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-rw-r--r--libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v8.vcproj370
-rw-r--r--libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v9.vcproj368
-rw-r--r--libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc10.vcxproj350
-rw-r--r--libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc11.vcxproj358
-rw-r--r--libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.sln66
-rw-r--r--libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.vcproj396
-rw-r--r--libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/main.cpp1006
7 files changed, 1457 insertions, 1457 deletions
diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v8.vcproj b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v8.vcproj
index be07354..1664d6a 100644
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v8.vcproj
+++ b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v8.vcproj
@@ -1,185 +1,185 @@
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diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v9.vcproj b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v9.vcproj
index acdc249..0740869 100644
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v9.vcproj
+++ b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v9.vcproj
@@ -1,184 +1,184 @@
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2<VisualStudioProject 2<VisualStudioProject
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6 ProjectGUID="{2A29B6B1-AFC4-46C7-9944-7052AAE66F7B}" 6 ProjectGUID="{2A29B6B1-AFC4-46C7-9944-7052AAE66F7B}"
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10 > 10 >
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diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc10.vcxproj b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc10.vcxproj
index e46cb0c..5e275d2 100644
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc10.vcxproj
+++ b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc10.vcxproj
@@ -1,176 +1,176 @@
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diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.sln b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.sln
index 31932b7..5bebc5c 100644
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.sln
+++ b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.sln
@@ -1,33 +1,33 @@
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diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.vcproj b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.vcproj
index dcaca9e..a303fd3 100644
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.vcproj
+++ b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.vcproj
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180 RemoteDirectory="%CSIDL_PROGRAM_FILES%\irrlicht\bin\wince-visualstudio" 180 RemoteDirectory="%CSIDL_PROGRAM_FILES%\irrlicht\bin\wince-visualstudio"
181 RegisterOutput="0" 181 RegisterOutput="0"
182 AdditionalFiles="sydney.md2|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;sydney.bmp|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;ninja.b3d|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;nskinbl.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlichtlogo3.png|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;terrain-heightmap.bmp|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;terrain-texture.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;detailmap3.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_up.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_dn.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_lf.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_rt.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_ft.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_bk.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;skydome.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht.dll|$(InputDir)$(OutDir)|%CSIDL_PROGRAM_FILES%\irrlicht\bin\wince-visualstudio|0" 182 AdditionalFiles="sydney.md2|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;sydney.bmp|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;ninja.b3d|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;nskinbl.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlichtlogo3.png|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;terrain-heightmap.bmp|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;terrain-texture.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;detailmap3.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_up.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_dn.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_lf.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_rt.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_ft.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_bk.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;skydome.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht.dll|$(InputDir)$(OutDir)|%CSIDL_PROGRAM_FILES%\irrlicht\bin\wince-visualstudio|0"
183 /> 183 />
184 <DebuggerTool 184 <DebuggerTool
185 /> 185 />
186 </Configuration> 186 </Configuration>
187 </Configurations> 187 </Configurations>
188 <References> 188 <References>
189 </References> 189 </References>
190 <Files> 190 <Files>
191 <File 191 <File
192 RelativePath=".\main.cpp" 192 RelativePath=".\main.cpp"
193 > 193 >
194 </File> 194 </File>
195 </Files> 195 </Files>
196 <Globals> 196 <Globals>
197 </Globals> 197 </Globals>
198</VisualStudioProject> 198</VisualStudioProject>
diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/main.cpp b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/main.cpp
index 4fc15cd..0c7840d 100644
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/main.cpp
+++ b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/main.cpp
@@ -1,503 +1,503 @@
1/** Example 017 Helloworld mobile 1/** Example 017 Helloworld mobile
2 This example show Hello World for Windows mobile. 2 This example show Hello World for Windows mobile.
3 It compiles on other platform too. The only differences between the original 3 It compiles on other platform too. The only differences between the original
4 examples are. You need a GUI, because otherwise you can't quit the application. 4 examples are. You need a GUI, because otherwise you can't quit the application.
5 You need a Filesystem, which is relative based to your executable. 5 You need a Filesystem, which is relative based to your executable.
