aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/libraries/irrlicht-1.8.1/doc/html/example009.html
blob: 5b228eb9f9dfea3b5297b8f7853f002a83d12b8b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<title>Irrlicht 3D Engine: Tutorial 9: Mesh Viewer</title>

<link href="tabs.css" rel="stylesheet" type="text/css"/>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
<link href="navtree.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="resize.js"></script>
<script type="text/javascript" src="navtree.js"></script>
<script type="text/javascript">
  $(document).ready(initResizable);
</script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/search.js"></script>
<script type="text/javascript">
  $(document).ready(function() { searchBox.OnSelectItem(0); });
</script>

</head>
<body>
<div id="top"><!-- do not remove this div! -->


<div id="titlearea">
<table cellspacing="0" cellpadding="0">
 <tbody>
 <tr style="height: 56px;">
  
  <td id="projectlogo"><img alt="Logo" src="irrlichtlogo.png"/></td>
  
  
  <td style="padding-left: 0.5em;">
   <div id="projectname">Irrlicht 3D Engine
   
   </div>
   
  </td>
  
  
  
   
   <td>        <div id="MSearchBox" class="MSearchBoxInactive">
        <span class="left">
          <img id="MSearchSelect" src="search/mag_sel.png"
               onmouseover="return searchBox.OnSearchSelectShow()"
               onmouseout="return searchBox.OnSearchSelectHide()"
               alt=""/>
          <input type="text" id="MSearchField" value="Search" accesskey="S"
               onfocus="searchBox.OnSearchFieldFocus(true)" 
               onblur="searchBox.OnSearchFieldFocus(false)" 
               onkeyup="searchBox.OnSearchFieldChange(event)"/>
          </span><span class="right">
            <a id="MSearchClose" href="javascript:searchBox.CloseResultsWindow()"><img id="MSearchCloseImg" border="0" src="search/close.png" alt=""/></a>
          </span>
        </div>
</td>
   
  
 </tr>
 </tbody>
</table>
</div>

<!-- Generated by Doxygen 1.7.5.1 -->
<script type="text/javascript">
var searchBox = new SearchBox("searchBox", "search",false,'Search');
</script>
<script type="text/javascript" src="dynsections.js"></script>
</div>
<div id="side-nav" class="ui-resizable side-nav-resizable">
  <div id="nav-tree">
    <div id="nav-tree-contents">
    </div>
  </div>
  <div id="splitbar" style="-moz-user-select:none;" 
       class="ui-resizable-handle">
  </div>
</div>
<script type="text/javascript">
  initNavTree('example009.html','');
</script>
<div id="doc-content">
<div class="header">
  <div class="headertitle">
<div class="title">Tutorial 9: Mesh Viewer </div>  </div>
</div>
<div class="contents">
<div class="textblock"><div class="image">
<img src="009shot.jpg" alt="009shot.jpg"/>
</div>
 <p>This tutorial show how to create a more complex application with the engine. We construct a simple mesh viewer using the user interface API and the scene management of Irrlicht. The tutorial show how to create and use Buttons, Windows, Toolbars, Menus, ComboBoxes, Tabcontrols, Editboxes, Images, MessageBoxes, SkyBoxes, and how to parse XML files with the integrated XML reader of the engine.</p>
<p>We start like in most other tutorials: Include all necessary header files, add a comment to let the engine be linked with the right .lib file in Visual Studio, and declare some global variables. We also add two 'using namespace' statements, so we do not need to write the whole names of all classes. In this tutorial, we use a lot stuff from the gui namespace. </p>
<div class="fragment"><pre class="fragment"><span class="preprocessor">#include &lt;<a class="code" href="irrlicht_8h.html" title="Main header file of the irrlicht, the only file needed to include.">irrlicht.h</a>&gt;</span>
<span class="preprocessor">#include &quot;<a class="code" href="driver_choice_8h.html">driverChoice.h</a>&quot;</span>

<span class="keyword">using namespace </span>irr;
<span class="keyword">using namespace </span>gui;

<span class="preprocessor">#ifdef _MSC_VER</span>
<span class="preprocessor"></span><span class="preprocessor">#pragma comment(lib, &quot;Irrlicht.lib&quot;)</span>
<span class="preprocessor">#endif</span>
</pre></div><p>Some global variables used later on </p>
<div class="fragment"><pre class="fragment">IrrlichtDevice *Device = 0;
<a class="code" href="namespaceirr_1_1core.html#ade1071a878633f2f6d8a75c5d11fec19" title="Typedef for character strings.">core::stringc</a> StartUpModelFile;
<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a> MessageText;
<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a> Caption;
scene::ISceneNode* Model = 0;
scene::ISceneNode* SkyBox = 0;
<span class="keywordtype">bool</span> Octree=<span class="keyword">false</span>;
<span class="keywordtype">bool</span> UseLight=<span class="keyword">false</span>;

scene::ICameraSceneNode* Camera[2] = {0, 0};

<span class="comment">// Values used to identify individual GUI elements</span>
<span class="keyword">enum</span>
{
    GUI_ID_DIALOG_ROOT_WINDOW  = 0x10000,

    GUI_ID_X_SCALE,
    GUI_ID_Y_SCALE,
    GUI_ID_Z_SCALE,

    GUI_ID_OPEN_MODEL,
    GUI_ID_SET_MODEL_ARCHIVE,
    GUI_ID_LOAD_AS_OCTREE,

    GUI_ID_SKY_BOX_VISIBLE,
    GUI_ID_TOGGLE_DEBUG_INFO,

    GUI_ID_DEBUG_OFF,
    GUI_ID_DEBUG_BOUNDING_BOX,
    GUI_ID_DEBUG_NORMALS,
    GUI_ID_DEBUG_SKELETON,
    GUI_ID_DEBUG_WIRE_OVERLAY,
    GUI_ID_DEBUG_HALF_TRANSPARENT,
    GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES,
    GUI_ID_DEBUG_ALL,

    GUI_ID_MODEL_MATERIAL_SOLID,
    GUI_ID_MODEL_MATERIAL_TRANSPARENT,
    GUI_ID_MODEL_MATERIAL_REFLECTION,

    GUI_ID_CAMERA_MAYA,
    GUI_ID_CAMERA_FIRST_PERSON,

    GUI_ID_POSITION_TEXT,

    GUI_ID_ABOUT,
    GUI_ID_QUIT,

    GUI_ID_TEXTUREFILTER,
    GUI_ID_SKIN_TRANSPARENCY,
    GUI_ID_SKIN_ANIMATION_FPS,

    GUI_ID_BUTTON_SET_SCALE,
    GUI_ID_BUTTON_SCALE_MUL10,
    GUI_ID_BUTTON_SCALE_DIV10,
    GUI_ID_BUTTON_OPEN_MODEL,
    GUI_ID_BUTTON_SHOW_ABOUT,
    GUI_ID_BUTTON_SHOW_TOOLBOX,
    GUI_ID_BUTTON_SELECT_ARCHIVE,

