mirror of
https://github.com/minetest/irrlicht.git
synced 2025-06-28 06:20:21 +02:00
Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
56
examples/14.Win32Window/Makefile
Normal file
56
examples/14.Win32Window/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 := 14.Win32Window
|
||||
# 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 -I/usr/X11R6/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
|
43
examples/14.Win32Window/Win32Window.cbp
Normal file
43
examples/14.Win32Window/Win32Window.cbp
Normal file
@ -0,0 +1,43 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 14 Win32 Window" />
|
||||
<Option platforms="Windows;" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="..\..\bin\Win32-gcc\Win32Window" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectCompilerOptionsRelation="0" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="opengl32" />
|
||||
<Add library="gdi32" />
|
||||
<Add directory="..\..\lib\Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;" />
|
||||
</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>
|
165
examples/14.Win32Window/Win32Window.vcproj
Normal file
165
examples/14.Win32Window/Win32Window.vcproj
Normal file
@ -0,0 +1,165 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
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<VisualStudioProject
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ProjectType="Visual C++"
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Version="7.10"
|
||||
Name="14.Win32Window"
|
||||
ProjectGUID="{3A73BAFE-60DE-4E40-9E37-710760BC25C6}"
|
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SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
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ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
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CharacterSet="2">
|
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<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/Win32Window.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
AdditionalDependencies="opengl32.lib"
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OutputFile="..\..\bin\Win32-VisualStudio\14.Win32Window.exe"
|
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LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/Win32Window.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/Win32Window.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
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<Tool
|
||||
Name="VCResourceCompilerTool"
|
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PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"/>
|
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<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
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<Tool
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||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
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||||
<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/Win32Window.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
AdditionalDependencies="opengl32.lib"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\14.Win32Window.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/Win32Window.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/Win32Window.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"/>
|
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<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
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<Tool
|
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Name="VCXMLDataGeneratorTool"/>
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<Tool
|
||||
Name="VCWebDeploymentTool"/>
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<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>
|
239
examples/14.Win32Window/Win32Window_vc10.vcxproj
Normal file
239
examples/14.Win32Window/Win32Window_vc10.vcxproj
Normal file
@ -0,0 +1,239 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectName>14.Win32Window</ProjectName>
|
||||
<ProjectGuid>{772FBE05-D05A-467B-9842-BEC409EEA8D0}</ProjectGuid>
|
||||
<RootNamespace>Win32Window</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
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<ConfigurationType>Application</ConfigurationType>
|
||||
<UseOfMfc>false</UseOfMfc>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>Windows7.1SDK</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
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<ConfigurationType>Application</ConfigurationType>
|
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<UseOfMfc>false</UseOfMfc>
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<CharacterSet>MultiByte</CharacterSet>
|
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<PlatformToolset>Windows7.1SDK</PlatformToolset>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
|
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<UseOfMfc>false</UseOfMfc>
|
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<CharacterSet>MultiByte</CharacterSet>
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<PlatformToolset>Windows7.1SDK</PlatformToolset>
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||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseOfMfc>false</UseOfMfc>
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|
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|
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|
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
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||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
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||||
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|
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|
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|
||||
<Culture>0x0c07</Culture>
|
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<Link>
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||||
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
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<OutputFile>..\..\bin\Win64-VisualStudio\14.Win32Window.exe</OutputFile>
|
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<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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|
||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
|
||||
</ResourceCompile>
|
||||
<Link>
|
||||
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<OutputFile>..\..\bin\Win32-VisualStudio\14.Win32Window.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<Midl>
|
||||
<TypeLibraryName>.\Release/Win32Window.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>
|
||||
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<OutputFile>..\..\bin\Win64-VisualStudio\14.Win32Window.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>
|
263
examples/14.Win32Window/main.cpp
Normal file
263
examples/14.Win32Window/main.cpp
Normal file
@ -0,0 +1,263 @@
|
||||
/** Example 014 Win32 Window
|
||||
|
||||
This example only runs under MS Windows and demonstrates that Irrlicht can
|
||||
render inside a win32 window. MFC and .NET Windows.Forms windows are possible,
|
||||
too.
