rect<s32>(10,150,100,190), t1, 1101, L"set");
 
 // bring irrlicht engine logo to front, because it
 // now may be below the newly created toolbox
 root->bringToFront(root->getElementFromId(666, true));
 }
 |   To get all the events sent by the GUI Elements, we need to create 
            an event receiver. This one is really simple. If an event occurs, 
            it checks the id of the caller and the event type, and starts an action 
            based on these values. For example, if a menu item with id 100 was 
            selected, if opens a file-open-dialog.  
           
            | class MyEventReceiver : public IEventReceiver{
 public:
 virtual bool OnEvent(const SEvent& event)
 {
 if (event.EventType == EET_GUI_EVENT)
 {
 s32 id = event.GUIEvent.Caller->getID();
 IGUIEnvironment* env = Device->getGUIEnvironment();
 switch(event.GUIEvent.EventType)
 {
 case EGET_MENU_ITEM_SELECTED:
 {
 // a menu item was clicked
 IGUIContextMenu* menu = (IGUIContextMenu*)event.GUIEvent.Caller;
 s32 id = menu->getItemCommandId(menu->getSelectedItem());
 
 switch(id)
 {
 case 100: // File -> Open Model
 env->addFileOpenDialog(L"Please select a model file to open");
 break;
 case 200: // File -> Quit
 Device->closeDevice();
 break;
 case 300: // View -> Skybox
 SkyBox->setVisible(!SkyBox->isVisible());
 break;
 case 400: // View -> Debug Information
 if (Model)
 Model->setDebugDataVisible(!Model->isDebugDataVisible());
 break;
 case 500: // Help->About
 showAboutText();
 break;
 case 610: // View -> Material -> Solid
 if (Model)
 Model->setMaterialType(video::EMT_SOLID);
 break;
 case 620: // View -> Material -> Transparent
 if (Model)
 Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
 break;
 case 630: // View -> Material -> Reflection
 if (Model)
 Model->setMaterialType(video::EMT_SPHERE_MAP);
 break;
 }
 break;
 }
 case EGET_FILE_SELECTED:
 {
 // load the model file, selected in the file open dialog
 IGUIFileOpenDialog* dialog =
 (IGUIFileOpenDialog*)event.GUIEvent.Caller;
 loadModel(core::stringc(dialog->getFilename()).c_str());
 }
 case EGET_BUTTON_CLICKED:
 switch(id)
 {
 case 1101:
 {
 // set scale
 gui::IGUIElement* root = env->getRootGUIElement();
 core::vector3df scale;
 core::stringc s;
 s = root->getElementFromId(901, true)->getText();
 scale.X = (f32)atof(s.c_str());
 s = root->getElementFromId(902, true)->getText();
 scale.Y = (f32)atof(s.c_str());
 s = root->getElementFromId(903, true)->getText();
 scale.Z = (f32)atof(s.c_str());
 if (Model)
 Model->setScale(scale);
 }
 break;
 case 1102:
 env->addFileOpenDialog(L"Please select a model file to open");
 break;
 case 1103:
 showAboutText();
 break;
 case 1104:
 createToolBox();
 break;
 }
 break;
 }
 }
 return false;
 }
 };
 |   Most of the hard work is done. We only need to create the Irrlicht 
          Engine device and all the buttons, menus and toolbars. We start up the 
          engine as usual, using createDevice(). To make our application catch 
          events, we set our eventreceiver as parameter. The #ifdef WIN32 preprocessor 
          commands are not necesarry, but I included them to make the tutorial 
          use DirectX on Windows and OpenGL on all other platforms like Linux. 
          As you can see, there is also a unusual call to IrrlichtDevice::setResizeAble(). 
          This makes the render window resizeable, which is quite useful for a 
          mesh viewer.  
           
            | int main(){
 // ask user for driver
 video::E_DRIVER_TYPE driverType;
 printf("Please select the driver you want for this example:\n"\
 " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
 " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
 " (f) NullDevice\n (otherKey) exit\n\n");
 
 char key;
 std::cin >> key;
 
 switch(key)
 {
 case 'a': driverType = video::EDT_DIRECT3D9;break;
 case 'b': driverType = video::EDT_DIRECT3D8;break;
 case 'c': driverType = video::EDT_OPENGL;   break;
 case 'd': driverType = video::EDT_SOFTWARE; break;
 case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
 case 'f': driverType = video::EDT_NULL;     break;
 default: return 1;
 }
 // create device and exit if creation failed
 MyEventReceiver receiver;
 Device = createDevice(driverType, core::dimension2d<s32>(640, 480),
 16, false, false, false, &receiver);
 if (Device == 0)
 return 1;  // could not create selected driver.
 
 Device->setResizable(true);
 Device->setWindowCaption(L"Irrlicht Engine - Loading...");
 
 video::IVideoDriver* driver = Device->getVideoDriver();
 IGUIEnvironment* env = Device->getGUIEnvironment();
 scene::ISceneManager* smgr = Device->getSceneManager();
 
 |   The next step is to read the configuration file. It is stored in the 
          xml format and looks a little bit like this:
 <?xml version="1.0"?>
 <config>
 <startUpModel file="some filename" />
 <messageText caption="Irrlicht Engine Mesh Viewer">
 Hello!
 </messageText>
 </config>
 
 We need the data stored in there to be written into the global variables 
          StartUpModelFile, MessageText and Caption. This is now done using the 
          Irrlicht Engine integrated XML parser:
 