    GUI_ID_ANIMATION_INFO,

    <span class="comment">// And some magic numbers</span>
    MAX_FRAMERATE = 80,
    DEFAULT_FRAMERATE = 30
};
</pre></div><p>Toggle between various cameras </p>
<div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> setActiveCamera(scene::ICameraSceneNode* newActive)
{
    <span class="keywordflow">if</span> (0 == Device)
        <span class="keywordflow">return</span>;

    scene::ICameraSceneNode * active = Device-&gt;getSceneManager()-&gt;getActiveCamera();
    active-&gt;setInputReceiverEnabled(<span class="keyword">false</span>);

    newActive-&gt;setInputReceiverEnabled(<span class="keyword">true</span>);
    Device-&gt;getSceneManager()-&gt;setActiveCamera(newActive);
}
</pre></div><p>Set the skin transparency by changing the alpha values of all skin-colors </p>
<div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> setSkinTransparency(<a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> alpha, <a class="code" href="classirr_1_1gui_1_1_i_g_u_i_skin.html" title="A skin modifies the look of the GUI elements.">irr::gui::IGUISkin</a> * skin)
{
    <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i=0; i&lt;<a class="code" href="namespaceirr_1_1gui.html#abd15860fde29833c48daff5f95d5467aaf340f49e2e0827c0f06fdf65098554af">irr::gui::EGDC_COUNT</a> ; ++i)
    {
        video::SColor col = skin-&gt;<a class="code" href="classirr_1_1gui_1_1_i_g_u_i_skin.html#ad1afa2e5e34c30e0cbfb85b1dee2dbe3" title="returns default color">getColor</a>((<a class="code" href="namespaceirr_1_1gui.html#abd15860fde29833c48daff5f95d5467a" title="Enumeration for skin colors.">EGUI_DEFAULT_COLOR</a>)i);
        col.setAlpha(alpha);
        skin-&gt;<a class="code" href="classirr_1_1gui_1_1_i_g_u_i_skin.html#ab9782296ba881872207a0915a81d7807" title="sets a default color">setColor</a>((<a class="code" href="namespaceirr_1_1gui.html#abd15860fde29833c48daff5f95d5467a" title="Enumeration for skin colors.">EGUI_DEFAULT_COLOR</a>)i, col);
    }
}
</pre></div><p>Update the display of the model scaling </p>
<div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> updateScaleInfo(scene::ISceneNode* model)
{
    IGUIElement* toolboxWnd = Device-&gt;getGUIEnvironment()-&gt;getRootGUIElement()-&gt;getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, <span class="keyword">true</span>);
    <span class="keywordflow">if</span> (!toolboxWnd)
        <span class="keywordflow">return</span>;
    <span class="keywordflow">if</span> (!model)
    {
        toolboxWnd-&gt;getElementFromId(GUI_ID_X_SCALE, <span class="keyword">true</span>)-&gt;setText( L<span class="stringliteral">&quot;-&quot;</span> );
        toolboxWnd-&gt;getElementFromId(GUI_ID_Y_SCALE, <span class="keyword">true</span>)-&gt;setText( L<span class="stringliteral">&quot;-&quot;</span> );
        toolboxWnd-&gt;getElementFromId(GUI_ID_Z_SCALE, <span class="keyword">true</span>)-&gt;setText( L<span class="stringliteral">&quot;-&quot;</span> );
    }
    <span class="keywordflow">else</span>
    {
        <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a> scale = model-&gt;getScale();
        toolboxWnd-&gt;getElementFromId(GUI_ID_X_SCALE, <span class="keyword">true</span>)-&gt;setText( <a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(scale.X).c_str() );
        toolboxWnd-&gt;getElementFromId(GUI_ID_Y_SCALE, <span class="keyword">true</span>)-&gt;setText( <a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(scale.Y).c_str() );
        toolboxWnd-&gt;getElementFromId(GUI_ID_Z_SCALE, <span class="keyword">true</span>)-&gt;setText( <a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(scale.Z).c_str() );
    }
}
</pre></div><p>Function showAboutText() displays a messagebox with a caption and a message text. The texts will be stored in the MessageText and Caption variables at startup. </p>
<div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> showAboutText()
{
    <span class="comment">// create modal message box with the text</span>
    <span class="comment">// loaded from the xml file.</span>
    Device-&gt;getGUIEnvironment()-&gt;addMessageBox(
        Caption.c_str(), MessageText.c_str());
}
</pre></div><p>Function loadModel() loads a model and displays it using an addAnimatedMeshSceneNode and the scene manager. Nothing difficult. It also displays a short message box, if the model could not be loaded. </p>
<div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> loadModel(<span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* fn)
{
    <span class="comment">// modify the name if it a .pk3 file</span>

    <a class="code" href="namespaceirr_1_1io.html#ab1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">io::path</a> filename(fn);

    <a class="code" href="namespaceirr_1_1io.html#ab1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">io::path</a> extension;
    <a class="code" href="namespaceirr_1_1core.html#abebbe8b229dc865ebeb9bb0fd367d6ea" title="get the filename extension from a file path">core::getFileNameExtension</a>(extension, filename);
    extension.make_lower();

    <span class="comment">// if a texture is loaded apply it to the current model..</span>
    <span class="keywordflow">if</span> (extension == <span class="stringliteral">&quot;.jpg&quot;</span> || extension == <span class="stringliteral">&quot;.pcx&quot;</span> ||
        extension == <span class="stringliteral">&quot;.png&quot;</span> || extension == <span class="stringliteral">&quot;.ppm&quot;</span> ||
        extension == <span class="stringliteral">&quot;.pgm&quot;</span> || extension == <span class="stringliteral">&quot;.pbm&quot;</span> ||
        extension == <span class="stringliteral">&quot;.psd&quot;</span> || extension == <span class="stringliteral">&quot;.tga&quot;</span> ||
        extension == <span class="stringliteral">&quot;.bmp&quot;</span> || extension == <span class="stringliteral">&quot;.wal&quot;</span> ||
        extension == <span class="stringliteral">&quot;.rgb&quot;</span> || extension == <span class="stringliteral">&quot;.rgba&quot;</span>)
    {
        video::ITexture * texture =
            Device-&gt;getVideoDriver()-&gt;getTexture( filename );
        <span class="keywordflow">if</span> ( texture &amp;&amp; Model )
        {
            <span class="comment">// always reload texture</span>
            Device-&gt;getVideoDriver()-&gt;removeTexture(texture);
            texture = Device-&gt;getVideoDriver()-&gt;getTexture( filename );

            Model-&gt;setMaterialTexture(0, texture);
        }
        <span class="keywordflow">return</span>;
    }
    <span class="comment">// if a archive is loaded add it to the FileArchive..</span>
    <span class="keywordflow">else</span> <span class="keywordflow">if</span> (extension == <span class="stringliteral">&quot;.pk3&quot;</span> || extension == <span class="stringliteral">&quot;.zip&quot;</span> || extension == <span class="stringliteral">&quot;.pak&quot;</span> || extension == <span class="stringliteral">&quot;.npk&quot;</span>)
    {
        Device-&gt;getFileSystem()-&gt;addFileArchive(filename.c_str());
        <span class="keywordflow">return</span>;
    }

    <span class="comment">// load a model into the engine</span>

    <span class="keywordflow">if</span> (Model)
        Model-&gt;remove();

    Model = 0;

    <span class="keywordflow">if</span> (extension==<span class="stringliteral">&quot;.irr&quot;</span>)
    {
        core::array&lt;scene::ISceneNode*&gt; outNodes;
        Device-&gt;getSceneManager()-&gt;loadScene(filename);
        Device-&gt;getSceneManager()-&gt;getSceneNodesFromType(<a class="code" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda073d7fe9dfd49f24cb13bfae56d8d3b6" title="Animated Mesh Scene Node.">scene::ESNT_ANIMATED_MESH</a>, outNodes);
        <span class="keywordflow">if</span> (outNodes.size())
            Model = outNodes[0];
        <span class="keywordflow">return</span>;
    }

    scene::IAnimatedMesh* m = Device-&gt;getSceneManager()-&gt;getMesh( filename.c_str() );

    <span class="keywordflow">if</span> (!m)
    {
        <span class="comment">// model could not be loaded</span>

        <span class="keywordflow">if</span> (StartUpModelFile != filename)
            Device-&gt;getGUIEnvironment()-&gt;addMessageBox(
            Caption.c_str(), L<span class="stringliteral">&quot;The model could not be loaded. &quot;</span> \
            L<span class="stringliteral">&quot;Maybe it is not a supported file format.&quot;</span>);
        <span class="keywordflow">return</span>;
    }