6*/ 6*/
7 7
8#include <irrlicht.h> 8#include <irrlicht.h>
9 9
10#if defined ( _IRR_WINDOWS_ ) 10#if defined ( _IRR_WINDOWS_ )
11 #include <windows.h> 11 #include <windows.h>
12#endif 12#endif
13 13
14using namespace irr; 14using namespace irr;
15using namespace core; 15using namespace core;
16using namespace scene; 16using namespace scene;
17using namespace video; 17using namespace video;
18using namespace io; 18using namespace io;
19using namespace gui; 19using namespace gui;
20 20
21#pragma comment(lib, "Irrlicht.lib") 21#pragma comment(lib, "Irrlicht.lib")
22 22
23class EventReceiver_basic : public IEventReceiver 23class EventReceiver_basic : public IEventReceiver
24{ 24{
25private: 25private:
26 IrrlichtDevice *Device; 26 IrrlichtDevice *Device;
27public: 27public:
28 EventReceiver_basic ( IrrlichtDevice *device ): Device ( device ) {} 28 EventReceiver_basic ( IrrlichtDevice *device ): Device ( device ) {}
29 29
30 virtual bool OnEvent(const SEvent& event) 30 virtual bool OnEvent(const SEvent& event)
31 { 31 {
32 if (event.EventType == EET_GUI_EVENT) 32 if (event.EventType == EET_GUI_EVENT)
33 { 33 {
34 s32 id = event.GUIEvent.Caller->getID(); 34 s32 id = event.GUIEvent.Caller->getID();
35 35
36 switch(event.GUIEvent.EventType) 36 switch(event.GUIEvent.EventType)
37 { 37 {
38 case EGET_BUTTON_CLICKED: 38 case EGET_BUTTON_CLICKED:
39 if (id == 2) 39 if (id == 2)
40 { 40 {
41 Device->closeDevice(); 41 Device->closeDevice();
42 return true; 42 return true;
43 } break; 43 } break;
44 } 44 }
45 } 45 }
46 46
47 return false; 47 return false;
48 } 48 }
49}; 49};
50 50
51class CSampleSceneNode : public ISceneNode 51class CSampleSceneNode : public ISceneNode
52{ 52{
53 aabbox3d<f32> Box; 53 aabbox3d<f32> Box;
54 S3DVertex Vertices[4]; 54 S3DVertex Vertices[4];
55 SMaterial Material; 55 SMaterial Material;
56public: 56public:
57 57
58 CSampleSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id) 58 CSampleSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
59 : ISceneNode(parent, mgr, id) 59 : ISceneNode(parent, mgr, id)
60 { 60 {
61 Material.Wireframe = false; 61 Material.Wireframe = false;
62 Material.Lighting = false; 62 Material.Lighting = false;
63 63
64 Vertices[0] = S3DVertex(0,0,10, 1,1,0, SColor(255,0,255,255), 0, 1); 64 Vertices[0] = S3DVertex(0,0,10, 1,1,0, SColor(255,0,255,255), 0, 1);
65 Vertices[1] = S3DVertex(10,0,-10, 1,0,0, SColor(255,255,0,255), 1, 1); 65 Vertices[1] = S3DVertex(10,0,-10, 1,0,0, SColor(255,255,0,255), 1, 1);
66 Vertices[2] = S3DVertex(0,20,0, 0,1,1, SColor(255,255,255,0), 1, 0); 66 Vertices[2] = S3DVertex(0,20,0, 0,1,1, SColor(255,255,255,0), 1, 0);
67 Vertices[3] = S3DVertex(-10,0,-10, 0,0,1, SColor(255,0,255,0), 0, 0); 67 Vertices[3] = S3DVertex(-10,0,-10, 0,0,1, SColor(255,0,255,0), 0, 0);
68 Box.reset(Vertices[0].Pos); 68 Box.reset(Vertices[0].Pos);
69 for (s32 i=1; i<4; ++i) 69 for (s32 i=1; i<4; ++i)
70 Box.addInternalPoint(Vertices[i].Pos); 70 Box.addInternalPoint(Vertices[i].Pos);
71 } 71 }
72 virtual void OnRegisterSceneNode() 72 virtual void OnRegisterSceneNode()
73 { 73 {
74 if (IsVisible) 74 if (IsVisible)
75 SceneManager->registerNodeForRendering(this); 75 SceneManager->registerNodeForRendering(this);
76 76
77 ISceneNode::OnRegisterSceneNode(); 77 ISceneNode::OnRegisterSceneNode();
78 } 78 }
79 79
80 virtual void render() 80 virtual void render()
81 { 81 {
82 u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 }; 82 u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
83 IVideoDriver* driver = SceneManager->getVideoDriver(); 83 IVideoDriver* driver = SceneManager->getVideoDriver();
84 84
85 driver->setMaterial(Material); 85 driver->setMaterial(Material);
86 driver->setTransform(ETS_WORLD, AbsoluteTransformation); 86 driver->setTransform(ETS_WORLD, AbsoluteTransformation);
87 driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4); 87 driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4);
88 } 88 }
89 89
90 virtual const aabbox3d<f32>& getBoundingBox() const 90 virtual const aabbox3d<f32>& getBoundingBox() const
91 { 91 {
92 return Box; 92 return Box;
93 } 93 }
94 94
95 virtual u32 getMaterialCount() 95 virtual u32 getMaterialCount()
96 { 96 {
97 return 1; 97 return 1;
98 } 98 }
99 99
100 virtual SMaterial& getMaterial(u32 i) 100 virtual SMaterial& getMaterial(u32 i)
101 { 101 {
102 return Material; 102 return Material;
103 } 103 }
104}; 104};
105 105
106/*! 106/*!
