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344 lines
12 KiB
C++
344 lines
12 KiB
C++
/* irrlicht.h -- interface of the 'Irrlicht Engine'
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Copyright (C) 2002-2012 Nikolaus Gebhardt
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Please note that the Irrlicht Engine is based in part on the work of the
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Independent JPEG Group, the zlib and the libPng. This means that if you use
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the Irrlicht Engine in your product, you must acknowledge somewhere in your
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documentation that you've used the IJG code. It would also be nice to mention
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that you use the Irrlicht Engine, the zlib and libPng. See the README files
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in the jpeglib, the zlib and libPng for further information.
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*/
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#ifndef __IRRLICHT_H_INCLUDED__
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#define __IRRLICHT_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#include "aabbox3d.h"
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#include "CIndexBuffer.h"
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#include "CMeshBuffer.h"
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#include "coreutil.h"
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#include "CVertexBuffer.h"
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#include "dimension2d.h"
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#include "ECullingTypes.h"
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#include "EDebugSceneTypes.h"
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#include "EDriverFeatures.h"
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#include "EDriverTypes.h"
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#include "EGUIAlignment.h"
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#include "EGUIElementTypes.h"
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#include "EHardwareBufferFlags.h"
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#include "EMaterialFlags.h"
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#include "EMaterialTypes.h"
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#include "EMeshWriterEnums.h"
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#include "ESceneNodeTypes.h"
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#include "fast_atof.h"
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#include "IAnimatedMesh.h"
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#include "IAnimatedMeshSceneNode.h"
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#include "IAttributes.h"
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#include "IBillboardSceneNode.h"
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#include "IBoneSceneNode.h"
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#include "ICameraSceneNode.h"
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#include "IContextManager.h"
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#include "ICursorControl.h"
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#include "IDummyTransformationSceneNode.h"
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#include "IEventReceiver.h"
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#include "IFileList.h"
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#include "IFileSystem.h"
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#include "IGPUProgrammingServices.h"
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#include "IGUIButton.h"
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#include "IGUICheckBox.h"
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#include "IGUIComboBox.h"
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#include "IGUIEditBox.h"
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#include "IGUIElement.h"
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#include "IGUIEnvironment.h"
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#include "IGUIFileOpenDialog.h"
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#include "IGUIFont.h"
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#include "IGUIFontBitmap.h"
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#include "IGUIImage.h"
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#include "IGUIListBox.h"
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#include "IGUIScrollBar.h"
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#include "IGUISkin.h"
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#include "IGUISpriteBank.h"
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#include "IGUIStaticText.h"
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#include "IGUITabControl.h"
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#include "IGUIToolbar.h"
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#include "IImage.h"
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#include "IImageLoader.h"
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#include "IImageWriter.h"
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#include "IIndexBuffer.h"
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#include "ILogger.h"
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#include "IMaterialRenderer.h"
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#include "IMaterialRendererServices.h"
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#include "IMesh.h"
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#include "IMeshBuffer.h"
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#include "IMeshCache.h"
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#include "IMeshLoader.h"
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#include "IMeshManipulator.h"
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#include "IMeshSceneNode.h"
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#include "IMeshWriter.h"
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#include "IOSOperator.h"
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#include "IReadFile.h"
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#include "IReferenceCounted.h"
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#include "irrArray.h"
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#include "IRenderTarget.h"
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#include "IrrlichtDevice.h"
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#include "irrMath.h"
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#include "irrString.h"
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#include "irrTypes.h"
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#include "path.h"
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#include "ISceneCollisionManager.h"
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#include "ISceneManager.h"
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#include "ISceneNode.h"
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#include "IShaderConstantSetCallBack.h"
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#include "ISkinnedMesh.h"
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#include "ITexture.h"
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#include "ITimer.h"
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#include "IVertexBuffer.h"
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#include "IVideoDriver.h"
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#include "IWriteFile.h"
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#include "Keycodes.h"
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#include "line2d.h"
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#include "line3d.h"
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#include "matrix4.h"
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#include "plane3d.h"
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#include "position2d.h"
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#include "quaternion.h"
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#include "rect.h"
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#include "S3DVertex.h"
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#include "SAnimatedMesh.h"
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#include "SceneParameters.h"
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#include "SColor.h"
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#include "SExposedVideoData.h"
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#include "SIrrCreationParameters.h"
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#include "SMaterial.h"
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#include "SMesh.h"
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#include "SMeshBuffer.h"
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#include "SSkinMeshBuffer.h"
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#include "SVertexIndex.h"
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#include "SViewFrustum.h"
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#include "triangle3d.h"
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#include "vector2d.h"
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#include "vector3d.h"
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/*! \mainpage Irrlicht Engine 1.9 API documentation
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*
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* <div align="center"><img src="logobig.png" ></div>
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*
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* \section intro Introduction
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*
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* Welcome to the Irrlicht Engine API documentation.
