Drop XML implementation, related code and dependent features

This commit is contained in:
sfan5
2021-07-07 16:52:49 +02:00
parent ecb30e3d96
commit 729c214c00
60 changed files with 10 additions and 15350 deletions

View File

@ -4,8 +4,7 @@ This tutorial show how to create a more complex application with the engine.
We construct a simple mesh viewer using the user interface API and the
scene management of Irrlicht. The tutorial show how to create and use Buttons,
Windows, Toolbars, Menus, ComboBoxes, Tabcontrols, Editboxes, Images,
MessageBoxes, SkyBoxes, and how to parse XML files with the integrated XML
reader of the engine.
MessageBoxes, SkyBoxes.
We start like in most other tutorials: Include all necessary header files, add
a comment to let the engine be linked with the correct .lib file in Visual
@ -766,55 +765,6 @@ int main(int argc, char* argv[])
// add our media directory as "search path"
Device->getFileSystem()->addFileArchive(getExampleMediaPath());
/*
The next step is to read the configuration file. It is stored in the xml
format and looks a little bit like this:
@verbatim
<?xml version="1.0"?>
<config>
<startUpModel file="some filename" />
<messageText caption="Irrlicht Engine Mesh Viewer">
Hello!
</messageText>
</config>
@endverbatim
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 file
io::IXMLReader* xml = Device->getFileSystem()->createXMLReader( L"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;
default:
break;
}
}
if (xml)
xml->drop(); // don't forget to delete the xml reader
// We can pass a model to load per command line parameter
if (argc > 1)
StartUpModelFile = argv[1];

View File

@ -1,54 +0,0 @@
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View File

@ -1,162 +0,0 @@
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View File

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# 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 := 15.LoadIrrFile
# 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)
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/** Example 015 Loading Scenes from .irr Files
Since version 1.1, Irrlicht is able to save and load
the full scene graph into an .irr file, an xml based
format. There is an editor available to edit
those files, named irrEdit (http://www.ambiera.com/irredit)
which can also be used as world and particle editor.
This tutorial shows how to use .irr files.
Lets start: Create an Irrlicht device and setup the window.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
int main(int argc, char** argv)
{
// 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.
device->setWindowCaption(L"Load .irr file example");
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
/*
Now load our .irr file.
.irr files can store the whole scene graph including animators,
materials and particle systems. And there is also the possibility to
store arbitrary user data for every scene node in that file. To keep
this example simple, we are simply loading the scene here. See the
documentation at ISceneManager::loadScene and ISceneManager::saveScene
for more information. So to load and display a complicated huge scene,
we only need a single call to loadScene().
*/
// load the scene
/* You might have to work around some minor problems in current .irr loader:
- It can't load meshes relative to the .irr file, but only relative to the working directory.
So you might have to change your working directory to the path where the .irr file is in.
- When passing a custom parent node to loadScene then irr_scene attributes will be passed to that.
Usually not a problem, but for example AmbientLight will not change that way unless you create a custom
SceneNode type which can interpret those attributes.
*/
if (argc>1)
smgr->loadScene(argv[1]);
else
smgr->loadScene(getExampleMediaPath() + "example.irr");
/*
Now we'll create a camera, and give it a collision response animator
that's built from the mesh nodes in the scene we just loaded.
*/
scene::ICameraSceneNode * camera = smgr->addCameraSceneNodeFPS(0, 50.f, 0.1f);
// Create a meta triangle selector to hold several triangle selectors.
scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
/*
Now we will find all the nodes in the scene and create triangle
selectors for all suitable nodes. Typically, you would want to make a
more informed decision about which nodes to performs collision checks
on; you could capture that information in the node name or Id.
*/
core::array<scene::ISceneNode *> nodes;
smgr->getSceneNodesFromType(scene::ESNT_ANY, nodes); // Find all nodes
for (u32 i=0; i < nodes.size(); ++i)
{
scene::ISceneNode * node = nodes[i];
scene::ITriangleSelector * selector = 0;
switch(node->getType())
{
case scene::ESNT_CUBE:
case scene::ESNT_ANIMATED_MESH:
// Because the selector won't animate with the mesh,
// and is only being used for camera collision, we'll just use an approximate
// bounding box instead of ((scene::IAnimatedMeshSceneNode*)node)->getMesh(0)
selector = smgr->createTriangleSelectorFromBoundingBox(node);
break;
case scene::ESNT_MESH:
case scene::ESNT_SPHERE: // Derived from IMeshSceneNode
selector = smgr->createTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);
break;
case scene::ESNT_TERRAIN:
selector = smgr->createTerrainTriangleSelector((scene::ITerrainSceneNode*)node);
break;
case scene::ESNT_OCTREE:
selector = smgr->createOctreeTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);
break;
default:
// Don't create a selector for this node type
break;
}
if(selector)
{
// Add it to the meta selector, which will take a reference to it
meta->addTriangleSelector(selector);
// And drop my reference to it, so that the meta selector owns it.
selector->drop();
}
}
/*
Now that the mesh scene nodes have had triangle selectors created and added
to the meta selector, create a collision response animator from that meta selector.
*/
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
meta, camera, core::vector3df(5,5,5),
core::vector3df(0,0,0));
meta->drop(); // I'm done with the meta selector now
camera->addAnimator(anim);
anim->drop(); // I'm done with the animator now
// And set the camera position so that it doesn't start off stuck in the geometry
camera->setPosition(core::vector3df(0.f, 20.f, 0.f));
// Point the camera at the cube node, by finding the first node of type ESNT_CUBE
scene::ISceneNode * cube = smgr->getSceneNodeFromType(scene::ESNT_CUBE);
if(cube)
camera->setTarget(cube->getAbsolutePosition());
/*
That's it. Draw everything and finish as usual.
*/
int lastFPS = -1;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,200,200,200));
smgr->drawAll();
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Load Irrlicht File example - Irrlicht Engine [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}
/*
**/