107 Startup a Windows Mobile Device 107 Startup a Windows Mobile Device
108*/ 108*/
109IrrlichtDevice *startup() 109IrrlichtDevice *startup()
110{ 110{
111 // both software and burnings video can be used 111 // both software and burnings video can be used
112 E_DRIVER_TYPE driverType = EDT_SOFTWARE; // EDT_BURNINGSVIDEO; 112 E_DRIVER_TYPE driverType = EDT_SOFTWARE; // EDT_BURNINGSVIDEO;
113 113
114 // create device 114 // create device
115 IrrlichtDevice *device = 0; 115 IrrlichtDevice *device = 0;
116 116
117#if defined (_IRR_USE_WINDOWS_CE_DEVICE_) 117#if defined (_IRR_USE_WINDOWS_CE_DEVICE_)
118 // set to standard mobile fullscreen 240x320 118 // set to standard mobile fullscreen 240x320
119 device = createDevice(driverType, dimension2d<u32>(240, 320), 16, true ); 119 device = createDevice(driverType, dimension2d<u32>(240, 320), 16, true );
120#else 120#else
121 // on PC. use window mode 121 // on PC. use window mode
122 device = createDevice(driverType, dimension2d<u32>(240, 320), 16, false ); 122 device = createDevice(driverType, dimension2d<u32>(240, 320), 16, false );
123#endif 123#endif
124 if ( 0 == device ) 124 if ( 0 == device )
125 return 0; 125 return 0;
126 126
127 IVideoDriver* driver = device->getVideoDriver(); 127 IVideoDriver* driver = device->getVideoDriver();
128 ISceneManager* smgr = device->getSceneManager(); 128 ISceneManager* smgr = device->getSceneManager();
129 IGUIEnvironment* guienv = device->getGUIEnvironment(); 129 IGUIEnvironment* guienv = device->getGUIEnvironment();
130 130
131 // set the filesystem relative to the executable 131 // set the filesystem relative to the executable
132#if defined (_IRR_WINDOWS_) 132#if defined (_IRR_WINDOWS_)
133 { 133 {
134 wchar_t buf[255]; 134 wchar_t buf[255];
135 GetModuleFileNameW ( 0, buf, 255 ); 135 GetModuleFileNameW ( 0, buf, 255 );
136 136
137 io::path base = buf; 137 io::path base = buf;
138 base = base.subString ( 0, base.findLast ( '\\' ) + 1 ); 138 base = base.subString ( 0, base.findLast ( '\\' ) + 1 );
139 device->getFileSystem()->addFileArchive ( base ); 139 device->getFileSystem()->addFileArchive ( base );
140 } 140 }
141#endif 141#endif
142 142
143 IGUIStaticText *text = guienv->addStaticText(L"FPS: 25", 143 IGUIStaticText *text = guienv->addStaticText(L"FPS: 25",
144 rect<s32>(140,15,200,30), false, false, 0, 100 ); 144 rect<s32>(140,15,200,30), false, false, 0, 100 );
145 145
146 guienv->addButton(core::rect<int>(200,10,238,30), 0, 2, L"Quit"); 146 guienv->addButton(core::rect<int>(200,10,238,30), 0, 2, L"Quit");
147 147
148 // add irrlicht logo 148 // add irrlicht logo
149 guienv->addImage(driver->getTexture("../../media/irrlichtlogo3.png"), 149 guienv->addImage(driver->getTexture("../../media/irrlichtlogo3.png"),
150 core::position2d<s32>(0,-2)); 150 core::position2d<s32>(0,-2));
151 return device; 151 return device;
152} 152}
153 153
154/*! 154/*!