|
||||
|
||||
In the beginning, 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>
|
||||
#ifndef _IRR_WINDOWS_
|
||||
#error Windows only example
|
||||
#else
|
||||
#include <windows.h> // this example only runs with windows
|
||||
#include <iostream>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "irrlicht.lib")
|
||||
#endif
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
Now ask for the driver and create the Windows specific window.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
printf("Select the render window (some dead window may exist too):\n"\
|
||||
" (a) Window with button (via CreationParam)\n"\
|
||||
" (b) Window with button (via beginScene)\n"\
|
||||
" (c) Own Irrlicht window (default behavior)\n"\
|
||||
" (otherKey) exit\n\n");
|
||||
|
||||
char key;
|
||||
std::cin >> key;
|
||||
if (key != 'a' && key != 'b' && key != 'c')
|
||||
return 1;
|
||||
|
||||
HINSTANCE hInstance = 0;
|
||||
// create dialog
|
||||
|
||||
const fschar_t* Win32ClassName = __TEXT("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, __TEXT("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(__TEXT("BUTTON"), __TEXT("OK - Close"), WS_CHILD | WS_VISIBLE | BS_TEXT,
|
||||
windowWidth - 160, windowHeight - 40, 150, 30, hWnd, NULL, hInstance, NULL);
|
||||
|
||||
// create some text
|
||||
|
||||
CreateWindow(__TEXT("STATIC"), __TEXT("This is Irrlicht running inside a standard Win32 window.\n")\
|
||||
__TEXT("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(__TEXT("BUTTON"), __TEXT(""),
|
||||
WS_CHILD | WS_VISIBLE | BS_OWNERDRAW,
|
||||
50, 80, 320, 220, hWnd, NULL, hInstance, NULL);
|
||||
video::SExposedVideoData videodata((key=='b')?hIrrlichtWindow:0);
|
||||
|
||||
/*
|
||||
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.DriverType = driverType;
|
||||
if (key=='a')
|
||||
param.WindowId = reinterpret_cast<void*>(hIrrlichtWindow);
|
||||
|
||||
irr::IrrlichtDevice* device = irr::createDeviceEx(param);
|
||||
|
||||
// setup a simple 3d scene
|
||||
|
||||
irr::scene::ISceneManager* smgr = device->getSceneManager();
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
|
||||
if (driverType==video::EDT_OPENGL)
|
||||
{
|
||||
HDC HDc=GetDC(hIrrlichtWindow);
|
||||
PIXELFORMATDESCRIPTOR pfd={0};
|
||||
pfd.nSize=sizeof(PIXELFORMATDESCRIPTOR);
|
||||
int pf = GetPixelFormat(HDc);
|
||||
DescribePixelFormat(HDc, pf, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
|
||||
pfd.dwFlags |= PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW;
|
||||
pfd.cDepthBits=16;
|
||||
pf = ChoosePixelFormat(HDc, &pfd);
|
||||
SetPixelFormat(HDc, pf, &pfd);
|
||||
videodata.OpenGLWin32.HDc = HDc;
|
||||
videodata.OpenGLWin32.HRc=wglCreateContext(HDc);
|
||||
wglShareLists((HGLRC)driver->getExposedVideoData().OpenGLWin32.HRc, (HGLRC)videodata.OpenGLWin32.HRc);
|
||||
}
|
||||
scene::ICameraSceneNode* cam = smgr->addCameraSceneNode();
|
||||
cam->setTarget(core::vector3df(0,0,0));
|
||||
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createFlyCircleAnimator(core::vector3df(0,15,0), 30.0f);
|
||||
cam->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
scene::ISceneNode* cube = smgr->addCubeSceneNode(20);
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
cube->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
|
||||
cube->setMaterialTexture(1, driver->getTexture(mediaPath + "water.jpg"));
|
||||
cube->setMaterialFlag( video::EMF_LIGHTING, false );
|
||||
cube->setMaterialType( video::EMT_REFLECTION_2_LAYER );
|
||||
|
||||
smgr->addSkyBoxSceneNode(
|
||||
driver->getTexture(mediaPath + "irrlicht2_up.jpg"),
|
||||
driver->getTexture(mediaPath + "irrlicht2_dn.jpg"),
|
||||
driver->getTexture(mediaPath + "irrlicht2_lf.jpg"),
|
||||
driver->getTexture(mediaPath + "irrlicht2_rt.jpg"),
|
||||
driver->getTexture(mediaPath + "irrlicht2_ft.jpg"),
|
||||
driver->getTexture(mediaPath + "irrlicht2_bk.jpg"));
|
||||
|
||||
// This shows that we can render to multiple windows within one application
|
||||
device->getGUIEnvironment()->addStaticText(core::stringw("Second screen render").c_str(),core::recti(0,0,200,200));
|
||||
|
||||
// show and execute dialog
|
||||
|
||||
ShowWindow(hWnd , SW_SHOW);
|
||||
UpdateWindow(hWnd);
|
||||
|
||||
// do message queue
|
||||
|
||||
/*
|
||||
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. Calling
|
||||
Device->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(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0), 1.f, 0, videodata);
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
if (key=='b')
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0xbbbbbbbb));
|
||||
device->getGUIEnvironment()->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, (key=='c')?hIrrlichtWindow:0);
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
}*/
|
||||
|
||||
device->closeDevice();
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
#endif // if windows
|
||||
|
||||
/*
|
||||
That's it, Irrlicht now runs in your own windows window.