           
            | 	// read configuration from xml fileio::IXMLReader* xml =
 Device->getFileSystem()->createXMLReader("../../media/config.xml");
 while(xml && xml->read())
 {
 switch(xml->getNodeType())
 {
 case io::EXN_TEXT:
 // in this xml file, the only text which occurs is the messageText
 MessageText = xml->getNodeData();
 break;
 case io::EXN_ELEMENT:
 {
 if (core::stringw("startUpModel") == xml->getNodeName())
 StartUpModelFile = xml->getAttributeValue(L"file");
 else
 if (core::stringw("messageText") == xml->getNodeName())
 Caption = xml->getAttributeValue(L"caption");
 }
 break;
 }
 }
 if (xml)
 xml->drop(); // don't forget to delete the xml reader
 
 |   That wasn't difficult. Now we'll set a nicer font and create the Menu. 
          It is possible to create submenus for every menu item. The call menu->addItem(L"File", 
          -1, true, true); for example adds a new menu Item with the name "File" 
          and the id -1. The following parameter says that the menu item should 
          be enabled, and the last one says, that there should be a submenu. The 
          submenu can now be accessed with menu->getSubMenu(0), because the 
          "File" entry is the menu item with index 0.  
           
            | 	// set a nicer fontIGUISkin* skin = env->getSkin();
 IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
 if (font)
 skin->setFont(font);
 
 // create menu
 gui::IGUIContextMenu* menu = env->addMenu();
 menu->addItem(L"File", -1, true, true);
 menu->addItem(L"View", -1, true, true);
 menu->addItem(L"Help", -1, true, true);
 
 gui::IGUIContextMenu* submenu;
 submenu = menu->getSubMenu(0);
 submenu->addItem(L"Open Model File...", 100);
 submenu->addSeparator();
 submenu->addItem(L"Quit", 200);
 
 submenu = menu->getSubMenu(1);
 submenu->addItem(L"toggle sky box visibility", 300);
 submenu->addItem(L"toggle model debug information", 400);
 submenu->addItem(L"model material", -1, true, true );
 
 submenu = submenu->getSubMenu(2);
 submenu->addItem(L"Solid", 610);
 submenu->addItem(L"Transparent", 620);
 submenu->addItem(L"Reflection", 630);
 
 submenu = menu->getSubMenu(2);
 submenu->addItem(L"About", 500);
 |  
        We want a toolbar, onto which we can place colored buttons and important 
        looking stuff like a senseless combobox.
        
         
           
            | 	// create toolbargui::IGUIToolBar* bar = env->addToolBar();
 bar->addButton(1102, 0, driver->getTexture("../../media/open.bmp"));
 bar->addButton(1103, 0, driver->getTexture("../../media/help.bmp"));
 bar->addButton(1104, 0, driver->getTexture("../../media/tools.bmp"));
 
 // create a combobox with some senseless texts
 gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(100,5,200,25), bar);
 box->addItem(L"Bilinear");
 box->addItem(L"Trilinear");
 box->addItem(L"Anisotropic");
 box->addItem(L"Isotropic");
 box->addItem(L"Psychedelic");
 box->addItem(L"No filtering");
 |  
        To make the editor look a little bit better, we disable transparent gui 
        elements, and add a Irrlicht Engine logo. In addition, a text, which will 
        show the current frame per second value is created, and the window caption 
        changed.
        
         
           
            | 	// disable alphafor (s32 i=0; i<gui::EGDC_COUNT ; ++i)
 {
 video::SColor col = env->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
 col.setAlpha(255);
 env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col);
 }
 
 // add a tabcontrol
 createToolBox();
 
 // add the irrlicht engine logo
 IGUIImage* img = env->addImage(core::rect<s32>(22,429,108,460), 0, 666);
 img->setImage(driver->getTexture("../../media/irrlichtlogoaligned.jpg"));
 
 // create fps text
 IGUIStaticText* fpstext =
 env->addStaticText(L"", core::rect<s32>(210,26,270,41), true);
 
 // set window caption
 Caption += " - [";
 Caption += driver->getName();
 Caption += "]";
 Device->setWindowCaption(Caption.c_str());
 |  
        That's nearly the whole application. We simply show the about message 
        box at start up, and load the first model. To make everything look better, 
        a skybox is created and a user controled camera, to make the application 
        a little bit more interactive. Finally, everything is drawed in a standard 
        drawing loop.
        
         
           
            | 	// show about message box and load default modelshowAboutText();
 loadModel(StartUpModelFile.c_str());
 
 // add skybox
 SkyBox = smgr->addSkyBoxSceneNode(
 driver->getTexture("../../media/irrlicht2_up.bmp"),
 driver->getTexture("../../media/irrlicht2_dn.bmp"),
 driver->getTexture("../../media/irrlicht2_lf.bmp"),
 driver->getTexture("../../media/irrlicht2_rt.bmp"),
 driver->getTexture("../../media/irrlicht2_ft.bmp"),
 driver->getTexture("../../media/irrlicht2_bk.bmp"));
 
 // add a camera scene node
 smgr->addCameraSceneNodeMaya();
 
 // draw everything
 while(Device->run() && driver)
 if (Device->isWindowActive())
 {
 driver->beginScene(true, true, video::SColor(150,50,50,50));
 smgr->drawAll();
 env->drawAll();
 
 driver->endScene();
 
 core::stringw str = L"FPS: ";
 str += driver->getFPS();
 fpstext->setText(str.c_str());
 }
 Device->drop();
 return 0;
 }
 
 |  
        Compile and run this, and you have a fully functional 3d Mesh viewer.
       |