From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../examples/17.HelloWorld_Mobile/main.cpp | 503 --------------------- 1 file changed, 503 deletions(-) delete mode 100644 libraries/irrlicht-1.8.1/examples/17.HelloWorld_Mobile/main.cpp (limited to 'libraries/irrlicht-1.8.1/examples/17.HelloWorld_Mobile/main.cpp') diff --git a/libraries/irrlicht-1.8.1/examples/17.HelloWorld_Mobile/main.cpp b/libraries/irrlicht-1.8.1/examples/17.HelloWorld_Mobile/main.cpp deleted file mode 100644 index 4fc15cd..0000000 --- a/libraries/irrlicht-1.8.1/examples/17.HelloWorld_Mobile/main.cpp +++ /dev/null @@ -1,503 +0,0 @@ -/** Example 017 Helloworld mobile - This example show Hello World for Windows mobile. - It compiles on other platform too. The only differences between the original - examples are. You need a GUI, because otherwise you can't quit the application. - You need a Filesystem, which is relative based to your executable. -*/ - -#include - -#if defined ( _IRR_WINDOWS_ ) - #include -#endif - -using namespace irr; -using namespace core; -using namespace scene; -using namespace video; -using namespace io; -using namespace gui; - -#pragma comment(lib, "Irrlicht.lib") - -class EventReceiver_basic : public IEventReceiver -{ -private: - IrrlichtDevice *Device; -public: - EventReceiver_basic ( IrrlichtDevice *device ): Device ( device ) {} - - virtual bool OnEvent(const SEvent& event) - { - if (event.EventType == EET_GUI_EVENT) - { - s32 id = event.GUIEvent.Caller->getID(); - - switch(event.GUIEvent.EventType) - { - case EGET_BUTTON_CLICKED: - if (id == 2) - { - Device->closeDevice(); - return true; - } break; - } - } - - return false; - } -}; - -class CSampleSceneNode : public ISceneNode -{ - aabbox3d Box; - S3DVertex Vertices[4]; - SMaterial Material; -public: - - CSampleSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id) - : ISceneNode(parent, mgr, id) - { - Material.Wireframe = false; - Material.Lighting = false; - - Vertices[0] = S3DVertex(0,0,10, 1,1,0, SColor(255,0,255,255), 0, 1); - Vertices[1] = S3DVertex(10,0,-10, 1,0,0, SColor(255,255,0,255), 1, 1); - Vertices[2] = S3DVertex(0,20,0, 0,1,1, SColor(255,255,255,0), 1, 0); - Vertices[3] = S3DVertex(-10,0,-10, 0,0,1, SColor(255,0,255,0), 0, 0); - Box.reset(Vertices[0].Pos); - for (s32 i=1; i<4; ++i) - Box.addInternalPoint(Vertices[i].Pos); - } - virtual void OnRegisterSceneNode() - { - if (IsVisible) - SceneManager->registerNodeForRendering(this); - - ISceneNode::OnRegisterSceneNode(); - } - - virtual void render() - { - u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 }; - IVideoDriver* driver = SceneManager->getVideoDriver(); - - driver->setMaterial(Material); - driver->setTransform(ETS_WORLD, AbsoluteTransformation); - driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4); - } - - virtual const aabbox3d& getBoundingBox() const - { - return Box; - } - - virtual u32 getMaterialCount() - { - return 1; - } - - virtual SMaterial& getMaterial(u32 i) - { - return Material; - } -}; - -/*! - Startup a Windows Mobile Device -*/ -IrrlichtDevice *startup() -{ - // both software and burnings video can be used - E_DRIVER_TYPE driverType = EDT_SOFTWARE; // EDT_BURNINGSVIDEO; - - // create device - IrrlichtDevice *device = 0; - -#if defined (_IRR_USE_WINDOWS_CE_DEVICE_) - // set to standard mobile fullscreen 240x320 - device = createDevice(driverType, dimension2d(240, 320), 16, true ); -#else - // on PC. use window mode - device = createDevice(driverType, dimension2d(240, 320), 16, false ); -#endif - if ( 0 == device ) - return 0; - - IVideoDriver* driver = device->getVideoDriver(); - ISceneManager* smgr = device->getSceneManager(); - IGUIEnvironment* guienv = device->getGUIEnvironment(); - - // set the filesystem relative to the executable -#if defined (_IRR_WINDOWS_) - { - wchar_t buf[255]; - GetModuleFileNameW ( 0, buf, 255 ); - - io::path base = buf; - base = base.subString ( 0, base.findLast ( '\\' ) + 1 ); - device->getFileSystem()->addFileArchive ( base ); - } -#endif - - IGUIStaticText *text = guienv->addStaticText(L"FPS: 25", - rect(140,15,200,30), false, false, 0, 100 ); - - guienv->addButton(core::rect(200,10,238,30), 0, 2, L"Quit"); - - // add irrlicht logo - guienv->addImage(driver->getTexture("../../media/irrlichtlogo3.png"), - core::position2d(0,-2)); - return device; -} - -/*! -*/ -int run ( IrrlichtDevice *device ) -{ - while(device->run()) - if (device->isWindowActive()) - { - device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100)); - device->getSceneManager()->drawAll(); - device->getGUIEnvironment()->drawAll(); - device->getVideoDriver()->endScene (); - - IGUIElement *stat = device->getGUIEnvironment()-> - getRootGUIElement()->getElementFromId ( 100 ); - if ( stat ) - { - stringw str = L"FPS: "; - str += (s32)device->getVideoDriver()->getFPS(); - - stat->setText ( str.c_str() ); - } - } - - device->drop(); - return 