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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
248 lines
8.1 KiB
HTML
248 lines
8.1 KiB
HTML
<html>
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<head>
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<title>Irrlicht Engine Tutorial</title>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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</head>
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<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<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>
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<td bgcolor="#666699" width="100%">
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<div align="center">
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<div align="left"><b><font color="#FFFFFF">Tutorial 14. Win32 Window</font></b></div>
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</div>
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</td>
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</tr>
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<tr bgcolor="#eeeeff">
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<td height="90" colspan="2">
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<div align="left">
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<p> This example only runs in Windows and demonstrates that Irrlicht can
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run inside a win32 window. MFC and .NET Windows.Forms windows are possible
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too. </p>
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<p>The program which is described here will look like this:</p>
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<p align="center"><img src="../../media/014shot.jpg" width="256" height="200"><br>
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</p>
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</div>
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</td>
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</tr>
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</table>
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
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</tr>
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<tr>
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<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
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<div align="left">
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<p> In the begining, we create a windows window using the windows API.
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I'm not going to explain this code, because it is windows specific.
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See the MSDN or a windows book for details.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre>#include <irrlicht.h>
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#include <windows.h> <font color="#006600">// this example only runs with windows</font>
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using namespace irr;
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#pragma comment(lib, "irrlicht.lib")
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HWND hOKButton;
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HWND hWnd;
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static LRESULT CALLBACK CustomWndProc(HWND hWnd, UINT message,
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WPARAM wParam, LPARAM lParam)
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{
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switch (message)
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{
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case WM_COMMAND:
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{
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HWND hwndCtl = (HWND)lParam;
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int code = HIWORD(wParam);
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if (hwndCtl == hOKButton)
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{
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DestroyWindow(hWnd);
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PostQuitMessage(0);
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return 0;
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}
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}
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break;
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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}
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return DefWindowProc(hWnd, message, wParam, lParam);
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}
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int main()
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<font color="#006600">//int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hpre, LPSTR cmd, int cc)</font>
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{
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HINSTANCE hInstance = 0;
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<font color="#006600"> // create dialog</font>
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const char* Win32ClassName = "CIrrlichtWindowsTestDialog";
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WNDCLASSEX wcex;
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.lpfnWndProc = (WNDPROC)CustomWndProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = DLGWINDOWEXTRA;
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wcex.hInstance = hInstance;
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wcex.hIcon = NULL;
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wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
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wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW);
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wcex.lpszMenuName = 0;
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wcex.lpszClassName = Win32ClassName;
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wcex.hIconSm = 0;
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RegisterClassEx(&wcex);
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DWORD style = WS_SYSMENU | WS_BORDER | WS_CAPTION |
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WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_MAXIMIZEBOX
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| WS_MINIMIZEBOX | WS_SIZEBOX;
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int windowWidth = 440;
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int windowHeight = 380;
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hWnd = CreateWindow( Win32ClassName, "Irrlicht Win32 window example",
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style, 100, 100, windowWidth, windowHeight,
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NULL, NULL, hInstance, NULL);
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RECT clientRect;
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GetClientRect(hWnd, &clientRect);
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windowWidth = clientRect.right;
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windowHeight = clientRect.bottom;
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<font color="#006600"> // create ok butt</font>on
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hOKButton = CreateWindow(
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"BUTTON", "OK - Close", WS_CHILD | WS_VISIBLE | BS_TEXT,
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windowWidth - 160, windowHeight - 40, 150, 30, hWnd, NULL,
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hInstance, NULL);
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<font color="#006600"> // create some text</font>
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CreateWindow("STATIC",
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"This is Irrlicht running inside a standard Win32 window.\n"\
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"Also mixing with MFC and .NET Windows.Forms is possible.",
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WS_CHILD | WS_VISIBLE, 20, 20, 400, 40, hWnd, NULL, hInstance, NULL);
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<font color="#006600"> // create window to put irrlicht in</font>
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HWND hIrrlichtWindow =<br /> CreateWindow("BUTTON", "", WS_CHILD | WS_VISIBLE | BS_OWNERDRAW,
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50, 80, 320, 220, hWnd, NULL, hInstance, NULL);
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</pre></td>
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</tr>
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</table>
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<p>So now that we have some window, we can create an Irrlicht device
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inside of it. We use Irrlicht createEx() function for this. We only
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need the handle (HWND) to that window, set it as windowsID parameter
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and start up the engine as usual. That's it.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre><font color="#006600"> // create irrlicht device in the button window</font>
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irr::SIrrlichtCreationParameters param;
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param.WindowId = reinterpret_cast<s32>(hIrrlichtWindow); // hColorButton
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param.DriverType = video::EDT_OPENGL;
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irr::IrrlichtDevice* device = irr::createDeviceEx(param);
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<font color="#006600"> // setup a simple 3d scene</font>
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irr::scene::ISceneManager* smgr = device->getSceneManager();
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ICameraSceneNode* cam = smgr->addCameraSceneNode();
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cam->setTarget(core::vector3df(0,0,0));
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scene::ISceneNodeAnimator* anim =
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smgr->createFlyCircleAnimator(core::vector3df(0,10,0), 30.0f);
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cam->addAnimator(anim);
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anim->drop();
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scene::ISceneNode* cube = smgr->addCubeSceneNode(25);
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cube->setMaterialFlag(video::EMF_LIGHTING, false);
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cube->setMaterialTexture(0, driver->getTexture("../../media/rockwall.bmp"));
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smgr->addSkyBoxSceneNode(
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driver->getTexture("../../media/irrlicht2_up.jpg"),
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driver->getTexture("../../media/irrlicht2_dn.jpg"),
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driver->getTexture("../../media/irrlicht2_lf.jpg"),
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driver->getTexture("../../media/irrlicht2_rt.jpg"),
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driver->getTexture("../../media/irrlicht2_ft.jpg"),
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driver->getTexture("../../media/irrlicht2_bk.jpg"));
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<font color="#006600"> // show and execute dialog</font>
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ShowWindow(hWnd , SW_SHOW);
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UpdateWindow(hWnd);
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</pre></td>
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</tr>
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</table>
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<p>Now the only thing missing is the drawing loop using IrrlichtDevice::run().
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We do this as usual. But instead of this, there is another possibility:
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You can also simply use your own message loop using GetMessage, DispatchMessage
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and whatever. Calling<br />
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Device->run() will cause Irrlicht to dispatch messages internally
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too. You need not call Device->run() if you want to do your own
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message dispatching loop, but Irrlicht will not be able to fetch user
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input then and you have to do it on your own using the window messages,
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DirectInput, or whatever.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre> while (device->run())
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{
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driver->beginScene(true, true, 0);
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smgr->drawAll();
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driver->endScene();
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}
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<font color="#006600"> // the alternative, own message dispatching loop without Device->run() would
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// look like this:</font>
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<font color="#006600">/*MSG msg;
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while (true)
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{
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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if (msg.message == WM_QUIT)
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break;
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}
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// advance virtual time
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device->getTimer()->tick();
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// draw engine picture
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driver->beginScene(true, true, 0);
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smgr->drawAll();
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driver->endScene();
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}*/</font>
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device->closeDevice();
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device->drop();
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return 0;
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}</pre></td>
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</tr>
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</table>
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<p> That's it, Irrlicht now runs in your own windows window.</p>
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</div>
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</div>
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</td>
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</tr>
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</table>
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<p> </p>
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</body>
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</html>
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