    <span class="comment">// set default material properties</span>

    <span class="keywordflow">if</span> (Octree)
        Model = Device-&gt;getSceneManager()-&gt;addOctreeSceneNode(m-&gt;getMesh(0));
    <span class="keywordflow">else</span>
    {
        scene::IAnimatedMeshSceneNode* animModel = Device-&gt;getSceneManager()-&gt;addAnimatedMeshSceneNode(m);
        animModel-&gt;setAnimationSpeed(30);
        Model = animModel;
    }
    Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3acea597a2692b8415486a464a7f954d34" title="Will this material be lighted? Default: true.">video::EMF_LIGHTING</a>, UseLight);
    Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3a3efe2d4921909a842adfc44dacc74520" title="Normalizes normals. Default: false.">video::EMF_NORMALIZE_NORMALS</a>, UseLight);
<span class="comment">//  Model-&gt;setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);</span>
    Model-&gt;setDebugDataVisible(<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea25111b15f03bee9a99498737286916dc" title="No Debug Data ( Default )">scene::EDS_OFF</a>);

    <span class="comment">// we need to uncheck the menu entries. would be cool to fake a menu event, but</span>
    <span class="comment">// that&#39;s not so simple. so we do it brute force</span>
    gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)Device-&gt;getGUIEnvironment()-&gt;getRootGUIElement()-&gt;getElementFromId(GUI_ID_TOGGLE_DEBUG_INFO, <span class="keyword">true</span>);
    <span class="keywordflow">if</span> (menu)
        <span class="keywordflow">for</span>(<span class="keywordtype">int</span> item = 1; item &lt; 6; ++item)
            menu-&gt;setItemChecked(item, <span class="keyword">false</span>);
    updateScaleInfo(Model);
}
</pre></div><p>Function createToolBox() creates a toolbox window. In this simple mesh viewer, this toolbox only contains a tab control with three edit boxes for changing the scale of the displayed model. </p>
<div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> createToolBox()
{
    <span class="comment">// remove tool box if already there</span>
    IGUIEnvironment* env = Device-&gt;getGUIEnvironment();
    IGUIElement* root = env-&gt;getRootGUIElement();
    IGUIElement* e = root-&gt;getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, <span class="keyword">true</span>);
    <span class="keywordflow">if</span> (e)
        e-&gt;remove();

    <span class="comment">// create the toolbox window</span>
    IGUIWindow* wnd = env-&gt;addWindow(core::rect&lt;s32&gt;(600,45,800,480),
        <span class="keyword">false</span>, L<span class="stringliteral">&quot;Toolset&quot;</span>, 0, GUI_ID_DIALOG_ROOT_WINDOW);

    <span class="comment">// create tab control and tabs</span>
    IGUITabControl* tab = env-&gt;addTabControl(
        core::rect&lt;s32&gt;(2,20,800-602,480-7), wnd, <span class="keyword">true</span>, <span class="keyword">true</span>);

    IGUITab* t1 = tab-&gt;addTab(L<span class="stringliteral">&quot;Config&quot;</span>);

    <span class="comment">// add some edit boxes and a button to tab one</span>
    env-&gt;addStaticText(L<span class="stringliteral">&quot;Scale:&quot;</span>,
            core::rect&lt;s32&gt;(10,20,60,45), <span class="keyword">false</span>, <span class="keyword">false</span>, t1);
    env-&gt;addStaticText(L<span class="stringliteral">&quot;X:&quot;</span>, core::rect&lt;s32&gt;(22,48,40,66), <span class="keyword">false</span>, <span class="keyword">false</span>, t1);
    env-&gt;addEditBox(L<span class="stringliteral">&quot;1.0&quot;</span>, core::rect&lt;s32&gt;(40,46,130,66), <span class="keyword">true</span>, t1, GUI_ID_X_SCALE);
    env-&gt;addStaticText(L<span class="stringliteral">&quot;Y:&quot;</span>, core::rect&lt;s32&gt;(22,82,40,96), <span class="keyword">false</span>, <span class="keyword">false</span>, t1);
    env-&gt;addEditBox(L<span class="stringliteral">&quot;1.0&quot;</span>, core::rect&lt;s32&gt;(40,76,130,96), <span class="keyword">true</span>, t1, GUI_ID_Y_SCALE);
    env-&gt;addStaticText(L<span class="stringliteral">&quot;Z:&quot;</span>, core::rect&lt;s32&gt;(22,108,40,126), <span class="keyword">false</span>, <span class="keyword">false</span>, t1);
    env-&gt;addEditBox(L<span class="stringliteral">&quot;1.0&quot;</span>, core::rect&lt;s32&gt;(40,106,130,126), <span class="keyword">true</span>, t1, GUI_ID_Z_SCALE);

    env-&gt;addButton(core::rect&lt;s32&gt;(10,134,85,165), t1, GUI_ID_BUTTON_SET_SCALE, L<span class="stringliteral">&quot;Set&quot;</span>);

    <span class="comment">// quick scale buttons</span>
    env-&gt;addButton(core::rect&lt;s32&gt;(65,20,95,40), t1, GUI_ID_BUTTON_SCALE_MUL10, L<span class="stringliteral">&quot;* 10&quot;</span>);
    env-&gt;addButton(core::rect&lt;s32&gt;(100,20,130,40), t1, GUI_ID_BUTTON_SCALE_DIV10, L<span class="stringliteral">&quot;* 0.1&quot;</span>);

    updateScaleInfo(Model);

    <span class="comment">// add transparency control</span>
    env-&gt;addStaticText(L<span class="stringliteral">&quot;GUI Transparency Control:&quot;</span>,
            core::rect&lt;s32&gt;(10,200,150,225), <span class="keyword">true</span>, <span class="keyword">false</span>, t1);
    IGUIScrollBar* scrollbar = env-&gt;addScrollBar(<span class="keyword">true</span>,
            core::rect&lt;s32&gt;(10,225,150,240), t1, GUI_ID_SKIN_TRANSPARENCY);
    scrollbar-&gt;setMax(255);
    scrollbar-&gt;setPos(255);

    <span class="comment">// add framerate control</span>
    env-&gt;addStaticText(L<span class="stringliteral">&quot;:&quot;</span>, core::rect&lt;s32&gt;(10,240,150,265), <span class="keyword">true</span>, <span class="keyword">false</span>, t1);
    env-&gt;addStaticText(L<span class="stringliteral">&quot;Framerate:&quot;</span>,
            core::rect&lt;s32&gt;(12,240,75,265), <span class="keyword">false</span>, <span class="keyword">false</span>, t1);
    <span class="comment">// current frame info</span>
    env-&gt;addStaticText(L<span class="stringliteral">&quot;&quot;</span>, core::rect&lt;s32&gt;(75,240,200,265), <span class="keyword">false</span>, <span class="keyword">false</span>, t1,
            GUI_ID_ANIMATION_INFO);
    scrollbar = env-&gt;addScrollBar(<span class="keyword">true</span>,
            core::rect&lt;s32&gt;(10,265,150,280), t1, GUI_ID_SKIN_ANIMATION_FPS);
    scrollbar-&gt;setMax(MAX_FRAMERATE);
    scrollbar-&gt;setMin(-MAX_FRAMERATE);
    scrollbar-&gt;setPos(DEFAULT_FRAMERATE);
    scrollbar-&gt;setSmallStep(1);
}
</pre></div><p>Function updateToolBox() is called each frame to update dynamic information in the toolbox. </p>
<div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> updateToolBox()
{
    IGUIEnvironment* env = Device-&gt;getGUIEnvironment();
    IGUIElement* root = env-&gt;getRootGUIElement();
    IGUIElement* dlg = root-&gt;getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, <span class="keyword">true</span>);
    <span class="keywordflow">if</span> (!dlg )
        <span class="keywordflow">return</span>;