|
||||
**/
|
247
examples/14.Win32Window/tutorial.html
Normal file
247
examples/14.Win32Window/tutorial.html
Normal file
@ -0,0 +1,247 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Irrlicht Engine Tutorial</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
|
||||
<td bgcolor="#666699" width="100%">
|
||||
<div align="center">
|
||||
<div align="left"><b><font color="#FFFFFF">Tutorial 14. Win32 Window</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p> This example only runs in Windows and demonstrates that Irrlicht can
|
||||
run inside a win32 window. MFC and .NET Windows.Forms windows are possible
|
||||
too. </p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/014shot.jpg" width="256" height="200"><br>
|
||||
</p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<div align="left">
|
||||
<p> 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.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>#include <irrlicht.h>
|
||||
#include <windows.h> <font color="#006600">// this example only runs with windows</font>
|
||||
|
||||
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()
|
||||
<font color="#006600">//int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hpre, LPSTR cmd, int cc)</font>
|
||||
{
|
||||
HINSTANCE hInstance = 0;
|
||||
<font color="#006600"> // create dialog</font>
|
||||
|
||||
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;
|
||||
|
||||
<font color="#006600"> // create ok butt</font>on
|
||||
|
||||
hOKButton = CreateWindow(
|
||||
"BUTTON", "OK - Close", WS_CHILD | WS_VISIBLE | BS_TEXT,
|
||||
windowWidth - 160, windowHeight - 40, 150, 30, hWnd, NULL,
|
||||
hInstance, NULL);
|
||||
|
||||
<font color="#006600"> // create some text</font>
|
||||
|
||||
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);
|
||||
|
||||
<font color="#006600"> // create window to put irrlicht in</font>
|
||||
|
||||
HWND hIrrlichtWindow =<br /> CreateWindow("BUTTON", "", WS_CHILD | WS_VISIBLE | BS_OWNERDRAW,
|
||||
50, 80, 320, 220, hWnd, NULL, hInstance, NULL);
|
||||
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>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.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre><font color="#006600"> // create irrlicht device in the button window</font>
|
||||
|
||||
irr::SIrrlichtCreationParameters param;
|
||||
param.WindowId = reinterpret_cast<s32>(hIrrlichtWindow); // hColorButton
|
||||
param.DriverType = video::EDT_OPENGL;
|
||||
|
||||
irr::IrrlichtDevice* device = irr::createDeviceEx(param);
|
||||
|
||||
<font color="#006600"> // setup a simple 3d scene</font>
|
||||
|
||||
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"));
|
||||
|
||||
<font color="#006600"> // show and execute dialog</font>
|
||||
|
||||
ShowWindow(hWnd , SW_SHOW);
|
||||
UpdateWindow(hWnd);
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>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. Calling<br />
|
||||
Device->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.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre> while (device->run())
|
||||
{
|
||||
driver->beginScene(true, true, 0);
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
}
|
||||
|
||||
<font color="#006600"> // the alternative, own message dispatching loop without Device->run() would
|
||||
// look like this:</font>
|
||||
|
||||
<font color="#006600">/*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();
|
||||
}*/</font>
|
||||
|
||||
device->closeDevice();
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> That's it, Irrlicht now runs in your own windows window.</p>
|
||||
</div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
Reference in New Issue
Block a user