View File

@ -1,129 +0,0 @@
<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"><b><font color="#FFFFFF"></font></b></div>
<b><font color="#FFFFFF">Tutorial 15. Load .irr File</font></b></td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2"> <div align="left">
<p>Since version 1.1, Irrlicht is able to save and load the full scene
graph into an .irr file, an xml based format. There is also an editor
available to edit those files, named irrEdit on <a href="http://www.ambiera.com/irredit" target="_blank">http://www.ambiera.com/irredit</a>,
which can also be used as world and particle editor. This tutorial shows
how to use .irr files.</p>
<p align="center"><img src="../../media/015shot.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"> <div align="center"><b><font color="#000000"></font></b></div>
<font color="#FFFFFF"><b>Lets start!</b></font></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<p>Lets start: Create an Irrlicht device and setup the window.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include <irrlicht.h>
#include <iostream>
using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
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 i;
std::cin >> i;
switch(i)
{
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
IrrlichtDevice* device =
createDevice(driverType, core::dimension2d<s32>(640, 480));
if (device == 0)
return 1; // could not create selected driver.
device->setWindowCaption(L"Load .irr file example");
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
</pre></td>
</tr>
</table>
<p>Now load our .irr file. .irr files can store the whole scene graph
including animators, materials and particle systems. And there is also
the possibility to store arbitrary user data for every scene node in
that file. To keep this example simple, we are simply loading the scene
here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene
for more information. So to load and display a complicated huge scene,
we only need a single call to loadScene().</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>// load the scene<br>smgr-&gt;loadScene(&quot;../../media/example.irr&quot;); </pre></td>
</tr>
</table>
<p>That was it already. Now add a camera and draw the scene.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> // add a user controlled camera
smgr->addCameraSceneNodeFPS();
// and draw everything.
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(0,200,200,200));
smgr->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
</pre> </td>
</tr>
</table>
</div>
<p>&nbsp;</p>
</td>
</tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;</p>
</body>
</html>

View File

@ -1,56 +0,0 @@
# 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 := 25.XmlHandling
# 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

View File

@ -1,55 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 25 Xml handling" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/XmlHandling" 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="X11" />
<Add library="GL" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/XmlHandling" 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>