    <span class="comment">// update the info we have about the animation of the model</span>
    IGUIStaticText *  aniInfo = (IGUIStaticText *)(dlg-&gt;getElementFromId(GUI_ID_ANIMATION_INFO, <span class="keyword">true</span>));
    <span class="keywordflow">if</span> (aniInfo)
    {
        <span class="keywordflow">if</span> ( Model &amp;&amp; <a class="code" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda073d7fe9dfd49f24cb13bfae56d8d3b6" title="Animated Mesh Scene Node.">scene::ESNT_ANIMATED_MESH</a> == Model-&gt;getType() )
        {
            scene::IAnimatedMeshSceneNode* animatedModel = (scene::IAnimatedMeshSceneNode*)Model;

            <a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a> str( (<a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a>)<a class="code" href="namespaceirr_1_1core.html#a894a901069c34298987761c5f3d74f1f">core::round_</a>(animatedModel-&gt;getAnimationSpeed()) );
            str += L<span class="stringliteral">&quot; Frame: &quot;</span>;
            str += <a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>((<a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a>)animatedModel-&gt;getFrameNr());
            aniInfo-&gt;setText(str.c_str());
        }
        <span class="keywordflow">else</span>
            aniInfo-&gt;setText(L<span class="stringliteral">&quot;&quot;</span>);
    }
}

<span class="keywordtype">void</span> onKillFocus()
{
    <span class="comment">// Avoid that the FPS-camera continues moving when the user presses alt-tab while </span>
    <span class="comment">// moving the camera. </span>
    <span class="keyword">const</span> core::list&lt;scene::ISceneNodeAnimator*&gt;&amp; animators = Camera[1]-&gt;getAnimators();
    core::list&lt;irr::scene::ISceneNodeAnimator*&gt;::ConstIterator iter = animators.begin();
    <span class="keywordflow">while</span> ( iter != animators.end() )
    {
        <span class="keywordflow">if</span> ( (*iter)-&gt;getType() == <a class="code" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19ae40c836272ace5bf243baaca72dba55c" title="FPS camera animator.">scene::ESNAT_CAMERA_FPS</a> )
        {
            <span class="comment">// we send a key-down event for all keys used by this animator</span>
            scene::ISceneNodeAnimatorCameraFPS * fpsAnimator = <span class="keyword">static_cast&lt;</span>scene::ISceneNodeAnimatorCameraFPS*<span class="keyword">&gt;</span>(*iter);
            <span class="keyword">const</span> core::array&lt;SKeyMap&gt;&amp; keyMap = fpsAnimator-&gt;getKeyMap();
            <span class="keywordflow">for</span> ( <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">irr::u32</a> i=0; i&lt; keyMap.size(); ++i )
            {
                <a class="code" href="structirr_1_1_s_event.html" title="SEvents hold information about an event. See irr::IEventReceiver for details on event handling...">irr::SEvent</a> event;
                <span class="keyword">event</span>.<a class="code" href="structirr_1_1_s_event.html#a8b48c016d5c20a9b0967b1ce0fb3ef15">EventType</a> = <a class="code" href="namespaceirr.html#ac9eed96e06e85ce3c86fcbbbe9e48a0ca6f90390f3147a1693e5e2e3422d6ca09" title="A key input event.">EET_KEY_INPUT_EVENT</a>;
                <span class="keyword">event</span>.KeyInput.Key = keyMap[i].KeyCode;
                <span class="keyword">event</span>.KeyInput.PressedDown = <span class="keyword">false</span>;
                fpsAnimator-&gt;OnEvent(event);
            }
        }
        ++iter;
    }
}
</pre></div><p>Function hasModalDialog() checks if we currently have a modal dialog open. </p>
<div class="fragment"><pre class="fragment"><span class="keywordtype">bool</span> hasModalDialog()
{
    <span class="keywordflow">if</span> ( !Device )
        <span class="keywordflow">return</span> <span class="keyword">false</span>;
    IGUIEnvironment* env = Device-&gt;getGUIEnvironment();
    IGUIElement * focused = env-&gt;getFocus();
    <span class="keywordflow">while</span> ( focused )
    {
        <span class="keywordflow">if</span> ( focused-&gt;isVisible() &amp;&amp; focused-&gt;hasType(<a class="code" href="namespaceirr_1_1gui.html#ae4d66df0ecf4117cdbcf9f22404bd254aabc2c9519ef201dce8bd898d2566e53b" title="A modal screen.">EGUIET_MODAL_SCREEN</a>) )
            <span class="keywordflow">return</span> <span class="keyword">true</span>;
        focused = focused-&gt;getParent();
    }
    <span class="keywordflow">return</span> <span class="keyword">false</span>;
}
</pre></div><p>To get all the events sent by the GUI Elements, we need to create an event receiver. This one is really simple. If an event occurs, it checks the id of the caller and the event type, and starts an action based on these values. For example, if a menu item with id GUI_ID_OPEN_MODEL was selected, it opens a file-open-dialog. </p>
<div class="fragment"><pre class="fragment"><span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> IEventReceiver
{
<span class="keyword">public</span>:
    <span class="keyword">virtual</span> <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent&amp; event)
    {
        <span class="comment">// Escape swaps Camera Input</span>
        <span class="keywordflow">if</span> (event.EventType == <a class="code" href="namespaceirr.html#ac9eed96e06e85ce3c86fcbbbe9e48a0ca6f90390f3147a1693e5e2e3422d6ca09" title="A key input event.">EET_KEY_INPUT_EVENT</a> &amp;&amp;
            event.KeyInput.PressedDown == <span class="keyword">false</span>)
        {
            <span class="keywordflow">if</span> ( OnKeyUp(event.KeyInput.Key) )
                <span class="keywordflow">return</span> <span class="keyword">true</span>;
        }

        <span class="keywordflow">if</span> (event.EventType == <a class="code" href="namespaceirr.html#ac9eed96e06e85ce3c86fcbbbe9e48a0cae85bb44dd09a29c879d64a05047fc1d2" title="An event of the graphical user interface.">EET_GUI_EVENT</a>)
        {
            <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <span class="keywordtype">id</span> = <span class="keyword">event</span>.GUIEvent.Caller-&gt;getID();
            IGUIEnvironment* env = Device-&gt;getGUIEnvironment();

            <span class="keywordflow">switch</span>(event.GUIEvent.EventType)
            {
            <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1gui.html#aeac71ad17341a4b6e9026ae11d576808a90e8bebdd49f2a2e451b1105a87ee7ef" title="A menu item was selected in a (context) menu.">EGET_MENU_ITEM_SELECTED</a>:
                    <span class="comment">// a menu item was clicked</span>
                    OnMenuItemSelected( (IGUIContextMenu*)event.GUIEvent.Caller );
                <span class="keywordflow">break</span>;

            <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1gui.html#aeac71ad17341a4b6e9026ae11d576808a5b6504cf6b541d5ad95407c384632873" title="A file has been selected in the file dialog.">EGET_FILE_SELECTED</a>:
                {
                    <span class="comment">// load the model file, selected in the file open dialog</span>
                    IGUIFileOpenDialog* dialog =
                        (IGUIFileOpenDialog*)event.GUIEvent.Caller;
                    loadModel(<a class="code" href="namespaceirr_1_1core.html#ade1071a878633f2f6d8a75c5d11fec19" title="Typedef for character strings.">core::stringc</a>(dialog-&gt;getFileName()).c_str());
                }
                <span class="keywordflow">break</span>;

            <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1gui.html#aeac71ad17341a4b6e9026ae11d576808a2eea536494edcde2bb2608bda9d352b2" title="A scrollbar has changed its position.">EGET_SCROLL_BAR_CHANGED</a>:

                <span class="comment">// control skin transparency</span>
                <span class="keywordflow">if</span> (<span class="keywordtype">id</span> == GUI_ID_SKIN_TRANSPARENCY)
                {
                    <span class="keyword">const</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> pos = ((IGUIScrollBar*)event.GUIEvent.Caller)-&gt;getPos();
                    setSkinTransparency(pos, env-&gt;getSkin());
                }
                <span class="comment">// control animation speed</span>
                <span class="keywordflow">else</span> <span class="keywordflow">if</span> (<span class="keywordtype">id</span> == GUI_ID_SKIN_ANIMATION_FPS)
                {
                    <span class="keyword">const</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> pos = ((IGUIScrollBar*)event.GUIEvent.Caller)-&gt;getPos();
                    <span class="keywordflow">if</span> (<a class="code" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda073d7fe9dfd49f24cb13bfae56d8d3b6" title="Animated Mesh Scene Node.">scene::ESNT_ANIMATED_MESH</a> == Model-&gt;getType())
                        ((scene::IAnimatedMeshSceneNode*)Model)-&gt;setAnimationSpeed((<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)pos);
                }
                <span class="keywordflow">break</span>;

            <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1gui.html#aeac71ad17341a4b6e9026ae11d576808aef7f9081622a71160e161c80eb07d436" title="The selection in a combo box has been changed.">EGET_COMBO_BOX_CHANGED</a>:

                <span class="comment">// control anti-aliasing/filtering</span>
                <span class="keywordflow">if</span> (<span class="keywordtype">id</span> == GUI_ID_TEXTUREFILTER)
                {
                    OnTextureFilterSelected( (IGUIComboBox*)event.GUIEvent.Caller );
                }
                <span class="keywordflow">break</span>;

            <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1gui.html#aeac71ad17341a4b6e9026ae11d576808a308ee345c92444931f83e48354072d98" title="A button was clicked.">EGET_BUTTON_CLICKED</a>:

                <span class="keywordflow">switch</span>(<span class="keywordtype">id</span>)
                {
                <span class="keywordflow">case</span> GUI_ID_BUTTON_SET_SCALE:
                    {
                        <span class="comment">// set scale</span>
                        gui::IGUIElement* root = env-&gt;getRootGUIElement();
                        <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a> scale;
                        <a class="code" href="namespaceirr_1_1core.html#ade1071a878633f2f6d8a75c5d11fec19" title="Typedef for character strings.">core::stringc</a> s;

                        s = root-&gt;getElementFromId(GUI_ID_X_SCALE, <span class="keyword">true</span>)-&gt;getText();
                        scale.X = (<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)atof(s.c_str());
                        s = root-&gt;getElementFromId(GUI_ID_Y_SCALE, <span class="keyword">true</span>)-&gt;getText();
                        scale.Y = (<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)atof(s.c_str());
                        s = root-&gt;getElementFromId(GUI_ID_Z_SCALE, <span class="keyword">true</span>)-&gt;getText();
                        scale.Z = (<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)atof(s.c_str());

                        <span class="keywordflow">if</span> (Model)
                            Model-&gt;setScale(scale);
                        updateScaleInfo(Model);
                    }
                    <span class="keywordflow">break</span>;
                <span class="keywordflow">case</span> GUI_ID_BUTTON_SCALE_MUL10:
                    <span class="keywordflow">if</span> (Model)
                        Model-&gt;setScale(Model-&gt;getScale()*10.f);
                    updateScaleInfo(Model);
                    <span class="keywordflow">break</span>;
                <span class="keywordflow">case</span> GUI_ID_BUTTON_SCALE_DIV10:
                    <span class="keywordflow">if</span> (Model)
                        Model-&gt;setScale(Model-&gt;getScale()*0.1f);
                    updateScaleInfo(Model);
                    <span class="keywordflow">break</span>;
                <span class="keywordflow">case</span> GUI_ID_BUTTON_OPEN_MODEL:
                    env-&gt;addFileOpenDialog(L<span class="stringliteral">&quot;Please select a model file to open&quot;</span>);
                    <span class="keywordflow">break</span>;
                <span class="keywordflow">case</span> GUI_ID_BUTTON_SHOW_ABOUT:
                    showAboutText();
                    <span class="keywordflow">break</span>;
                <span class="keywordflow">case</span> GUI_ID_BUTTON_SHOW_TOOLBOX:
                    createToolBox();
                    <span class="keywordflow">break</span>;
                <span class="keywordflow">case</span> GUI_ID_BUTTON_SELECT_ARCHIVE:
                    env-&gt;addFileOpenDialog(L<span class="stringliteral">&quot;Please select your game archive/directory&quot;</span>);
                    <span class="keywordflow">break</span>;
                }

                <span class="keywordflow">break</span>;
            <span class="keywordflow">default</span>:
                <span class="keywordflow">break</span>;
            }
        }

        <span class="keywordflow">return</span> <span class="keyword">false</span>;
    }
</pre></div><p>Handle key-up events </p>
<div class="fragment"><pre class="fragment">    <span class="keywordtype">bool</span> OnKeyUp(<a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3">irr::EKEY_CODE</a> keyCode)
    {
        <span class="comment">// Don&#39;t handle keys if we have a modal dialog open as it would lead </span>
        <span class="comment">// to unexpected application behaviour for the user.</span>
        <span class="keywordflow">if</span> ( hasModalDialog() )
            <span class="keywordflow">return</span> <span class="keyword">false</span>;
        
        <span class="keywordflow">if</span> (keyCode == <a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3aab32bfc194f119e5d5b9b39527bbcd61">irr::KEY_ESCAPE</a>)
        {
            <span class="keywordflow">if</span> (Device)
            {
                scene::ICameraSceneNode * camera =
                    Device-&gt;getSceneManager()-&gt;getActiveCamera();
                <span class="keywordflow">if</span> (camera)
                {
                    camera-&gt;setInputReceiverEnabled( !camera-&gt;isInputReceiverEnabled() );
                }
                <span class="keywordflow">return</span> <span class="keyword">true</span>;
            }
        }
        <span class="keywordflow">else</span> <span class="keywordflow">if</span> (keyCode == <a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3a5427274e34fd5587155fe8b3b12d96a8">irr::KEY_F1</a>)
        {
            <span class="keywordflow">if</span> (Device)
            {
                IGUIElement* elem = Device-&gt;getGUIEnvironment()-&gt;getRootGUIElement()-&gt;getElementFromId(GUI_ID_POSITION_TEXT);
                <span class="keywordflow">if</span> (elem)
                    elem-&gt;setVisible(!elem-&gt;isVisible());
            }
        }
        <span class="keywordflow">else</span> <span class="keywordflow">if</span> (keyCode == <a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3a864770d5fa3f9713dc7a37f66f6b84fc">irr::KEY_KEY_M</a>)
        {
            <span class="keywordflow">if</span> (Device)
                Device-&gt;minimizeWindow();
        }
        <span class="keywordflow">else</span> <span class="keywordflow">if</span> (keyCode == <a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3ae1f51392abd7c04d8129d2c85dbd391c">irr::KEY_KEY_L</a>)
        {
            UseLight=!UseLight;
            <span class="keywordflow">if</span> (Model)
            {
                Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3acea597a2692b8415486a464a7f954d34" title="Will this material be lighted? Default: true.">video::EMF_LIGHTING</a>, UseLight);
                Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3a3efe2d4921909a842adfc44dacc74520" title="Normalizes normals. Default: false.">video::EMF_NORMALIZE_NORMALS</a>, UseLight);
            }
        }
        <span class="keywordflow">return</span> <span class="keyword">false</span>;
    }
</pre></div><p>Handle "menu item clicked" events. </p>
<div class="fragment"><pre class="fragment">    <span class="keywordtype">void</span> OnMenuItemSelected( IGUIContextMenu* menu )
    {
        <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <span class="keywordtype">id</span> = menu-&gt;getItemCommandId(menu-&gt;getSelectedItem());
        IGUIEnvironment* env = Device-&gt;getGUIEnvironment();