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* Here you'll find any information you'll need to develop applications with
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* the Irrlicht Engine. If you are looking for a tutorial on how to start, you'll
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* find some on the homepage of the Irrlicht Engine at
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* <A HREF="http://irrlicht.sourceforge.net" >irrlicht.sourceforge.net</A>
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* or inside the SDK in the examples directory.
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*
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* The Irrlicht Engine is intended to be an easy-to-use 3d engine, so
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* this documentation is an important part of it. If you have any questions or
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* suggestions, just send a email to the author of the engine, Nikolaus Gebhardt
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* (niko (at) irrlicht3d.org).
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*
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*
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* \section links Links
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*
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* <A HREF="namespaces.html">Namespaces</A>: A very good place to start reading
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* the documentation.<BR>
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* <A HREF="annotated.html">Class list</A>: List of all classes with descriptions.<BR>
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* <A HREF="functions.html">Class members</A>: Good place to find forgotten features.<BR>
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*
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* \section irrexample Short example
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*
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* A simple application, starting up the engine, loading a Quake 2 animated
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* model file and the corresponding texture, animating and displaying it
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* in front of a blue background and placing a user controlable 3d camera
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* would look like the following code. I think this example shows the usage
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* of the engine quite well:
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*
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* \code
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* #include <irrlicht.h>
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* using namespace irr;
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*
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* int main()
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* {
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* // start up the engine
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* IrrlichtDevice *device = createDevice(video::EDT_OPENGL,
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* core::dimension2d<u32>(640,480));
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*
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* video::IVideoDriver* driver = device->getVideoDriver();
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* scene::ISceneManager* scenemgr = device->getSceneManager();
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*
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* device->setWindowCaption(L"Hello World!");
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*
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* // load and show quake2 .md2 model
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* scene::ISceneNode* node = scenemgr->addAnimatedMeshSceneNode(
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* scenemgr->getMesh("quake2model.md2"));
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*
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* // if everything worked, add a texture and disable lighting
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* if (node)
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* {
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* node->setMaterialTexture(0, driver->getTexture("texture.bmp"));
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* node->setMaterialFlag(video::EMF_LIGHTING, false);
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* }
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*
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* // add a first person shooter style user controlled camera
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* scenemgr->addCameraSceneNodeFPS();
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*
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* // draw everything
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* while(device->run() && driver)
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* {
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* driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,0,0,255));
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* scenemgr->drawAll();
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* driver->endScene();
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* }
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*
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* // delete device
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* device->drop();
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* return 0;
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* }
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* \endcode
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*
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* Irrlicht can load a lot of file formats automatically, see irr::scene::ISceneManager::getMesh()
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* for a detailed list. So if you would like to replace the simple blue screen background by
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* a cool Quake 3 Map, optimized by an octree, just insert this code
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* somewhere before the while loop:
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*
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* \code
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* // add .pk3 archive to the file system
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* device->getFileSystem()->addZipFileArchive("quake3map.pk3");
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*
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* // load .bsp file and show it using an octree
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* scenemgr->addOctreeSceneNode(
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* scenemgr->getMesh("quake3map.bsp"));
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* \endcode
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*
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* As you can see, the engine uses namespaces. Everything in the engine is
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* placed into the namespace 'irr', but there are also 5 sub namespaces.
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* You can find a list of all namespaces with descriptions at the
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* <A HREF="namespaces.html"> namespaces page</A>.
