From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- libraries/irrlicht-1.8.1/include/irrlicht.h | 394 ++++++++++++++++++++++++++++ 1 file changed, 394 insertions(+) create mode 100644 libraries/irrlicht-1.8.1/include/irrlicht.h (limited to 'libraries/irrlicht-1.8.1/include/irrlicht.h') diff --git a/libraries/irrlicht-1.8.1/include/irrlicht.h b/libraries/irrlicht-1.8.1/include/irrlicht.h new file mode 100644 index 0000000..74783ce --- /dev/null +++ b/libraries/irrlicht-1.8.1/include/irrlicht.h @@ -0,0 +1,394 @@ +/* irrlicht.h -- interface of the 'Irrlicht Engine' + + Copyright (C) 2002-2012 Nikolaus Gebhardt + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. + + Please note that the Irrlicht Engine is based in part on the work of the + Independent JPEG Group, the zlib and the libPng. This means that if you use + the Irrlicht Engine in your product, you must acknowledge somewhere in your + documentation that you've used the IJG code. It would also be nice to mention + that you use the Irrlicht Engine, the zlib and libPng. See the README files + in the jpeglib, the zlib and libPng for further informations. +*/ + +#ifndef __IRRLICHT_H_INCLUDED__ +#define __IRRLICHT_H_INCLUDED__ + +#include "IrrCompileConfig.h" +#include "aabbox3d.h" +#include "CDynamicMeshBuffer.h" +#include "CIndexBuffer.h" +#include "CMeshBuffer.h" +#include "coreutil.h" +#include "CVertexBuffer.h" +#include "dimension2d.h" +#include "ECullingTypes.h" +#include "EDebugSceneTypes.h" +#include "EDriverFeatures.h" +#include "EDriverTypes.h" +#include "EGUIAlignment.h" +#include "EGUIElementTypes.h" +#include "EHardwareBufferFlags.h" +#include "EMaterialFlags.h" +#include "EMaterialTypes.h" +#include "EMeshWriterEnums.h" +#include "EMessageBoxFlags.h" +#include "ESceneNodeAnimatorTypes.h" +#include "ESceneNodeTypes.h" +#include "ETerrainElements.h" +#include "fast_atof.h" +#include "heapsort.h" +#include "IAnimatedMesh.h" +#include "IAnimatedMeshMD2.h" +#include "IAnimatedMeshMD3.h" +#include "IAnimatedMeshSceneNode.h" +#include "IAttributeExchangingObject.h" +#include "IAttributes.h" +#include "IBillboardSceneNode.h" +#include "IBillboardTextSceneNode.h" +#include "IBoneSceneNode.h" +#include "ICameraSceneNode.h" +#include "ICursorControl.h" +#include "IDummyTransformationSceneNode.h" +#include "IDynamicMeshBuffer.h" +#include "IEventReceiver.h" +#include "IFileList.h" +#include "IFileSystem.h" +#include "IGeometryCreator.h" +#include "IGPUProgrammingServices.h" +#include "IGUIButton.h" +#include "IGUICheckBox.h" +#include "IGUIColorSelectDialog.h" +#include "IGUIComboBox.h" +#include "IGUIContextMenu.h" +#include "IGUIEditBox.h" +#include "IGUIElement.h" +#include "IGUIElementFactory.h" +#include "IGUIEnvironment.h" +#include "IGUIFileOpenDialog.h" +#include "IGUIFont.h" +#include "IGUIFontBitmap.h" +#include "IGUIImage.h" +#include "IGUIInOutFader.h" +#include "IGUIListBox.h" +#include "IGUIMeshViewer.h" +#include "IGUIScrollBar.h" +#include "IGUISkin.h" +#include "IGUISpinBox.h" +#include "IGUISpriteBank.h" +#include "IGUIStaticText.h" +#include "IGUITabControl.h" +#include "IGUITable.h" +#include "IGUIToolbar.h" +#include "IGUIWindow.h" +#include "IGUITreeView.h" +#include "IImage.h" +#include "IImageLoader.h" +#include "IImageWriter.h" +#include "IIndexBuffer.h" +#include "ILightSceneNode.h" +#include "ILogger.h" +#include "IMaterialRenderer.h" +#include "IMaterialRendererServices.h" +#include "IMesh.h" +#include "IMeshBuffer.h" +#include "IMeshCache.h" +#include "IMeshLoader.h" +#include "IMeshManipulator.h" +#include "IMeshSceneNode.h" +#include "IMeshWriter.h" +#include "IColladaMeshWriter.h" +#include "IMetaTriangleSelector.h" +#include "IOSOperator.h" +#include "IParticleSystemSceneNode.h" // also includes all emitters and attractors +#include "IQ3LevelMesh.h" +#include "IQ3Shader.h" +#include "IReadFile.h" +#include "IReferenceCounted.h" +#include "irrArray.h" +#include "IRandomizer.h" +#include "IrrlichtDevice.h" +#include "irrList.h" +#include "irrMap.h" +#include "irrMath.h" +#include "irrString.h" +#include "irrTypes.h" +#include "path.h" +#include "irrXML.h" +#include "ISceneCollisionManager.h" +#include "ISceneLoader.h" +#include "ISceneManager.h" +#include "ISceneNode.h" +#include "ISceneNodeAnimator.h" +#include "ISceneNodeAnimatorCameraFPS.h" +#include "ISceneNodeAnimatorCameraMaya.h" +#include "ISceneNodeAnimatorCollisionResponse.h" +#include "ISceneNodeAnimatorFactory.h" +#include "ISceneNodeFactory.h" +#include "ISceneUserDataSerializer.h" +#include "IShaderConstantSetCallBack.h" +#include "IShadowVolumeSceneNode.h" +#include "ISkinnedMesh.h" +#include "ITerrainSceneNode.h" +#include "ITextSceneNode.h" +#include "ITexture.h" +#include "ITimer.h" +#include "ITriangleSelector.h" +#include "IVertexBuffer.h" +#include "IVideoDriver.h" +#include "IVideoModeList.h" +#include "IVolumeLightSceneNode.h" +#include "IWriteFile.h" +#include "IXMLReader.h" +#include "IXMLWriter.h" +#include "ILightManager.h" +#include "Keycodes.h" +#include "line2d.h" +#include "line3d.h" +#include "matrix4.h" +#include "plane3d.h" +#include "position2d.h" +#include "quaternion.h" +#include "rect.h" +#include "S3DVertex.h" +#include "SAnimatedMesh.h" +#include "SceneParameters.h" +#include "SColor.h" +#include "SExposedVideoData.h" +#include "SIrrCreationParameters.h" +#include "SKeyMap.h" +#include "SLight.h" +#include "SMaterial.h" +#include "SMesh.h" +#include "SMeshBuffer.h" +#include "SMeshBufferLightMap.h" +#include "SMeshBufferTangents.h" +#include "SParticle.h" +#include "SSharedMeshBuffer.h" +#include "SSkinMeshBuffer.h" +#include "SVertexIndex.h" +#include "SViewFrustum.h" +#include "triangle3d.h" +#include "vector2d.h" +#include "vector3d.h" + +/*! \mainpage Irrlicht Engine 1.8 API documentation + * + *
+ * + * \section intro Introduction + * + * Welcome to the Irrlicht Engine API documentation. + * Here you'll find any information you'll need to develop applications with + * the Irrlicht Engine. If you are looking for a tutorial on how to start, you'll + * find some on the homepage of the Irrlicht Engine at + * irrlicht.sourceforge.net + * or inside the SDK in the examples directory. + * + * The Irrlicht Engine is intended to be an easy-to-use 3d engine, so + * this documentation is an important part of it. If you have any questions or + * suggestions, just send a email to the author of the engine, Nikolaus Gebhardt + * (niko (at) irrlicht3d.org). + * + * + * \section links Links + * + * Namespaces: A very good place to start reading + * the documentation.
+ * Class list: List of all classes with descriptions.
+ * Class members: Good place to find forgotten features.
+ * + * \section irrexample Short example + * + * A simple application, starting up the engine, loading a Quake 2 animated + * model file and the corresponding texture, animating and displaying it + * in front of a blue background and placing a user controlable 3d camera + * would look like the following code. I think this example shows the usage + * of the engine quite well: + * + * \code + * #include + * using namespace irr; + * + * int main() + * { + * // start up the engine + * IrrlichtDevice *device = createDevice(video::EDT_DIRECT3D8, + * core::dimension2d(640,480)); + * + * video::IVideoDriver* driver = device->getVideoDriver(); + * scene::ISceneManager* scenemgr = device->getSceneManager(); + * + * device->setWindowCaption(L"Hello World!"); + * + * // load and show quake2 .md2 model + * scene::ISceneNode* node = scenemgr->addAnimatedMeshSceneNode( + * scenemgr->getMesh("quake2model.md2")); + * + * // if everything worked, add a texture and disable lighting + * if (node) + * { + * node->setMaterialTexture(0, driver->getTexture("texture.bmp")); + * node->setMaterialFlag(video::EMF_LIGHTING, false); + * } + * + * // add a first person shooter style user controlled camera + * scenemgr->addCameraSceneNodeFPS(); + * + * // draw everything + * while(device->run() && driver) + * { + * driver->beginScene(true, true, video::SColor(255,0,0,255)); + * scenemgr->drawAll(); + * driver->endScene(); + * } + * + * // delete device + * device->drop(); + * return 0; + * } + * \endcode + * + * Irrlicht can load a lot of file formats automaticly, see irr::scene::ISceneManager::getMesh() + * for a detailed list. So if you would like to replace the simple blue screen background by + * a cool Quake 3 Map, optimized by an octree, just insert this code + * somewhere before the while loop: + * + * \code + * // add .pk3 archive to the file system + * device->getFileSystem()->addZipFileArchive("quake3map.pk3"); + * + * // load .bsp file and show it using an octree + * scenemgr->addOctreeSceneNode( + * scenemgr->getMesh("quake3map.bsp")); + * \endcode + * + * As you can see, the engine uses namespaces. Everything in the engine