        <span class="keywordflow">switch</span>(<span class="keywordtype">id</span>)
        {
        <span class="keywordflow">case</span> GUI_ID_OPEN_MODEL: <span class="comment">// FilOnButtonSetScalinge -&gt; Open Model</span>
            env-&gt;addFileOpenDialog(L<span class="stringliteral">&quot;Please select a model file to open&quot;</span>);
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_SET_MODEL_ARCHIVE: <span class="comment">// File -&gt; Set Model Archive</span>
            env-&gt;addFileOpenDialog(L<span class="stringliteral">&quot;Please select your game archive/directory&quot;</span>);
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_LOAD_AS_OCTREE: <span class="comment">// File -&gt; LoadAsOctree</span>
            Octree = !Octree;
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem(), Octree);
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_QUIT: <span class="comment">// File -&gt; Quit</span>
            Device-&gt;closeDevice();
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_SKY_BOX_VISIBLE: <span class="comment">// View -&gt; Skybox</span>
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem(), !menu-&gt;isItemChecked(menu-&gt;getSelectedItem()));
            SkyBox-&gt;setVisible(!SkyBox-&gt;isVisible());
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_DEBUG_OFF: <span class="comment">// View -&gt; Debug Information</span>
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()+1, <span class="keyword">false</span>);
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()+2, <span class="keyword">false</span>);
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()+3, <span class="keyword">false</span>);
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()+4, <span class="keyword">false</span>);
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()+5, <span class="keyword">false</span>);
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()+6, <span class="keyword">false</span>);
            <span class="keywordflow">if</span> (Model)
                Model-&gt;setDebugDataVisible(<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea25111b15f03bee9a99498737286916dc" title="No Debug Data ( Default )">scene::EDS_OFF</a>);
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_DEBUG_BOUNDING_BOX: <span class="comment">// View -&gt; Debug Information</span>
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem(), !menu-&gt;isItemChecked(menu-&gt;getSelectedItem()));
            <span class="keywordflow">if</span> (Model)
                Model-&gt;setDebugDataVisible((<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbe" title="An enumeration for all types of debug data for built-in scene nodes (flags)">scene::E_DEBUG_SCENE_TYPE</a>)(Model-&gt;isDebugDataVisible()^<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea19e56bb3d3b18134fa63e0529629b427" title="Show Bounding Boxes of SceneNode.">scene::EDS_BBOX</a>));
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_DEBUG_NORMALS: <span class="comment">// View -&gt; Debug Information</span>
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem(), !menu-&gt;isItemChecked(menu-&gt;getSelectedItem()));
            <span class="keywordflow">if</span> (Model)
                Model-&gt;setDebugDataVisible((<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbe" title="An enumeration for all types of debug data for built-in scene nodes (flags)">scene::E_DEBUG_SCENE_TYPE</a>)(Model-&gt;isDebugDataVisible()^<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea2713e470ee18ec9bfe40fdfb502f8b05" title="Show Vertex Normals.">scene::EDS_NORMALS</a>));
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_DEBUG_SKELETON: <span class="comment">// View -&gt; Debug Information</span>
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem(), !menu-&gt;isItemChecked(menu-&gt;getSelectedItem()));
            <span class="keywordflow">if</span> (Model)
                Model-&gt;setDebugDataVisible((<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbe" title="An enumeration for all types of debug data for built-in scene nodes (flags)">scene::E_DEBUG_SCENE_TYPE</a>)(Model-&gt;isDebugDataVisible()^<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbeaa7664e189b8641ac54cf27f70f6d8144" title="Shows Skeleton/Tags.">scene::EDS_SKELETON</a>));
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_DEBUG_WIRE_OVERLAY: <span class="comment">// View -&gt; Debug Information</span>
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem(), !menu-&gt;isItemChecked(menu-&gt;getSelectedItem()));
            <span class="keywordflow">if</span> (Model)
                Model-&gt;setDebugDataVisible((<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbe" title="An enumeration for all types of debug data for built-in scene nodes (flags)">scene::E_DEBUG_SCENE_TYPE</a>)(Model-&gt;isDebugDataVisible()^<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea349b086537ac770f09935af4e31d3f3e" title="Overlays Mesh Wireframe.">scene::EDS_MESH_WIRE_OVERLAY</a>));
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_DEBUG_HALF_TRANSPARENT: <span class="comment">// View -&gt; Debug Information</span>
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem(), !menu-&gt;isItemChecked(menu-&gt;getSelectedItem()));
            <span class="keywordflow">if</span> (Model)
                Model-&gt;setDebugDataVisible((<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbe" title="An enumeration for all types of debug data for built-in scene nodes (flags)">scene::E_DEBUG_SCENE_TYPE</a>)(Model-&gt;isDebugDataVisible()^<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea1def9e1b7d86e286b07a4b7179e6ed85" title="Temporary use transparency Material Type.">scene::EDS_HALF_TRANSPARENCY</a>));
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES: <span class="comment">// View -&gt; Debug Information</span>
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem(), !menu-&gt;isItemChecked(menu-&gt;getSelectedItem()));
            <span class="keywordflow">if</span> (Model)
                Model-&gt;setDebugDataVisible((<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbe" title="An enumeration for all types of debug data for built-in scene nodes (flags)">scene::E_DEBUG_SCENE_TYPE</a>)(Model-&gt;isDebugDataVisible()^<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea0179a3df80ac09143dfffed0bd9e99d1" title="Show Bounding Boxes of all MeshBuffers.">scene::EDS_BBOX_BUFFERS</a>));
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_DEBUG_ALL: <span class="comment">// View -&gt; Debug Information</span>
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()-1, <span class="keyword">true</span>);
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()-2, <span class="keyword">true</span>);
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()-3, <span class="keyword">true</span>);
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()-4, <span class="keyword">true</span>);
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()-5, <span class="keyword">true</span>);
            menu-&gt;setItemChecked(menu-&gt;getSelectedItem()-6, <span class="keyword">true</span>);
            <span class="keywordflow">if</span> (Model)
                Model-&gt;setDebugDataVisible(<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea24ffe5e6e99d589b3c80181e7c7dd4e2" title="Show all debug infos.">scene::EDS_FULL</a>);
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_ABOUT: <span class="comment">// Help-&gt;About</span>
            showAboutText();
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_MODEL_MATERIAL_SOLID: <span class="comment">// View -&gt; Material -&gt; Solid</span>
            <span class="keywordflow">if</span> (Model)
                Model-&gt;setMaterialType(<a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>);
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_MODEL_MATERIAL_TRANSPARENT: <span class="comment">// View -&gt; Material -&gt; Transparent</span>
            <span class="keywordflow">if</span> (Model)
                Model-&gt;setMaterialType(<a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a1b5a814c4466aca2943ff056003a50d1" title="A transparent material.">video::EMT_TRANSPARENT_ADD_COLOR</a>);
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_MODEL_MATERIAL_REFLECTION: <span class="comment">// View -&gt; Material -&gt; Reflection</span>
            <span class="keywordflow">if</span> (Model)
                Model-&gt;setMaterialType(<a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a42a8b6f5c933864ca104b3d46692c43b" title="Look like a reflection of the environment around it.">video::EMT_SPHERE_MAP</a>);
            <span class="keywordflow">break</span>;

