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/doc/html/example025.html | 588 ------------------------ 1 file changed, 588 deletions(-) delete mode 100644 libraries/irrlicht-1.8/doc/html/example025.html (limited to 'libraries/irrlicht-1.8/doc/html/example025.html') diff --git a/libraries/irrlicht-1.8/doc/html/example025.html b/libraries/irrlicht-1.8/doc/html/example025.html deleted file mode 100644 index 9aad71e..0000000 --- a/libraries/irrlicht-1.8/doc/html/example025.html +++ /dev/null @@ -1,588 +0,0 @@ - - - - -Irrlicht 3D Engine: Tutorial 25: Xml Handling - - - - - - - - - - - - - - -
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Irrlicht 3D Engine - -
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Tutorial 25: Xml Handling
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-025shot.jpg -
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Demonstrates loading and saving of configurations via XML

-
Author:
Y.M. Bosman <yoran.bosman@gmail.com>
-

This demo features a fully usable system for configuration handling. The code can easily be integrated into own apps.

-
#include <irrlicht.h>
-
-using namespace irr;
-using namespace core;
-using namespace scene;
-using namespace video;
-using namespace io;
-using namespace gui;
-
-#ifdef _IRR_WINDOWS_
-#pragma comment(lib, "Irrlicht.lib")
-#endif
-

SettingManager class.

-

This class loads and writes the settings and manages the options.

-

The class makes use of irrMap which is a an associative arrays using a red-black tree it allows easy mapping of a key to a value, along the way there is some information on how to use it.

-
class SettingManager
-{
-public:
-
-    // Construct setting managers and set default settings
-    SettingManager(const stringw& settings_file): SettingsFile(settings_file), NullDevice(0)
-    {
-        // Irrlicht null device, we want to load settings before we actually created our device, therefore, nulldevice
-        NullDevice = irr::createDevice(irr::video::EDT_NULL);
-
-        //DriverOptions is an irrlicht map,
-        //we can insert values in the map in two ways by calling insert(key,value) or by using the [key] operator
-        //the [] operator overrides values if they already exist
-        DriverOptions.insert(L"Software", EDT_SOFTWARE);
-        DriverOptions.insert(L"OpenGL", EDT_OPENGL);
-        DriverOptions.insert(L"Direct3D9", EDT_DIRECT3D9);
-
-        //some resolution options
-        ResolutionOptions.insert(L"640x480", dimension2du(640,480));
-        ResolutionOptions.insert(L"800x600", dimension2du(800,600));
-        ResolutionOptions.insert(L"1024x768", dimension2du(1024,768));
-
-        //our preferred defaults
-        SettingMap.insert(L"driver", L"Direct3D9");
-        SettingMap.insert(L"resolution", L"640x480");
-        SettingMap.insert(L"fullscreen", L"0"); //0 is false
-    }
-
-    // Destructor, you could store settings automatically on exit of your
-    // application if you wanted to in our case we simply drop the
-    // nulldevice
-    ~SettingManager()
-    {
-        if (NullDevice)
-        {
-            NullDevice->closeDevice();
-            NullDevice->drop();
-        }
-    };
-

Load xml from disk, overwrite default settings The xml we are trying to load has the following structure settings nested in sections nested in the root node, like so