is + * placed into the namespace 'irr', but there are also 5 sub namespaces. + * You can find a list of all namespaces with descriptions at the + * namespaces page. + * This is also a good place to start reading the documentation. If you + * don't want to write the namespace names all the time, just use all namespaces like + * this: + * \code + * using namespace core; + * using namespace scene; + * using namespace video; + * using namespace io; + * using namespace gui; + * \endcode + * + * There is a lot more the engine can do, but I hope this gave a short + * overview over the basic features of the engine. For more examples, please take + * a look into the examples directory of the SDK. + */ + +#include "SIrrCreationParameters.h" + +//! Everything in the Irrlicht Engine can be found in this namespace. +namespace irr +{ + //! Creates an Irrlicht device. The Irrlicht device is the root object for using the engine. + /** If you need more parameters to be passed to the creation of the Irrlicht Engine device, + use the createDeviceEx() function. + \param deviceType: Type of the device. This can currently be video::EDT_NULL, + video::EDT_SOFTWARE, video::EDT_BURNINGSVIDEO, video::EDT_DIRECT3D8, video::EDT_DIRECT3D9 and video::EDT_OPENGL. + \param windowSize: Size of the window or the video mode in fullscreen mode. + \param bits: Bits per pixel in fullscreen mode. Ignored if windowed mode. + \param fullscreen: Should be set to true if the device should run in fullscreen. Otherwise + the device runs in windowed mode. + \param stencilbuffer: Specifies if the stencil buffer should be enabled. Set this to true, + if you want the engine be able to draw stencil buffer shadows. Note that not all + devices are able to use the stencil buffer. If they don't no shadows will be drawn. + \param vsync: Specifies vertical syncronisation: If set to true, the driver will wait + for the vertical retrace period, otherwise not. + \param receiver: A user created event receiver. + \return Returns pointer to the created IrrlichtDevice or null if the + device could not be created. + */ + extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDevice( + video::E_DRIVER_TYPE deviceType = video::EDT_SOFTWARE, + // parantheses are necessary for some compilers + const core::dimension2d& windowSize = (core::dimension2d(640,480)), + u32 bits = 16, + bool fullscreen = false, + bool stencilbuffer = false, + bool vsync = false, + IEventReceiver* receiver = 0); + + //! typedef for Function Pointer + typedef IrrlichtDevice* (IRRCALLCONV *funcptr_createDevice )( + video::E_DRIVER_TYPE deviceType, + const core::dimension2d& windowSize, + u32 bits, + bool fullscreen, + bool stencilbuffer, + bool vsync, + IEventReceiver* receiver); + + + //! Creates an Irrlicht device with the option to specify advanced parameters. + /** Usually you should used createDevice() for creating an Irrlicht Engine device. + Use this function only if you wish to specify advanced parameters like a window + handle in which the device should be created. + \param parameters: Structure containing advanced parameters for the creation of the device. + See irr::SIrrlichtCreationParameters for details. + \return Returns pointer to the created IrrlichtDevice or null if the + device could not be created. */ + extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDeviceEx( + const SIrrlichtCreationParameters& parameters); + + //! typedef for Function Pointer + typedef IrrlichtDevice* (IRRCALLCONV *funcptr_createDeviceEx )( const SIrrlichtCreationParameters& parameters ); + + + // THE FOLLOWING IS AN EMPTY LIST OF ALL SUB NAMESPACES + // EXISTING ONLY FOR THE DOCUMENTATION SOFTWARE DOXYGEN. + + //! Basic classes such as vectors, planes, arrays, lists, and so on can be found in this namespace. + namespace core + { + } + + //! The gui namespace contains useful classes for easy creation of a graphical user interface. + namespace gui + { + } + + //! This namespace provides interfaces for input/output: Reading and writing files, accessing zip archives, xml files, ... + namespace io + { + } + + //! All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ... + namespace scene + { + } + + //! The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done here. + namespace video + { + } +} + +/*! \file irrlicht.h + \brief Main header file of the irrlicht, the only file needed to include. +*/ + +#endif + -- cgit v1.1