View File

@ -1,195 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="25.XmlHandling"
ProjectGUID="{8FDA260E-EF27-4f8c-8720-7AF707DD0D9E}"
Keyword="Win32Proj"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="Debug"
IntermediateDirectory="Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\include"
PreprocessorDefinitions="_IRR_STATIC_LIB_;WIN32;_DEBUG;_WINDOWS"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
OutputFile="..\..\bin\Win32-VisualStudio\25.XmlHandling.exe"
LinkIncremental="1"
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(OutDir)/XmlHandling.pdb"
SubSystem="1"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="Release"
IntermediateDirectory="Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
CharacterSet="2"
WholeProgramOptimization="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/QIfist /Oa"
Optimization="3"
InlineFunctionExpansion="2"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="1"
OmitFramePointers="true"
AdditionalIncludeDirectories="..\..\include"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
RuntimeLibrary="0"
BufferSecurityCheck="false"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="0"
CallingConvention="1"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
OutputFile="..\..\bin\Win32-VisualStudio\25.XmlHandling.exe"
LinkIncremental="1"
SuppressStartupBanner="true"
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
GenerateDebugInformation="false"
SubSystem="1"
OptimizeReferences="2"
EnableCOMDATFolding="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\main.cpp"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,324 +0,0 @@
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/** Example 025 Xml Handling
Demonstrates loading and saving of configurations via XML
@author Y.M. Bosman \<yoran.bosman@gmail.com\>
This demo features a fully usable system for configuration handling. The code
can easily be integrated into own apps.
*/
#include <irrlicht.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
/* SettingManager class.
This class loads and writes the settings and manages the options.
The class makes use of irrMap which is a an associative arrays using a
red-black tree it allows easy mapping of a key to a value, along the way there
is some information on how to use it.
*/
class SettingManager
{
public:
// Construct setting managers and set default settings
SettingManager(const stringw& settings_file): SettingsFile(settings_file), NullDevice(0)
{
// Irrlicht null device, we want to load settings before we actually created our device, therefore, nulldevice
NullDevice = irr::createDevice(irr::video::EDT_NULL);
//DriverOptions is an irrlicht map,
//we can insert values in the map in two ways by calling insert(key,value) or by using the [key] operator
//the [] operator overrides values if they already exist
DriverOptions.insert(L"Software", EDT_SOFTWARE);
DriverOptions.insert(L"OpenGL", EDT_OPENGL);
DriverOptions.insert(L"Direct3D9", EDT_DIRECT3D9);
//some resolution options
ResolutionOptions.insert(L"640x480", dimension2du(640,480));
ResolutionOptions.insert(L"800x600", dimension2du(800,600));
ResolutionOptions.insert(L"1024x768", dimension2du(1024,768));
//our preferred defaults
SettingMap.insert(L"driver", L"Direct3D9");
SettingMap.insert(L"resolution", L"640x480");
SettingMap.insert(L"fullscreen", L"0"); //0 is false
}
// Destructor, you could store settings automatically on exit of your
// application if you wanted to in our case we simply drop the
// nulldevice
~SettingManager()
{
if (NullDevice)
{
NullDevice->closeDevice();
NullDevice->drop();
}
};
/*
Load xml from disk, overwrite default settings
The xml we are trying to load has the following structure
settings nested in sections nested in the root node, like so
<pre>
<?xml version="1.0"?>
<mygame>
<video>
<setting name="driver" value="Direct3D9" />
<setting name="fullscreen" value="0" />
<setting name="resolution" value="1024x768" />
</video>