0; -} - -/*! -*/ -int example_customscenenode() -{ - // create device - IrrlichtDevice *device = startup(); - if (device == 0) - return 1; // could not create selected driver. - - // create engine and camera - EventReceiver_basic receiver(device); - device->setEventReceiver(&receiver); - - IVideoDriver* driver = device->getVideoDriver(); - ISceneManager* smgr = device->getSceneManager(); - IGUIEnvironment* guienv = device->getGUIEnvironment(); - - - smgr->addCameraSceneNode(0, vector3df(0,-40,0), vector3df(0,0,0)); - - CSampleSceneNode *myNode = - new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666); - - ISceneNodeAnimator* anim = - smgr->createRotationAnimator(vector3df(0.8f, 0, 0.8f)); - - if(anim) - { - myNode->addAnimator(anim); - anim->drop(); - anim = 0; // As I shouldn't refer to it again, ensure that I can't - } - - myNode->drop(); - myNode = 0; // As I shouldn't refer to it again, ensure that I can't - - return run ( device ); -} - -class EventReceiver_terrain : public IEventReceiver -{ -public: - - EventReceiver_terrain(IrrlichtDevice *device, scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) : - Device ( device ), Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true) - { - Skybox->setVisible(true); - Skydome->setVisible(false); - } - - bool OnEvent(const SEvent& event) - { - if (event.EventType == EET_GUI_EVENT) - { - s32 id = event.GUIEvent.Caller->getID(); - - switch(event.GUIEvent.EventType) - { - case EGET_BUTTON_CLICKED: - if (id == 2) - { - Device->closeDevice(); - return true; - } break; - } - } - - // check if user presses the key 'W' or 'D' - if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown) - { - switch (event.KeyInput.Key) - { - case irr::KEY_KEY_W: // switch wire frame mode - Terrain->setMaterialFlag(video::EMF_WIREFRAME, - !Terrain->getMaterial(0).Wireframe); - Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false); - return true; - case irr::KEY_KEY_P: // switch wire frame mode - Terrain->setMaterialFlag(video::EMF_POINTCLOUD, - !Terrain->getMaterial(0).PointCloud); - Terrain->setMaterialFlag(video::EMF_WIREFRAME, false); - return true; - case irr::KEY_KEY_D: // toggle detail map - Terrain->setMaterialType( - Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ? - video::EMT_DETAIL_MAP : video::EMT_SOLID); - return true; - case irr::KEY_KEY_S: // toggle skies - showBox=!showBox; - Skybox->setVisible(showBox); - Skydome->setVisible(!showBox); - return true; - default: - break; - } - } - - return false; - } - -private: - IrrlichtDevice *Device; - scene::ISceneNode* Terrain; - scene::ISceneNode* Skybox; - scene::ISceneNode* Skydome; - bool showBox; -}; - - -/* -The start of the main function starts like in most other example. We ask the user -for the desired renderer and start it up. This time with the advanced parameter handling. -*/ -int example_terrain() -{ - // create device - IrrlichtDevice *device = startup(); - if (device == 0) - return 1; // could not create selected driver. - - /* - First, we add standard stuff to the scene: A nice irrlicht engine - logo, a small help text, a user controlled camera, and we disable - the mouse cursor. - */ - - video::IVideoDriver* driver = device->getVideoDriver(); - scene::ISceneManager* smgr = device->getSceneManager(); - gui::IGUIEnvironment* env = device->getGUIEnvironment(); - - - //set other font - //env->getSkin()->setFont(env->getFont("../../media/fontlucida.png")); - - // add some help text - env->addStaticText( - L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome", - core::rect(5,250,235,320), true, true, 0, -1, true); - - // add camera - scene::ICameraSceneNode* camera = - smgr->addCameraSceneNodeFPS(0,100.0f,1.2f); - - camera->setPosition(core::vector3df(2700*2,255*2,2600*2)); - camera->setTarget(core::vector3df(2397*2,343*2,2700*2)); - camera->setFarValue(42000.0f); - - // disable mouse cursor - device->getCursorControl()->setVisible(false); - - /* - Here comes the terrain renderer scene node: We add it just like any - other scene node to the scene using - ISceneManager::addTerrainSceneNode(). The only parameter we use is a - file name to the heightmap we use. A heightmap is simply a gray scale - texture. The terrain renderer loads it and creates the 3D terrain from - it. - - To make the terrain look more big, we change the scale factor of - it to (40, 4.4, 40). Because we don't have any dynamic lights in the - scene, we switch off the lighting, and we set the file - terrain-texture.jpg as texture for the terrain and detailmap3.jpg as - second texture, called detail map. At last, we set the scale values for - the texture: The first texture will be repeated only one time over the - whole terrain, and the second one (detail map) 20 times. - */ - - // add terrain scene node - scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( - "../../media/terrain-heightmap.bmp", - 