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* This is also a good place to start reading the documentation. If you
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* don't want to write the namespace names all the time, just use all namespaces like
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* this:
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* \code
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* using namespace core;
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* using namespace scene;
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* using namespace video;
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* using namespace io;
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* using namespace gui;
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* \endcode
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*
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* There is a lot more the engine can do, but I hope this gave a short
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* overview over the basic features of the engine. For more examples, please take
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* a look into the examples directory of the SDK.
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*/
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#include "SIrrCreationParameters.h"
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//! Everything in the Irrlicht Engine can be found in this namespace.
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namespace irr
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{
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//! Creates an Irrlicht device. The Irrlicht device is the root object for using the engine.
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/** If you need more parameters to be passed to the creation of the Irrlicht Engine device,
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use the createDeviceEx() function.
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\param driverType: Type of the video driver to use. This can currently be video::EDT_NULL,
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video::EDT_SOFTWARE, video::EDT_BURNINGSVIDEO, video::EDT_DIRECT3D9 and video::EDT_OPENGL.
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\param windowSize: Size of the window or the video mode in fullscreen mode.
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\param bits: Bits per pixel in fullscreen mode. Ignored if windowed mode.
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\param fullscreen: Should be set to true if the device should run in fullscreen. Otherwise
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the device runs in windowed mode.
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\param stencilbuffer: Specifies if the stencil buffer should be enabled. Set this to true,
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if you want the engine be able to draw stencil buffer shadows. Note that not all
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devices are able to use the stencil buffer. If they don't no shadows will be drawn.
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\param vsync: Specifies vertical synchronization: If set to true, the driver will wait
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for the vertical retrace period, otherwise not.
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\param receiver: A user created event receiver.
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\return Returns pointer to the created IrrlichtDevice or null if the
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device could not be created.
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*/
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extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDevice(
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video::E_DRIVER_TYPE driverType = video::EDT_SOFTWARE,
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// parentheses are necessary for some compilers
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const core::dimension2d<u32>& windowSize = (core::dimension2d<u32>(640,480)),
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u32 bits = 32,
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bool fullscreen = false,
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bool stencilbuffer = true,
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bool vsync = false,
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IEventReceiver* receiver = 0);
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//! typedef for Function Pointer
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typedef IrrlichtDevice* (IRRCALLCONV *funcptr_createDevice )(
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video::E_DRIVER_TYPE driverType,
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const core::dimension2d<u32>& windowSize,
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u32 bits,
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bool fullscreen,
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bool stencilbuffer,
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bool vsync,
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IEventReceiver* receiver);
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//! Creates an Irrlicht device with the option to specify advanced parameters.
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/** Usually you should used createDevice() for creating an Irrlicht Engine device.
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Use this function only if you wish to specify advanced parameters like a window
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handle in which the device should be created.
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\param parameters: Structure containing advanced parameters for the creation of the device.
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See irr::SIrrlichtCreationParameters for details.
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\return Returns pointer to the created IrrlichtDevice or null if the
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device could not be created. */
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extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDeviceEx(
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const SIrrlichtCreationParameters& parameters);
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//! typedef for Function Pointer
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typedef IrrlichtDevice* (IRRCALLCONV *funcptr_createDeviceEx )( const SIrrlichtCreationParameters& parameters );
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// THE FOLLOWING IS AN EMPTY LIST OF ALL SUB NAMESPACES
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// EXISTING ONLY FOR THE DOCUMENTATION SOFTWARE DOXYGEN.
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//! Basic classes such as vectors, planes, arrays, lists, and so on can be found in this namespace.
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namespace core
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{
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}
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//! The gui namespace contains useful classes for easy creation of a graphical user interface.
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namespace gui
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{
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}
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//! This namespace provides interfaces for input/output: Reading and writing files, accessing zip archives, ...
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namespace io
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{
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}
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//! All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...
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namespace scene
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{
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}
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//! The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done here.
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namespace video
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{
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}
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}
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/*! \file irrlicht.h
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\brief Main header file of the irrlicht, the only file needed to include.
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*/
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#endif
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