</mygame>
</pre>
*/
bool load()
{
//if not able to create device don't attempt to load
if (!NullDevice)
return false;
irr::io::IXMLReader* xml = NullDevice->getFileSystem()->createXMLReader(SettingsFile); //create xml reader
if (!xml)
return false;
const stringw settingTag(L"setting"); //we'll be looking for this tag in the xml
stringw currentSection; //keep track of our current section
const stringw videoTag(L"video"); //constant for videotag
//while there is more to read
while (xml->read())
{
//check the node type
switch (xml->getNodeType())
{
//we found a new element
case irr::io::EXN_ELEMENT:
{
//we currently are in the empty or mygame section and find the video tag so we set our current section to video
if (currentSection.empty() && videoTag.equals_ignore_case(xml->getNodeName()))
{
currentSection = videoTag;
}
//we are in the video section and we find a setting to parse
else if (currentSection.equals_ignore_case(videoTag) && settingTag.equals_ignore_case(xml->getNodeName() ))
{
//read in the key
stringw key = xml->getAttributeValueSafe(L"name");
//if there actually is a key to set
if (!key.empty())
{
//set the setting in the map to the value,
//the [] operator overrides values if they already exist or inserts a new key value
//pair into the settings map if it was not defined yet
SettingMap[key] = xml->getAttributeValueSafe(L"value");
}
}
//..
// You can add your own sections and tags to read in here
//..
}
break;
//we found the end of an element
case irr::io::EXN_ELEMENT_END:
//we were at the end of the video section so we reset our tag
currentSection=L"";
break;
default:
break;
}
}
// don't forget to delete the xml reader
xml->drop();
return true;
}
// Save the xml to disk. We use the nulldevice.
bool save()
{
//if not able to create device don't attempt to save
if (!NullDevice)
return false;
//create xml writer
irr::io::IXMLWriter* xwriter = NullDevice->getFileSystem()->createXMLWriter( SettingsFile );
if (!xwriter)
return false;
//write out the obligatory xml header. Each xml-file needs to have exactly one of those.
xwriter->writeXMLHeader();
//start element mygame, you replace the label "mygame" with anything you want
xwriter->writeElement(L"mygame");
xwriter->writeLineBreak(); //new line
//start section with video settings
xwriter->writeElement(L"video");
xwriter->writeLineBreak(); //new line
// getIterator gets us a pointer to the first node of the settings map
// every iteration we increase the iterator which gives us the next map node
// until we reach the end we write settings one by one by using the nodes key and value functions
map<stringw, stringw>::Iterator i = SettingMap.getIterator();
for(; !i.atEnd(); i++)
{
//write element as <setting name="key" value="x" />
//the second parameter indicates this is an empty element with no children, just attributes
xwriter->writeElement(L"setting",true, L"name", i->getKey().c_str(), L"value",i->getValue().c_str() );
xwriter->writeLineBreak();
}
xwriter->writeLineBreak();
//close video section
xwriter->writeClosingTag(L"video");
xwriter->writeLineBreak();
//..
// You can add writing sound settings, savegame information etc
//..
//close mygame section
xwriter->writeClosingTag(L"mygame");
//delete xml writer
xwriter->drop();
return true;
}
// Set setting in our manager
void setSetting(const stringw& name, const stringw& value)
{
SettingMap[name]=value;
}
// set setting overload to quickly assign integers to our setting map
void setSetting(const stringw& name, s32 value)
{
SettingMap[name]=stringw(value);
}
// Get setting as string
stringw getSetting(const stringw& key) const
{
//the find function or irrmap returns a pointer to a map Node
//if the key can be found, otherwise it returns null
//the map node has the function getValue and getKey, as we already know the key, we return node->getValue()
map<stringw, stringw>::Node* n = SettingMap.find(key);
if (n)
return n->getValue();
else
return L"";
}
//
bool getSettingAsBoolean(const stringw& key ) const