0, // parent node - -1, // node id - core::vector3df(0.f, 0.f, 0.f), // position - core::vector3df(0.f, 0.f, 0.f), // rotation - core::vector3df(40.f, 4.4f, 40.f), // scale - video::SColor ( 255, 255, 255, 255 ), // vertexColor - 5, // maxLOD - scene::ETPS_17, // patchSize - 4 // smoothFactor - ); - - if ( terrain ) - { - terrain->setMaterialFlag(video::EMF_LIGHTING, false); - - terrain->setMaterialTexture(0, - driver->getTexture("../../media/terrain-texture.jpg")); - terrain->setMaterialTexture(1, - driver->getTexture("../../media/detailmap3.jpg")); - - terrain->setMaterialType(video::EMT_DETAIL_MAP); - - terrain->scaleTexture(1.0f, 20.0f); - //terrain->setDebugDataVisible ( true ); - - /* - To be able to do collision with the terrain, we create a triangle selector. - If you want to know what triangle selectors do, just take a look into the - collision tutorial. The terrain triangle selector works together with the - terrain. To demonstrate this, we create a collision response animator - and attach it to the camera, so that the camera will not be able to fly - through the terrain. - */ - - // create triangle selector for the terrain - scene::ITriangleSelector* selector - = smgr->createTerrainTriangleSelector(terrain, 0); - terrain->setTriangleSelector(selector); - - // create collision response animator and attach it to the camera - scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( - selector, camera, core::vector3df(60,100,60), - core::vector3df(0,0,0), - core::vector3df(0,50,0)); - selector->drop(); - camera->addAnimator(anim); - anim->drop(); - - /* If you need access to the terrain data you can also do this directly via the following code fragment. - */ - scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT); - terrain->getMeshBufferForLOD(*buffer, 0); - video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData(); - // Work on data or get the IndexBuffer with a similar call. - buffer->drop(); // When done drop the buffer again. - } - - /* - To make the user be able to switch between normal and wireframe mode, - we create an instance of the event receiver from above and let Irrlicht - know about it. In addition, we add the skybox which we already used in - lots of Irrlicht examples and a skydome, which is shown mutually - exclusive with the skybox by pressing 'S'. - */ - - // create skybox and skydome - driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false); - - scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode( - driver->getTexture("../../media/irrlicht2_up.jpg"), - driver->getTexture("../../media/irrlicht2_dn.jpg"), - driver->getTexture("../../media/irrlicht2_lf.jpg"), - driver->getTexture("../../media/irrlicht2_rt.jpg"), - driver->getTexture("../../media/irrlicht2_ft.jpg"), - driver->getTexture("../../media/irrlicht2_bk.jpg")); - scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f); - - driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true); - - // create event receiver - EventReceiver_terrain receiver( device, terrain, skybox, skydome); - device->setEventReceiver(&receiver); - - return run ( device ); -} - -/* -*/ -int example_helloworld() -{ - // create device - IrrlichtDevice *device = startup(); - if (device == 0) - return 1; // could not create selected driver. - - IVideoDriver* driver = device->getVideoDriver(); - ISceneManager* smgr = device->getSceneManager(); - IGUIEnvironment* guienv = device->getGUIEnvironment(); - - IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2"); - if (!mesh) - { - device->drop(); - return 1; - } - IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); - - /* - To let the mesh look a little bit nicer, we change its material. We - disable lighting because we do not have a dynamic light in here, and - the mesh would be totally black otherwise. Then we set the frame loop, - such that the predefined STAND animation is used. And last, we apply a - texture to the mesh. Without it the mesh would be drawn using only a - color. - */ - if (node) - { - node->setMaterialFlag(EMF_LIGHTING, false); - node->setMD2Animation(scene::EMAT_STAND); - node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") ); - } - - /* - To look at the mesh, we place a camera into 3d space at the position - (0, 30, -40). The camera looks from there to (0,5,0), which is - approximately the place where our md2 model is. - */ - smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); - - EventReceiver_basic receiver(device); - device->setEventReceiver(&receiver); - - return run ( device ); - -} - -#if defined (_IRR_USE_WINDOWS_CE_DEVICE_) - #pragma comment(linker, "/subsystem:WINDOWSCE /ENTRY:main") -#elif defined (_IRR_WINDOWS_) - #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") -#endif - -/* -*/ -int main() -{ - example_helloworld (); - example_customscenenode(); - //example_terrain(); -} - -/* -**/ -- cgit v1.1