155*/ 155*/
156int run ( IrrlichtDevice *device ) 156int run ( IrrlichtDevice *device )
157{ 157{
158 while(device->run()) 158 while(device->run())
159 if (device->isWindowActive()) 159 if (device->isWindowActive())
160 { 160 {
161 device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100)); 161 device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100));
162 device->getSceneManager()->drawAll(); 162 device->getSceneManager()->drawAll();
163 device->getGUIEnvironment()->drawAll(); 163 device->getGUIEnvironment()->drawAll();
164 device->getVideoDriver()->endScene (); 164 device->getVideoDriver()->endScene ();
165 165
166 IGUIElement *stat = device->getGUIEnvironment()-> 166 IGUIElement *stat = device->getGUIEnvironment()->
167 getRootGUIElement()->getElementFromId ( 100 ); 167 getRootGUIElement()->getElementFromId ( 100 );
168 if ( stat ) 168 if ( stat )
169 { 169 {
170 stringw str = L"FPS: "; 170 stringw str = L"FPS: ";
171 str += (s32)device->getVideoDriver()->getFPS(); 171 str += (s32)device->getVideoDriver()->getFPS();
172 172
173 stat->setText ( str.c_str() ); 173 stat->setText ( str.c_str() );
174 } 174 }
175 } 175 }
176 176
177 device->drop(); 177 device->drop();
178 return 0; 178 return 0;
179} 179}
180 180
181/*! 181/*!
182*/ 182*/
183int example_customscenenode() 183int example_customscenenode()
184{ 184{
185 // create device 185 // create device
186 IrrlichtDevice *device = startup(); 186 IrrlichtDevice *device = startup();
187 if (device == 0) 187 if (device == 0)
188 return 1; // could not create selected driver. 188 return 1; // could not create selected driver.
189 189
190 // create engine and camera 190 // create engine and camera
191 EventReceiver_basic receiver(device); 191 EventReceiver_basic receiver(device);
192 device->setEventReceiver(&receiver); 192 device->setEventReceiver(&receiver);
193 193
194 IVideoDriver* driver = device->getVideoDriver(); 194 IVideoDriver* driver = device->getVideoDriver();
195 ISceneManager* smgr = device->getSceneManager(); 195 ISceneManager* smgr = device->getSceneManager();
196 IGUIEnvironment* guienv = device->getGUIEnvironment(); 196 IGUIEnvironment* guienv = device->getGUIEnvironment();
197 197
198 198
199 smgr->addCameraSceneNode(0, vector3df(0,-40,0), vector3df(0,0,0)); 199 smgr->addCameraSceneNode(0, vector3df(0,-40,0), vector3df(0,0,0));
200 200
201 CSampleSceneNode *myNode = 201 CSampleSceneNode *myNode =
202 new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666); 202 new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
203 203
204 ISceneNodeAnimator* anim = 204 ISceneNodeAnimator* anim =
205 smgr->createRotationAnimator(vector3df(0.8f, 0, 0.8f)); 205 smgr->createRotationAnimator(vector3df(0.8f, 0, 0.8f));
206 206
207 if(anim) 207 if(anim)
208 { 208 {
209 myNode->addAnimator(anim); 209 myNode->addAnimator(anim);
210 anim->drop(); 210 anim->drop();
211 anim = 0; // As I shouldn't refer to it again, ensure that I can't 211 anim = 0; // As I shouldn't refer to it again, ensure that I can't
212 } 212 }
213 213
214 myNode->drop(); 214 myNode->drop();
215 myNode = 0; // As I shouldn't refer to it again, ensure that I can't 215 myNode = 0; // As I shouldn't refer to it again, ensure that I can't
216 216
217 return run ( device ); 217 return run ( device );
218} 218}
219 219
220class EventReceiver_terrain : public IEventReceiver 220class EventReceiver_terrain : public IEventReceiver
221{ 221{
222public: 222public:
223 223
224 EventReceiver_terrain(IrrlichtDevice *device, scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) : 224 EventReceiver_terrain(IrrlichtDevice *device, scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
225 Device ( device ), Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true) 225 Device ( device ), Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true)
226 { 226 {
227 Skybox->setVisible(true); 227 Skybox->setVisible(true);
228 Skydome->setVisible(false); 228 Skydome->setVisible(false);
229 } 229 }
230 230