{
stringw s = getSetting(key);
if (s.empty())
return false;
return s.equals_ignore_case(L"1");
}
//
s32 getSettingAsInteger(const stringw& key) const
{
//we implicitly cast to string instead of stringw because strtol10 does not accept wide strings
const stringc s = getSetting(key);
if (s.empty())
return 0;
return strtol10(s.c_str());
}
public:
map<stringw, s32> DriverOptions; //available options for driver config
map<stringw, dimension2du> ResolutionOptions; //available options for resolution config
private:
SettingManager(const SettingManager& other); // defined but not implemented
SettingManager& operator=(const SettingManager& other); // defined but not implemented
map<stringw, stringw> SettingMap; //current config
stringw SettingsFile; // location of the xml, usually the
irr::IrrlichtDevice* NullDevice;
};
/*
Application context for global variables
*/
struct SAppContext
{
SAppContext()
: Device(0),Gui(0), Driver(0), Settings(0), ShouldQuit(false),
ButtonSave(0), ButtonExit(0), ListboxDriver(0),
ListboxResolution(0), CheckboxFullscreen(0)
{
}
~SAppContext()
{
if (Settings)
delete Settings;
if (Device)
{
Device->closeDevice();
Device->drop();
}
}
IrrlichtDevice* Device;
IGUIEnvironment* Gui;
IVideoDriver* Driver;
SettingManager* Settings;
bool ShouldQuit;
//settings dialog
IGUIButton* ButtonSave;
IGUIButton* ButtonExit;
IGUIListBox* ListboxDriver;
IGUIListBox* ListboxResolution;
IGUICheckBox* CheckboxFullscreen;
};
/*
A typical event receiver.
*/
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(SAppContext & a) : App(a) { }
virtual bool OnEvent(const SEvent& event)
{
if (event.EventType == EET_GUI_EVENT )
{
switch ( event.GUIEvent.EventType )
{
//handle button click events
case EGET_BUTTON_CLICKED:
{
//Our save button was called so we obtain the settings from our dialog and save them
if ( event.GUIEvent.Caller == App.ButtonSave )
{
//if there is a selection write it
if ( App.ListboxDriver->getSelected() != -1)
App.Settings->setSetting(L"driver", App.ListboxDriver->getListItem(App.ListboxDriver->getSelected()));
//if there is a selection write it
if ( App.ListboxResolution->getSelected() != -1)
App.Settings->setSetting(L"resolution", App.ListboxResolution->getListItem(App.ListboxResolution->getSelected()));
App.Settings->setSetting(L"fullscreen", App.CheckboxFullscreen->isChecked());
if (App.Settings->save())
{
App.Gui->addMessageBox(L"settings save",L"settings saved, please restart for settings to change effect","",true);
}
}
// cancel/exit button clicked, tell the application to exit
else if ( event.GUIEvent.Caller == App.ButtonExit)
{
App.ShouldQuit = true;
}
}
break;
default:
break;
}
}
return false;
}
private:
SAppContext & App;
};
/*
Function to create a video settings dialog
This dialog shows the current settings from the configuration xml and allows them to be changed
*/
void createSettingsDialog(SAppContext& app)
{
// first get rid of alpha in gui
for (irr::s32 i=0; i<irr::gui::EGDC_COUNT ; ++i)
{
irr::video::SColor col = app.Gui->getSkin()->getColor((irr::gui::EGUI_DEFAULT_COLOR)i);
col.setAlpha(255);
app.Gui->getSkin()->setColor((irr::gui::EGUI_DEFAULT_COLOR)i, col);
}
//create video settings windows
gui::IGUIWindow* windowSettings = app.Gui->addWindow(rect<s32>(10,10,400,400),true,L"Videosettings");
app.Gui->addStaticText (L"Select your desired video settings", rect< s32 >(10,20, 200, 40), false, true, windowSettings);
// add listbox for driver choice
app.Gui->addStaticText (L"Driver", rect< s32 >(10,50, 200, 60), false, true, windowSettings);
app.ListboxDriver = app.Gui->addListBox(rect<s32>(10,60,220,120), windowSettings, 1,true);
//add all available options to the driver choice listbox
map<stringw, s32>::Iterator i = app.Settings->DriverOptions.getIterator();
for(; !i.atEnd(); i++)
app.ListboxDriver->addItem(i->getKey().c_str());
//set currently selected driver
app.ListboxDriver->setSelected(app.Settings->getSetting("driver").c_str());