        <span class="keywordflow">case</span> GUI_ID_CAMERA_MAYA:
            setActiveCamera(Camera[0]);
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> GUI_ID_CAMERA_FIRST_PERSON:
            setActiveCamera(Camera[1]);
            <span class="keywordflow">break</span>;
        }
    }
</pre></div><p>Handle the event that one of the texture-filters was selected in the corresponding combobox. </p>
<div class="fragment"><pre class="fragment">    <span class="keywordtype">void</span> OnTextureFilterSelected( IGUIComboBox* combo )
    {
        <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> pos = combo-&gt;getSelected();
        <span class="keywordflow">switch</span> (pos)
        {
            <span class="keywordflow">case</span> 0:
            <span class="keywordflow">if</span> (Model)
            {
                Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3afbf2b289d416e70466e4ab05e97b4934" title="Is bilinear filtering enabled? Default: true.">video::EMF_BILINEAR_FILTER</a>, <span class="keyword">false</span>);
                Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3a7a2ed21d879b182fbc767a4c20d72eef" title="Is trilinear filtering enabled? Default: false.">video::EMF_TRILINEAR_FILTER</a>, <span class="keyword">false</span>);
                Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3a941c0756b9dc3f987a183a401c6fd4ad" title="Is anisotropic filtering? Default: false.">video::EMF_ANISOTROPIC_FILTER</a>, <span class="keyword">false</span>);
            }
            <span class="keywordflow">break</span>;
            <span class="keywordflow">case</span> 1:
            <span class="keywordflow">if</span> (Model)
            {
                Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3afbf2b289d416e70466e4ab05e97b4934" title="Is bilinear filtering enabled? Default: true.">video::EMF_BILINEAR_FILTER</a>, <span class="keyword">true</span>);
                Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3a7a2ed21d879b182fbc767a4c20d72eef" title="Is trilinear filtering enabled? Default: false.">video::EMF_TRILINEAR_FILTER</a>, <span class="keyword">false</span>);
            }
            <span class="keywordflow">break</span>;
            <span class="keywordflow">case</span> 2:
            <span class="keywordflow">if</span> (Model)
            {
                Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3afbf2b289d416e70466e4ab05e97b4934" title="Is bilinear filtering enabled? Default: true.">video::EMF_BILINEAR_FILTER</a>, <span class="keyword">false</span>);
                Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3a7a2ed21d879b182fbc767a4c20d72eef" title="Is trilinear filtering enabled? Default: false.">video::EMF_TRILINEAR_FILTER</a>, <span class="keyword">true</span>);
            }
            <span class="keywordflow">break</span>;
            <span class="keywordflow">case</span> 3:
            <span class="keywordflow">if</span> (Model)
            {
                Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3a941c0756b9dc3f987a183a401c6fd4ad" title="Is anisotropic filtering? Default: false.">video::EMF_ANISOTROPIC_FILTER</a>, <span class="keyword">true</span>);
            }
            <span class="keywordflow">break</span>;
            <span class="keywordflow">case</span> 4:
            <span class="keywordflow">if</span> (Model)
            {
                Model-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3a941c0756b9dc3f987a183a401c6fd4ad" title="Is anisotropic filtering? Default: false.">video::EMF_ANISOTROPIC_FILTER</a>, <span class="keyword">false</span>);
            }
            <span class="keywordflow">break</span>;
        }
    }
};
</pre></div><p>Most of the hard work is done. We only need to create the Irrlicht Engine device and all the buttons, menus and toolbars. We start up the engine as usual, using <a class="el" href="namespaceirr.html#abaf4d8719cc26b0d30813abf85e47c76" title="Creates an Irrlicht device. The Irrlicht device is the root object for using the engine.">createDevice()</a>. To make our application catch events, we set our eventreceiver as parameter. As you can see, there is also a call to IrrlichtDevice::setResizeable(). This makes the render window resizeable, which is quite useful for a mesh viewer. </p>
<div class="fragment"><pre class="fragment"><span class="keywordtype">int</span> main(<span class="keywordtype">int</span> argc, <span class="keywordtype">char</span>* argv[])
{
    <span class="comment">// ask user for driver</span>
    <a class="code" href="namespaceirr_1_1video.html#ae35a6de6d436c76107ad157fe42356d0" title="An enum for all types of drivers the Irrlicht Engine supports.">video::E_DRIVER_TYPE</a> driverType=driverChoiceConsole();
    <span class="keywordflow">if</span> (driverType==<a class="code" href="namespaceirr_1_1video.html#ae35a6de6d436c76107ad157fe42356d0ae685cada50f8c100403134d932d0414c" title="No driver, just for counting the elements.">video::EDT_COUNT</a>)
        <span class="keywordflow">return</span> 1;

    <span class="comment">// create device and exit if creation failed</span>
    MyEventReceiver receiver;
    Device = <a class="code" href="namespaceirr.html#abaf4d8719cc26b0d30813abf85e47c76" title="Creates an Irrlicht device. The Irrlicht device is the root object for using the engine.">createDevice</a>(driverType, core::dimension2d&lt;u32&gt;(800, 600),
        16, <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>, &amp;receiver);

    <span class="keywordflow">if</span> (Device == 0)
        <span class="keywordflow">return</span> 1; <span class="comment">// could not create selected driver.</span>

    Device-&gt;setResizable(<span class="keyword">true</span>);

    Device-&gt;setWindowCaption(L<span class="stringliteral">&quot;Irrlicht Engine - Loading...&quot;</span>);

    video::IVideoDriver* driver = Device-&gt;getVideoDriver();
    IGUIEnvironment* env = Device-&gt;getGUIEnvironment();
    scene::ISceneManager* smgr = Device-&gt;getSceneManager();
    smgr-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#a157681b3ef101a801ce278e6f21de946" title="Name of the parameter specifying the COLLADA mesh loading mode.">scene::COLLADA_CREATE_SCENE_INSTANCES</a>, <span class="keyword">true</span>);

    driver-&gt;setTextureCreationFlag(<a class="code" href="namespaceirr_1_1video.html#acaf6f7414534f7d62bff18c5bf11876fa20881e307a778c4a4fbb5327a60a93bb">video::ETCF_ALWAYS_32_BIT</a>, <span class="keyword">true</span>);

    smgr-&gt;addLightSceneNode(0, <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(200,200,200),
        video::SColorf(1.0f,1.0f,1.0f),2000);
    smgr-&gt;setAmbientLight(video::SColorf(0.3f,0.3f,0.3f));
    <span class="comment">// add our media directory as &quot;search path&quot;</span>
    Device-&gt;getFileSystem()-&gt;addFileArchive(<span class="stringliteral">&quot;../../media/&quot;</span>);
</pre></div><p>The next step is to read the configuration file. It is stored in the xml format and looks a little bit like this:</p>
<div class="fragment"><pre class="fragment">
	&lt;?xml version="1.0"?&gt;
	&lt;config&gt;
		&lt;startUpModel file="some filename" /&gt;
		&lt;messageText caption="Irrlicht Engine Mesh Viewer"&gt;
			Hello!
		&lt;/messageText&gt;
	&lt;/config&gt;
	</pre></div><p>We need the data stored in there to be written into the global variables StartUpModelFile, MessageText and Caption. This is now done using the Irrlicht Engine integrated XML parser: </p>
<div class="fragment"><pre class="fragment">    <span class="comment">// read configuration from xml file</span>

    <a class="code" href="namespaceirr_1_1io.html#a9dc6291fb7e4c73155a3e3c8339f9bff" title="An xml reader for wide characters, derived from IReferenceCounted.">io::IXMLReader</a>* xml = Device-&gt;getFileSystem()-&gt;createXMLReader( L<span class="stringliteral">&quot;config.xml&quot;</span>);

    <span class="keywordflow">while</span>(xml &amp;&amp; xml-&gt;read())
    {
        <span class="keywordflow">switch</span>(xml-&gt;getNodeType())
        {
        <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1io.html#a86a02676c9cbb822e04d60c81b4f33eda0edf973f8ca0f6097f69369539d432a4">io::EXN_TEXT</a>:
            <span class="comment">// in this xml file, the only text which occurs is the</span>
            <span class="comment">// messageText</span>
            MessageText = xml-&gt;getNodeData();
            <span class="keywordflow">break</span>;
        <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1io.html#a86a02676c9cbb822e04d60c81b4f33eda9df4f5baccc23a0ad1f6fa64d8de2fc0" title="An xml element such as &lt;foo&gt;.">io::EXN_ELEMENT</a>:
            {
                <span class="keywordflow">if</span> (<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(<span class="stringliteral">&quot;startUpModel&quot;</span>) == xml-&gt;getNodeName())
                    StartUpModelFile = xml-&gt;getAttributeValue(L<span class="stringliteral">&quot;file&quot;</span>);
                <span class="keywordflow">else</span>
                <span class="keywordflow">if</span> (<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(<span class="stringliteral">&quot;messageText&quot;</span>) == xml-&gt;getNodeName())
                    Caption = xml-&gt;getAttributeValue(L<span class="stringliteral">&quot;caption&quot;</span>);
            }
            <span class="keywordflow">break</span>;
        <span class="keywordflow">default</span>:
            <span class="keywordflow">break</span>;
        }
    }