231 bool OnEvent(const SEvent& event) 231 bool OnEvent(const SEvent& event)
232 { 232 {
233 if (event.EventType == EET_GUI_EVENT) 233 if (event.EventType == EET_GUI_EVENT)
234 { 234 {
235 s32 id = event.GUIEvent.Caller->getID(); 235 s32 id = event.GUIEvent.Caller->getID();
236 236
237 switch(event.GUIEvent.EventType) 237 switch(event.GUIEvent.EventType)
238 { 238 {
239 case EGET_BUTTON_CLICKED: 239 case EGET_BUTTON_CLICKED:
240 if (id == 2) 240 if (id == 2)
241 { 241 {
242 Device->closeDevice(); 242 Device->closeDevice();
243 return true; 243 return true;
244 } break; 244 } break;
245 } 245 }
246 } 246 }
247 247
248 // check if user presses the key 'W' or 'D' 248 // check if user presses the key 'W' or 'D'
249 if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown) 249 if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
250 { 250 {
251 switch (event.KeyInput.Key) 251 switch (event.KeyInput.Key)
252 { 252 {
253 case irr::KEY_KEY_W: // switch wire frame mode 253 case irr::KEY_KEY_W: // switch wire frame mode
254 Terrain->setMaterialFlag(video::EMF_WIREFRAME, 254 Terrain->setMaterialFlag(video::EMF_WIREFRAME,
255 !Terrain->getMaterial(0).Wireframe); 255 !Terrain->getMaterial(0).Wireframe);
256 Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false); 256 Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
257 return true; 257 return true;
258 case irr::KEY_KEY_P: // switch wire frame mode 258 case irr::KEY_KEY_P: // switch wire frame mode
259 Terrain->setMaterialFlag(video::EMF_POINTCLOUD, 259 Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
260 !Terrain->getMaterial(0).PointCloud); 260 !Terrain->getMaterial(0).PointCloud);
261 Terrain->setMaterialFlag(video::EMF_WIREFRAME, false); 261 Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
262 return true; 262 return true;
263 case irr::KEY_KEY_D: // toggle detail map 263 case irr::KEY_KEY_D: // toggle detail map
264 Terrain->setMaterialType( 264 Terrain->setMaterialType(
265 Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ? 265 Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
266 video::EMT_DETAIL_MAP : video::EMT_SOLID); 266 video::EMT_DETAIL_MAP : video::EMT_SOLID);
267 return true; 267 return true;
268 case irr::KEY_KEY_S: // toggle skies 268 case irr::KEY_KEY_S: // toggle skies
269 showBox=!showBox; 269 showBox=!showBox;
270 Skybox->setVisible(showBox); 270 Skybox->setVisible(showBox);
271 Skydome->setVisible(!showBox); 271 Skydome->setVisible(!showBox);
272 return true; 272 return true;
273 default: 273 default:
274 break; 274 break;
275 } 275 }
276 } 276 }
277 277
278 return false; 278 return false;
279 } 279 }
280 280
281private: 281private:
282 IrrlichtDevice *Device; 282 IrrlichtDevice *Device;
283 scene::ISceneNode* Terrain; 283 scene::ISceneNode* Terrain;
284 scene::ISceneNode* Skybox; 284 scene::ISceneNode* Skybox;
285 scene::ISceneNode* Skydome; 285 scene::ISceneNode* Skydome;
286 bool showBox; 286 bool showBox;
287}; 287};
288 288
289 289
290/* 290/*
291The start of the main function starts like in most other example. We ask the user 291The start of the main function starts like in most other example. We ask the user
292for the desired renderer and start it up. This time with the advanced parameter handling. 292for the desired renderer and start it up. This time with the advanced parameter handling.
293*/ 293*/
294int example_terrain() 294int example_terrain()
295{ 295{
296 // create device 296 // create device
297 IrrlichtDevice *device = startup(); 297 IrrlichtDevice *device = startup();
298 if (device == 0) 298 if (device == 0)
299 return 1; // could not create selected driver. 299 return 1; // could not create selected driver.
300 300
301 /* 301 /*
302 First, we add standard stuff to the scene: A nice irrlicht engine 302 First, we add standard stuff to the scene: A nice irrlicht engine
303 logo, a small help text, a user controlled camera, and we disable 303 logo, a small help text, a user controlled camera, and we disable
304 the mouse cursor. 304 the mouse cursor.