-
-		<?xml version="1.0"?>
-		<mygame>
-			<video>
-				<setting name="driver" value="Direct3D9">
-				<setting name="fullscreen" value="0">
-				<setting name="resolution" value="1024x768">
-			</video>
-		</mygame>
-	
    bool load()
-    {
-        //if not able to create device don't attempt to load
-        if (!NullDevice)
-            return false;
-
-        irr::io::IXMLReader* xml = NullDevice->getFileSystem()->createXMLReader(SettingsFile);  //create xml reader
-        if (!xml)
-            return false;
-
-        const stringw settingTag(L"setting"); //we'll be looking for this tag in the xml
-        stringw currentSection; //keep track of our current section
-        const stringw videoTag(L"video"); //constant for videotag
-
-        //while there is more to read
-        while (xml->read())
-        {
-            //check the node type
-            switch (xml->getNodeType())
-            {
-                //we found a new element
-                case irr::io::EXN_ELEMENT:
-                {
-                    //we currently are in the empty or mygame section and find the video tag so we set our current section to video
-                    if (currentSection.empty() && videoTag.equals_ignore_case(xml->getNodeName()))
-                    {
-                        currentSection = videoTag;
-                    }
-                    //we are in the video section and we find a setting to parse
-                    else if (currentSection.equals_ignore_case(videoTag) && settingTag.equals_ignore_case(xml->getNodeName() ))
-                    {
-                        //read in the key
-                        stringw key = xml->getAttributeValueSafe(L"name");
-                        //if there actually is a key to set
-                        if (!key.empty())
-                        {
-                            //set the setting in the map to the value,
-                            //the [] operator overrides values if they already exist or inserts a new key value
-                            //pair into the settings map if it was not defined yet
-                            SettingMap[key] = xml->getAttributeValueSafe(L"value");
-                        }
-                    }
-
-                    //..
-                    // You can add your own sections and tags to read in here
-                    //..
-                }
-                break;
-
-                //we found the end of an element
-                case irr::io::EXN_ELEMENT_END:
-                    //we were at the end of the video section so we reset our tag
-                    currentSection=L"";
-                break;
-            }
-        }
-
-        // don't forget to delete the xml reader
-        xml->drop();
-
-        return true;
-    }
-
-    // Save the xml to disk. We use the nulldevice.
-    bool save()
-    {
-
-        //if not able to create device don't attempt to save
-        if (!NullDevice)
-            return false;
-
-        //create xml writer
-        irr::io::IXMLWriter* xwriter = NullDevice->getFileSystem()->createXMLWriter( SettingsFile );
-        if (!xwriter)
-            return false;
-
-        //write out the obligatory xml header. Each xml-file needs to have exactly one of those.
-        xwriter->writeXMLHeader();
-
-        //start element mygame, you replace the label "mygame" with anything you want
-        xwriter->writeElement(L"mygame");
-        xwriter->writeLineBreak();                  //new line
-
-        //start section with video settings
-        xwriter->writeElement(L"video");
-        xwriter->writeLineBreak();                  //new line
-
-        // getIterator gets us a pointer to the first node of the settings map
-        // every iteration we increase the iterator which gives us the next map node
-        // until we reach the end we write settings one by one by using the nodes key and value functions
-        map<stringw, stringw>::Iterator i = SettingMap.getIterator();
-        for(; !i.atEnd(); i++)
-        {
-            //write element as <setting name="key" value="x" />
-            //the second parameter indicates this is an empty element with no children, just attributes
-            xwriter->writeElement(L"setting",true, L"name", i->getKey().c_str(), L"value",i->getValue().c_str() );
-            xwriter->writeLineBreak();
-        }
-        xwriter->writeLineBreak();
-
-        //close video section
-        xwriter->writeClosingTag(L"video");
-        xwriter->writeLineBreak();
-
-        //..
-        // You can add writing sound settings, savegame information etc
-        //..
-
-        //close mygame section
-        xwriter->writeClosingTag(L"mygame");
-
-        //delete xml writer
-        xwriter->drop();
-
-        return true;
-    }
-
-    // Set setting in our manager
-    void setSetting(const stringw& name, const stringw& value)
-    {
-        SettingMap[name]=value;
-    }
-
-    // set setting overload to quickly assign integers to our setting map
-    void setSetting(const stringw& name, s32 value)
-    {
-        SettingMap[name]=stringw(value);
-    }
-
-    // Get setting as string
-    stringw getSetting(const stringw& key) const
-    {
-        //the find function or irrmap returns a pointer to a map Node
-        //if the key can be found, otherwise it returns null
-        //the map node has the function getValue and getKey, as we already know the key, we return node->getValue()
-        map<stringw, stringw>::Node* n = SettingMap.find(key);
-        if (n)
-            return n->getValue();
-        else
-            return L"";
-    }
-
-    //
-    bool getSettingAsBoolean(const stringw& key ) const
-    {
-        stringw s = getSetting(key);
-        if (s.empty())
-            return false;
-        return s.equals_ignore_case(L"1");
-    }
-
-    //
-    s32 getSettingAsInteger(const stringw& key) const
-    {
-        //we implicitly cast to string instead of stringw because strtol10 does not accept wide strings
-        const stringc s = getSetting(key);
-        if (s.empty())
-            return 0;
-
-        return strtol10(s.c_str());
-    }
-
-public:
-    map<stringw, s32> DriverOptions; //available options for driver config
-    map<stringw, dimension2du> ResolutionOptions; //available options for resolution config
-private:
-    SettingManager(const SettingManager& other); // defined but not implemented
-    SettingManager& operator=(const SettingManager& other); // defined but not implemented
-
-    map<stringw, stringw> SettingMap; //current config
-
-    stringw SettingsFile; // location of the xml, usually the
-    irr::IrrlichtDevice* NullDevice;
-};
-