// add listbox for resolution choice
app.Gui->addStaticText (L"Resolution", rect< s32 >(10,130, 200, 140), false, true, windowSettings);
app.ListboxResolution = app.Gui->addListBox(rect<s32>(10,140,220,200), windowSettings, 1,true);
//add all available options to the resolution listbox
map<stringw, dimension2du>::Iterator ri = app.Settings->ResolutionOptions.getIterator();
for(; !ri.atEnd(); ri++)
app.ListboxResolution->addItem(ri->getKey().c_str());
//set currently selected resolution
app.ListboxResolution->setSelected(app.Settings->getSetting("resolution").c_str());
//add checkbox to toggle fullscreen, initially set to loaded setting
app.CheckboxFullscreen = app.Gui->addCheckBox(
app.Settings->getSettingAsBoolean("fullscreen"),
rect<s32>(10,220,220,240), windowSettings, -1,
L"Fullscreen");
//last but not least add save button
app.ButtonSave = app.Gui->addButton(
rect<s32>(80,250,150,270), windowSettings, 2,
L"Save video settings");
//exit/cancel button
app.ButtonExit = app.Gui->addButton(
rect<s32>(160,250,240,270), windowSettings, 2,
L"Cancel and exit");
}
/*
The main function. Creates all objects and does the XML handling.
*/
int main()
{
//create new application context
SAppContext app;
//create device creation parameters that can get overwritten by our settings file
SIrrlichtCreationParameters param;
param.DriverType = EDT_SOFTWARE;
param.WindowSize.set(640,480);
// Try to load config.
// I leave it as an exercise of the reader to store the configuration in the local application data folder,
// the only logical place to store config data for games. For all other operating systems I redirect to your manuals
app.Settings = new SettingManager(getExampleMediaPath() + "settings.xml");
if ( !app.Settings->load() )
{
// ...
// Here add your own exception handling, for now we continue because there are defaults set in SettingManager constructor
// ...
}
else
{
//settings xml loaded from disk,
//map driversetting to driver type and test if the setting is valid
//the DriverOptions map contains string representations mapped to to irrlicht E_DRIVER_TYPE enum
//e.g "direct3d9" will become 4
//see DriverOptions in the settingmanager class for details
map<stringw, s32>::Node* driver = app.Settings->DriverOptions.find( app.Settings->getSetting("driver") );
if (driver)
{
if ( irr::IrrlichtDevice::isDriverSupported( static_cast<E_DRIVER_TYPE>( driver->getValue() )))
{
// selected driver is supported, so we use it.
param.DriverType = static_cast<E_DRIVER_TYPE>( driver->getValue());
}
}
//map resolution setting to dimension in a similar way as demonstrated above
map<stringw, dimension2du>::Node* res = app.Settings->ResolutionOptions.find( app.Settings->getSetting("resolution") );
if (res)
{
param.WindowSize = res->getValue();
}
//get fullscreen setting from config
param.Fullscreen = app.Settings->getSettingAsBoolean("fullscreen");
}
//create the irrlicht device using the settings
app.Device = createDeviceEx(param);
if (app.Device == 0)
{
// You can add your own exception handling on driver failure
exit(0);
}
app.Device->setWindowCaption(L"Xmlhandling - Irrlicht engine tutorial");
app.Driver = app.Device->getVideoDriver();
app.Gui = app.Device->getGUIEnvironment();
createSettingsDialog(app);
//set event receiver so we can respond to gui events
MyEventReceiver receiver(app);
app.Device->setEventReceiver(&receiver);
//enter main loop
while (!app.ShouldQuit && app.Device->run())
{
if (app.Device->isWindowActive())
{
app.Driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200));
app.Gui->drawAll();
app.Driver->endScene();
}
app.Device->sleep(10);
}
//app destroys device in destructor
return 0;
}
/*
**/

View File

@ -13,7 +13,6 @@ set(IRREXAMPLES
11.PerPixelLighting
12.TerrainRendering
13.RenderToTexture
15.LoadIrrFile
16.Quake3MapShader
18.SplitScreen
19.MouseAndJoystick
@ -22,7 +21,6 @@ set(IRREXAMPLES
22.MaterialViewer
23.SMeshHandling
24.CursorControl
25.XmlHandling
26.OcclusionQuery
27.PostProcessing
28.CubeMapping