305 */ 305 */
306 306
307 video::IVideoDriver* driver = device->getVideoDriver(); 307 video::IVideoDriver* driver = device->getVideoDriver();
308 scene::ISceneManager* smgr = device->getSceneManager(); 308 scene::ISceneManager* smgr = device->getSceneManager();
309 gui::IGUIEnvironment* env = device->getGUIEnvironment(); 309 gui::IGUIEnvironment* env = device->getGUIEnvironment();
310 310
311 311
312 //set other font 312 //set other font
313 //env->getSkin()->setFont(env->getFont("../../media/fontlucida.png")); 313 //env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
314 314
315 // add some help text 315 // add some help text
316 env->addStaticText( 316 env->addStaticText(
317 L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome", 317 L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
318 core::rect<s32>(5,250,235,320), true, true, 0, -1, true); 318 core::rect<s32>(5,250,235,320), true, true, 0, -1, true);
319 319
320 // add camera 320 // add camera
321 scene::ICameraSceneNode* camera = 321 scene::ICameraSceneNode* camera =
322 smgr->addCameraSceneNodeFPS(0,100.0f,1.2f); 322 smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);
323 323
324 camera->setPosition(core::vector3df(2700*2,255*2,2600*2)); 324 camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
325 camera->setTarget(core::vector3df(2397*2,343*2,2700*2)); 325 camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
326 camera->setFarValue(42000.0f); 326 camera->setFarValue(42000.0f);
327 327
328 // disable mouse cursor 328 // disable mouse cursor
329 device->getCursorControl()->setVisible(false); 329 device->getCursorControl()->setVisible(false);
330 330
331 /* 331 /*
332 Here comes the terrain renderer scene node: We add it just like any 332 Here comes the terrain renderer scene node: We add it just like any
333 other scene node to the scene using 333 other scene node to the scene using
334 ISceneManager::addTerrainSceneNode(). The only parameter we use is a 334 ISceneManager::addTerrainSceneNode(). The only parameter we use is a
335 file name to the heightmap we use. A heightmap is simply a gray scale 335 file name to the heightmap we use. A heightmap is simply a gray scale
336 texture. The terrain renderer loads it and creates the 3D terrain from 336 texture. The terrain renderer loads it and creates the 3D terrain from
337 it. 337 it.
338 338
339 To make the terrain look more big, we change the scale factor of 339 To make the terrain look more big, we change the scale factor of
340 it to (40, 4.4, 40). Because we don't have any dynamic lights in the 340 it to (40, 4.4, 40). Because we don't have any dynamic lights in the
341 scene, we switch off the lighting, and we set the file 341 scene, we switch off the lighting, and we set the file
342 terrain-texture.jpg as texture for the terrain and detailmap3.jpg as 342 terrain-texture.jpg as texture for the terrain and detailmap3.jpg as
343 second texture, called detail map. At last, we set the scale values for 343 second texture, called detail map. At last, we set the scale values for
344 the texture: The first texture will be repeated only one time over the 344 the texture: The first texture will be repeated only one time over the
345 whole terrain, and the second one (detail map) 20 times. 345 whole terrain, and the second one (detail map) 20 times.
346 */ 346 */
347 347
348 // add terrain scene node 348 // add terrain scene node
349 scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( 349 scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
350 "../../media/terrain-heightmap.bmp", 350 "../../media/terrain-heightmap.bmp",
351 0, // parent node 351 0, // parent node
352 -1, // node id 352 -1, // node id
353 core::vector3df(0.f, 0.f, 0.f), // position 353 core::vector3df(0.f, 0.f, 0.f), // position
354 core::vector3df(0.f, 0.f, 0.f), // rotation 354 core::vector3df(0.f, 0.f, 0.f), // rotation
355 core::vector3df(40.f, 4.4f, 40.f), // scale 355 core::vector3df(40.f, 4.4f, 40.f), // scale
356 video::SColor ( 255, 255, 255, 255 ), // vertexColor 356 video::SColor ( 255, 255, 255, 255 ), // vertexColor
357 5, // maxLOD 357 5, // maxLOD
358 scene::ETPS_17, // patchSize 358 scene::ETPS_17, // patchSize
359 4 // smoothFactor 359 4 // smoothFactor
360 ); 360 );
361 361
362 if ( terrain ) 362 if ( terrain )
363 { 363 {
364 terrain->setMaterialFlag(video::EMF_LIGHTING, false); 364 terrain->setMaterialFlag(video::EMF_LIGHTING, false);
365 365
366 terrain->setMaterialTexture(0, 366 terrain->setMaterialTexture(0,
367 driver->getTexture("../../media/terrain-texture.jpg")); 367 driver->getTexture("../../media/terrain-texture.jpg"));
368 terrain->setMaterialTexture(1, 368 terrain->setMaterialTexture(1,
369 driver->getTexture("../../media/detailmap3.jpg")); 369 driver->getTexture("../../media/detailmap3.jpg"));
370 370
371 terrain->setMaterialType(video::EMT_DETAIL_MAP); 371 terrain->setMaterialType(video::EMT_DETAIL_MAP);
372 372
373 terrain->scaleTexture(1.0f, 20.0f); 373 terrain->scaleTexture(1.0f, 20.0f);
374 //terrain->setDebugDataVisible ( true ); 374 //terrain->setDebugDataVisible ( true );
375 375
376 /* 376 /*
377 To be able to do collision with the terrain, we create a triangle selector. 377 To be able to do collision with the terrain, we create a triangle selector.