Application context for global variables

-
struct SAppContext
-{
-    SAppContext()
-        : Device(0),Gui(0), Driver(0), Settings(0), ShouldQuit(false),
-        ButtonSave(0), ButtonExit(0), ListboxDriver(0),
-        ListboxResolution(0), CheckboxFullscreen(0)
-    {
-    }
-
-    ~SAppContext()
-    {
-        if (Settings)
-            delete Settings;
-
-        if (Device)
-        {
-            Device->closeDevice();
-            Device->drop();
-        }
-    }
-
-    IrrlichtDevice* Device;
-    IGUIEnvironment* Gui;
-    IVideoDriver* Driver;
-    SettingManager* Settings;
-    bool ShouldQuit;
-
-    //settings dialog
-    IGUIButton* ButtonSave;
-    IGUIButton* ButtonExit;
-    IGUIListBox* ListboxDriver;
-    IGUIListBox* ListboxResolution;
-    IGUICheckBox* CheckboxFullscreen;
-};
-

A typical event receiver.

-
class MyEventReceiver : public IEventReceiver
-{
-public:
-    MyEventReceiver(SAppContext & a) : App(a) { }
-
-    virtual bool OnEvent(const SEvent& event)
-    {
-        if (event.EventType == EET_GUI_EVENT )
-        {
-            switch ( event.GUIEvent.EventType )
-            {
-                //handle button click events
-                case EGET_BUTTON_CLICKED:
-                {
-                    //Our save button was called so we obtain the settings from our dialog and save them
-                    if ( event.GUIEvent.Caller == App.ButtonSave )
-                    {
-                        //if there is a selection write it
-                        if ( App.ListboxDriver->getSelected() != -1)
-                            App.Settings->setSetting(L"driver", App.ListboxDriver->getListItem(App.ListboxDriver->getSelected()));
-
-                        //if there is a selection write it
-                        if ( App.ListboxResolution->getSelected() != -1)
-                            App.Settings->setSetting(L"resolution", App.ListboxResolution->getListItem(App.ListboxResolution->getSelected()));
-
-                        App.Settings->setSetting(L"fullscreen", App.CheckboxFullscreen->isChecked());
-
-
-                        if (App.Settings->save())
-                        {
-                            App.Gui->addMessageBox(L"settings save",L"settings saved, please restart for settings to change effect","",true);
-                        }
-                    }
-                    // cancel/exit button clicked, tell the application to exit
-                    else if ( event.GUIEvent.Caller == App.ButtonExit)
-                    {
-                        App.ShouldQuit = true;
-                    }
-                }
-                break;
-            }
-        }
-
-        return false;
-    }
-
-private:
-    SAppContext & App;
-};
-

Function to create a video settings dialog This dialog shows the current settings from the configuration xml and allows them to be changed

-
void createSettingsDialog(SAppContext& app)
-{
-    // first get rid of alpha in gui
-    for (irr::s32 i=0; i<irr::gui::EGDC_COUNT ; ++i)
-    {
-        irr::video::SColor col = app.Gui->getSkin()->getColor((irr::gui::EGUI_DEFAULT_COLOR)i);
-        col.setAlpha(255);
-        app.Gui->getSkin()->setColor((irr::gui::EGUI_DEFAULT_COLOR)i, col);
-    }
-
-    //create video settings windows
-    gui::IGUIWindow* windowSettings = app.Gui->addWindow(rect<s32>(10,10,400,400),true,L"Videosettings");
-    app.Gui->addStaticText (L"Select your desired video settings", rect< s32 >(10,20, 200, 40), false, true, windowSettings);
-
-    // add listbox for driver choice
-    app.Gui->addStaticText (L"Driver", rect< s32 >(10,50, 200, 60), false, true, windowSettings);
-    app.ListboxDriver = app.Gui->addListBox(rect<s32>(10,60,220,120), windowSettings, 1,true);
-
-    //add all available options to the driver choice listbox
-    map<stringw, s32>::Iterator i = app.Settings->DriverOptions.getIterator();
-    for(; !i.atEnd(); i++)
-        app.ListboxDriver->addItem(i->getKey().c_str());
-
-    //set currently selected driver
-    app.ListboxDriver->setSelected(app.Settings->getSetting("driver").c_str());
-
-    // add listbox for resolution choice
-    app.Gui->addStaticText (L"Resolution", rect< s32 >(10,130, 200, 140), false, true, windowSettings);
-    app.ListboxResolution = app.Gui->addListBox(rect<s32>(10,140,220,200), windowSettings, 1,true);
-
-    //add all available options to the resolution listbox
-    map<stringw, dimension2du>::Iterator ri = app.Settings->ResolutionOptions.getIterator();
-    for(; !ri.atEnd(); ri++)
-        app.ListboxResolution->addItem(ri->getKey().c_str());
-
-    //set currently selected resolution
-    app.ListboxResolution->setSelected(app.Settings->getSetting("resolution").c_str());
-
-    //add checkbox to toggle fullscreen, initially set to loaded setting
-    app.CheckboxFullscreen = app.Gui->addCheckBox(
-            app.Settings->getSettingAsBoolean("fullscreen"),
-            rect<s32>(10,220,220,240), windowSettings, -1,
-            L"Fullscreen");
-
-    //last but not least add save button
-    app.ButtonSave = app.Gui->addButton(
-            rect<s32>(80,250,150,270), windowSettings, 2,
-            L"Save video settings");
-
-    //exit/cancel button
-    app.ButtonExit = app.Gui->addButton(
-            rect<s32>(160,250,240,270), windowSettings, 2,
-            L"Cancel and exit");
-}
-