378 If you want to know what triangle selectors do, just take a look into the 378 If you want to know what triangle selectors do, just take a look into the
379 collision tutorial. The terrain triangle selector works together with the 379 collision tutorial. The terrain triangle selector works together with the
380 terrain. To demonstrate this, we create a collision response animator 380 terrain. To demonstrate this, we create a collision response animator
381 and attach it to the camera, so that the camera will not be able to fly 381 and attach it to the camera, so that the camera will not be able to fly
382 through the terrain. 382 through the terrain.
383 */ 383 */
384 384
385 // create triangle selector for the terrain 385 // create triangle selector for the terrain
386 scene::ITriangleSelector* selector 386 scene::ITriangleSelector* selector
387 = smgr->createTerrainTriangleSelector(terrain, 0); 387 = smgr->createTerrainTriangleSelector(terrain, 0);
388 terrain->setTriangleSelector(selector); 388 terrain->setTriangleSelector(selector);
389 389
390 // create collision response animator and attach it to the camera 390 // create collision response animator and attach it to the camera
391 scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( 391 scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
392 selector, camera, core::vector3df(60,100,60), 392 selector, camera, core::vector3df(60,100,60),
393 core::vector3df(0,0,0), 393 core::vector3df(0,0,0),
394 core::vector3df(0,50,0)); 394 core::vector3df(0,50,0));
395 selector->drop(); 395 selector->drop();
396 camera->addAnimator(anim); 396 camera->addAnimator(anim);
397 anim->drop(); 397 anim->drop();
398 398
399 /* If you need access to the terrain data you can also do this directly via the following code fragment. 399 /* If you need access to the terrain data you can also do this directly via the following code fragment.
400 */ 400 */
401 scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT); 401 scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
402 terrain->getMeshBufferForLOD(*buffer, 0); 402 terrain->getMeshBufferForLOD(*buffer, 0);
403 video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData(); 403 video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
404 // Work on data or get the IndexBuffer with a similar call. 404 // Work on data or get the IndexBuffer with a similar call.
405 buffer->drop(); // When done drop the buffer again. 405 buffer->drop(); // When done drop the buffer again.
406 } 406 }
407 407
408 /* 408 /*
409 To make the user be able to switch between normal and wireframe mode, 409 To make the user be able to switch between normal and wireframe mode,
410 we create an instance of the event receiver from above and let Irrlicht 410 we create an instance of the event receiver from above and let Irrlicht
411 know about it. In addition, we add the skybox which we already used in 411 know about it. In addition, we add the skybox which we already used in
412 lots of Irrlicht examples and a skydome, which is shown mutually 412 lots of Irrlicht examples and a skydome, which is shown mutually
413 exclusive with the skybox by pressing 'S'. 413 exclusive with the skybox by pressing 'S'.
414 */ 414 */
415 415
416 // create skybox and skydome 416 // create skybox and skydome
417 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false); 417 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
418 418
419 scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode( 419 scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
420 driver->getTexture("../../media/irrlicht2_up.jpg"), 420 driver->getTexture("../../media/irrlicht2_up.jpg"),
421 driver->getTexture("../../media/irrlicht2_dn.jpg"), 421 driver->getTexture("../../media/irrlicht2_dn.jpg"),
422 driver->getTexture("../../media/irrlicht2_lf.jpg"), 422 driver->getTexture("../../media/irrlicht2_lf.jpg"),
423 driver->getTexture("../../media/irrlicht2_rt.jpg"), 423 driver->getTexture("../../media/irrlicht2_rt.jpg"),
424 driver->getTexture("../../media/irrlicht2_ft.jpg"), 424 driver->getTexture("../../media/irrlicht2_ft.jpg"),
425 driver->getTexture("../../media/irrlicht2_bk.jpg")); 425 driver->getTexture("../../media/irrlicht2_bk.jpg"));
426 scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f); 426 scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);
427 427
428 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true); 428 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
429 429
430 // create event receiver 430 // create event receiver
431 EventReceiver_terrain receiver( device, terrain, skybox, skydome); 431 EventReceiver_terrain receiver( device, terrain, skybox, skydome);
432 device->setEventReceiver(&receiver); 432 device->setEventReceiver(&receiver);
433 433
434 return run ( device ); 434 return run ( device );
435} 435}
436 436
437/* 437/*
438*/ 438*/
439int example_helloworld() 439int example_helloworld()
440{ 440{
441 // create device 441 // create device
442 IrrlichtDevice *device = startup(); 442 IrrlichtDevice *device = startup();
443 if (device == 0) 443 if (device == 0)
444 return 1; // could not create selected driver. 444 return 1; // could not create selected driver.
445 445
446 IVideoDriver* driver = device->getVideoDriver(); 446 IVideoDriver* driver = device->getVideoDriver();
447 ISceneManager* smgr = device->getSceneManager(); 447 ISceneManager* smgr = device->getSceneManager();
448 IGUIEnvironment* guienv = device->getGUIEnvironment(); 448 IGUIEnvironment* guienv = device->getGUIEnvironment();
449 449
450 IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2"); 450 IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
451 if (!mesh) 451 if (!mesh)
452 { 452 {
453 device->drop(); 453 device->drop();
454 return 1; 454 return 1;
455 } 455 }
456 IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); 456 IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
457 457
458 /* 458 /*
459 To let the mesh look a little bit nicer, we change its material. We 459 To let the mesh look a little bit nicer, we change its material. We
460 disable lighting because we do not have a dynamic light in here, and 460 disable lighting because we do not have a dynamic light in here, and
461 the mesh would be totally black otherwise. Then we set the frame loop, 461 the mesh would be totally black otherwise. Then we set the frame loop,
462 such that the predefined STAND animation is used. And last, we apply a 462 such that the predefined STAND animation is used. And last, we apply a
463 texture to the mesh. Without it the mesh would be drawn using only a 463 texture to the mesh. Without it the mesh would be drawn using only a
464 color. 464 color.
465 */ 465 */
466 if (node) 466 if (node)
467 { 467 {
468 node->setMaterialFlag(EMF_LIGHTING, false); 468 node->setMaterialFlag(EMF_LIGHTING, false);
469 node->setMD2Animation(scene::EMAT_STAND); 469 node->setMD2Animation(scene::EMAT_STAND);
470 node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") ); 470 node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
471 } 471 }
472 472
473 /* 473 /*
474 To look at the mesh, we place a camera into 3d space at the position 474 To look at the mesh, we place a camera into 3d space at the position
475 (0, 30, -40). The camera looks from there to (0,5,0), which is 475 (0, 30, -40). The camera looks from there to (0,5,0), which is
476 approximately the place where our md2 model is. 476 approximately the place where our md2 model is.
477 */ 477 */
478 smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); 478 smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
479 479
480 EventReceiver_basic receiver(device); 480 EventReceiver_basic receiver(device);
481 device->setEventReceiver(&receiver); 481 device->setEventReceiver(&receiver);
482 482
483 return run ( device ); 483 return run ( device );
484 484
485} 485}
486 486
487#if defined (_IRR_USE_WINDOWS_CE_DEVICE_) 487#if defined (_IRR_USE_WINDOWS_CE_DEVICE_)
488 #pragma comment(linker, "/subsystem:WINDOWSCE /ENTRY:main") 488 #pragma comment(linker, "/subsystem:WINDOWSCE /ENTRY:main")
489#elif defined (_IRR_WINDOWS_) 489#elif defined (_IRR_WINDOWS_)
490 #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") 490 #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
491#endif 491#endif
492 492
493/* 493/*
494*/ 494*/
495int main() 495int main()
496{ 496{
497 example_helloworld (); 497 example_helloworld ();
498 example_customscenenode(); 498 example_customscenenode();
499 //example_terrain(); 499 //example_terrain();
500} 500}
501 501
502/* 502/*
503**/ 503**/