The main function. Creates all objects and does the XML handling.

-
int main()
-{
-    //create new application context
-    SAppContext app;
-
-    //create device creation parameters that can get overwritten by our settings file
-    SIrrlichtCreationParameters param;
-    param.DriverType = EDT_SOFTWARE;
-    param.WindowSize.set(640,480);
-
-    // Try to load config.
-    // I leave it as an exercise of the reader to store the configuration in the local application data folder,
-    // the only logical place to store config data for games. For all other operating systems I redirect to your manuals
-    app.Settings = new SettingManager("../../media/settings.xml");
-    if ( !app.Settings->load() )
-    {
-        // ...
-        // Here add your own exception handling, for now we continue because there are defaults set in SettingManager constructor
-        // ...
-    }
-    else
-    {
-        //settings xml loaded from disk,
-
-        //map driversetting to driver type and test if the setting is valid
-        //the DriverOptions map contains string representations mapped to to irrlicht E_DRIVER_TYPE enum
-        //e.g "direct3d9" will become 4
-        //see DriverOptions in the settingmanager class for details
-        map<stringw, s32>::Node* driver = app.Settings->DriverOptions.find( app.Settings->getSetting("driver") );
-
-        if (driver)
-        {
-            if ( irr::IrrlichtDevice::isDriverSupported( static_cast<E_DRIVER_TYPE>( driver->getValue() )))
-            {
-                // selected driver is supported, so we use it.
-                param.DriverType = static_cast<E_DRIVER_TYPE>( driver->getValue());
-            }
-        }
-
-        //map resolution setting to dimension in a similar way as demonstrated above
-        map<stringw, dimension2du>::Node* res = app.Settings->ResolutionOptions.find( app.Settings->getSetting("resolution") );
-        if (res)
-        {
-            param.WindowSize = res->getValue();
-        }
-
-        //get fullscreen setting from config
-        param.Fullscreen = app.Settings->getSettingAsBoolean("fullscreen");
-    }
-
-    //create the irrlicht device using the settings
-    app.Device = createDeviceEx(param);
-    if (app.Device == 0)
-    {
-        // You can add your own exception handling on driver failure
-        exit(0);
-    }
-
-    app.Device->setWindowCaption(L"Xmlhandling - Irrlicht engine tutorial");
-    app.Driver  = app.Device->getVideoDriver();
-    app.Gui     = app.Device->getGUIEnvironment();
-
-    createSettingsDialog(app);
-
-    //set event receiver so we can respond to gui events
-    MyEventReceiver receiver(app);
-    app.Device->setEventReceiver(&receiver);
-
-    //enter main loop
-    while (!app.ShouldQuit && app.Device->run())
-    {
-        if (app.Device->isWindowActive())
-        {
-            app.Driver->beginScene(true, true, SColor(0,200,200,200));
-            app.Gui->drawAll();
-            app.Driver->endScene();
-        }
-        app.Device->sleep(10);
-    }
-
-    //app destroys device in destructor
-
-    return 0;
-}
-
-
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