    <span class="keywordflow">if</span> (xml)
        xml-&gt;drop(); <span class="comment">// don&#39;t forget to delete the xml reader</span>

    <span class="keywordflow">if</span> (argc &gt; 1)
        StartUpModelFile = argv[1];
</pre></div><p>That wasn't difficult. Now we'll set a nicer font and create the Menu. It is possible to create submenus for every menu item. The call menu-&gt;addItem(L"File", -1, true, true); for example adds a new menu Item with the name "File" and the id -1. The following parameter says that the menu item should be enabled, and the last one says, that there should be a submenu. The submenu can now be accessed with menu-&gt;getSubMenu(0), because the "File" entry is the menu item with index 0. </p>
<div class="fragment"><pre class="fragment">    <span class="comment">// set a nicer font</span>

    IGUISkin* skin = env-&gt;getSkin();
    IGUIFont* font = env-&gt;<a class="code" href="classirr_1_1gui_1_1_i_g_u_i_skin.html#ab1b2623d04688c4dfe106ca407171d6e" title="returns the default font">getFont</a>(<span class="stringliteral">&quot;fonthaettenschweiler.bmp&quot;</span>);
    <span class="keywordflow">if</span> (font)
        skin-&gt;setFont(font);

    <span class="comment">// create menu</span>
    gui::IGUIContextMenu* menu = env-&gt;addMenu();
    menu-&gt;addItem(L<span class="stringliteral">&quot;File&quot;</span>, -1, <span class="keyword">true</span>, <span class="keyword">true</span>);
    menu-&gt;addItem(L<span class="stringliteral">&quot;View&quot;</span>, -1, <span class="keyword">true</span>, <span class="keyword">true</span>);
    menu-&gt;addItem(L<span class="stringliteral">&quot;Camera&quot;</span>, -1, <span class="keyword">true</span>, <span class="keyword">true</span>);
    menu-&gt;addItem(L<span class="stringliteral">&quot;Help&quot;</span>, -1, <span class="keyword">true</span>, <span class="keyword">true</span>);

    gui::IGUIContextMenu* submenu;
    submenu = menu-&gt;getSubMenu(0);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Open Model File &amp; Texture...&quot;</span>, GUI_ID_OPEN_MODEL);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Set Model Archive...&quot;</span>, GUI_ID_SET_MODEL_ARCHIVE);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Load as Octree&quot;</span>, GUI_ID_LOAD_AS_OCTREE);
    submenu-&gt;addSeparator();
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Quit&quot;</span>, GUI_ID_QUIT);

    submenu = menu-&gt;getSubMenu(1);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;sky box visible&quot;</span>, GUI_ID_SKY_BOX_VISIBLE, <span class="keyword">true</span>, <span class="keyword">false</span>, <span class="keyword">true</span>);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;toggle model debug information&quot;</span>, GUI_ID_TOGGLE_DEBUG_INFO, <span class="keyword">true</span>, <span class="keyword">true</span>);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;model material&quot;</span>, -1, <span class="keyword">true</span>, <span class="keyword">true</span> );

    submenu = submenu-&gt;getSubMenu(1);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Off&quot;</span>, GUI_ID_DEBUG_OFF);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Bounding Box&quot;</span>, GUI_ID_DEBUG_BOUNDING_BOX);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Normals&quot;</span>, GUI_ID_DEBUG_NORMALS);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Skeleton&quot;</span>, GUI_ID_DEBUG_SKELETON);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Wire overlay&quot;</span>, GUI_ID_DEBUG_WIRE_OVERLAY);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Half-Transparent&quot;</span>, GUI_ID_DEBUG_HALF_TRANSPARENT);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Buffers bounding boxes&quot;</span>, GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;All&quot;</span>, GUI_ID_DEBUG_ALL);

    submenu = menu-&gt;getSubMenu(1)-&gt;getSubMenu(2);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Solid&quot;</span>, GUI_ID_MODEL_MATERIAL_SOLID);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Transparent&quot;</span>, GUI_ID_MODEL_MATERIAL_TRANSPARENT);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Reflection&quot;</span>, GUI_ID_MODEL_MATERIAL_REFLECTION);

    submenu = menu-&gt;getSubMenu(2);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;Maya Style&quot;</span>, GUI_ID_CAMERA_MAYA);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;First Person&quot;</span>, GUI_ID_CAMERA_FIRST_PERSON);

    submenu = menu-&gt;getSubMenu(3);
    submenu-&gt;addItem(L<span class="stringliteral">&quot;About&quot;</span>, GUI_ID_ABOUT);
</pre></div><p>Below the menu we want a toolbar, onto which we can place colored buttons and important looking stuff like a senseless combobox. </p>
<div class="fragment"><pre class="fragment">    <span class="comment">// create toolbar</span>

    gui::IGUIToolBar* bar = env-&gt;addToolBar();

    video::ITexture* image = driver-&gt;getTexture(<span class="stringliteral">&quot;open.png&quot;</span>);
    bar-&gt;addButton(GUI_ID_BUTTON_OPEN_MODEL, 0, L<span class="stringliteral">&quot;Open a model&quot;</span>,image, 0, <span class="keyword">false</span>, <span class="keyword">true</span>);

    image = driver-&gt;getTexture(<span class="stringliteral">&quot;tools.png&quot;</span>);
    bar-&gt;addButton(GUI_ID_BUTTON_SHOW_TOOLBOX, 0, L<span class="stringliteral">&quot;Open Toolset&quot;</span>,image, 0, <span class="keyword">false</span>, <span class="keyword">true</span>);

    image = driver-&gt;getTexture(<span class="stringliteral">&quot;zip.png&quot;</span>);
    bar-&gt;addButton(GUI_ID_BUTTON_SELECT_ARCHIVE, 0, L<span class="stringliteral">&quot;Set Model Archive&quot;</span>,image, 0, <span class="keyword">false</span>, <span class="keyword">true</span>);

    image = driver-&gt;getTexture(<span class="stringliteral">&quot;help.png&quot;</span>);
    bar-&gt;addButton(GUI_ID_BUTTON_SHOW_ABOUT, 0, L<span class="stringliteral">&quot;Open Help&quot;</span>, image, 0, <span class="keyword">false</span>, <span class="keyword">true</span>);

    <span class="comment">// create a combobox for texture filters</span>

    gui::IGUIComboBox* box = env-&gt;addComboBox(core::rect&lt;s32&gt;(250,4,350,23), bar, GUI_ID_TEXTUREFILTER);
    box-&gt;addItem(L<span class="stringliteral">&quot;No filtering&quot;</span>);
    box-&gt;addItem(L<span class="stringliteral">&quot;Bilinear&quot;</span>);
    box-&gt;addItem(L<span class="stringliteral">&quot;Trilinear&quot;</span>);
    box-&gt;addItem(L<span class="stringliteral">&quot;Anisotropic&quot;</span>);
    box-&gt;addItem(L<span class="stringliteral">&quot;Isotropic&quot;</span>);
</pre></div><p>To make the editor look a little bit better, we disable transparent gui elements, and add an Irrlicht Engine logo. In addition, a text showing the current frames per second value is created and the window caption is changed. </p>
<div class="fragment"><pre class="fragment">    <span class="comment">// disable alpha</span>

    <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i=0; i&lt;<a class="code" href="namespaceirr_1_1gui.html#abd15860fde29833c48daff5f95d5467aaf340f49e2e0827c0f06fdf65098554af">gui::EGDC_COUNT</a> ; ++i)
    {
        video::SColor col = env-&gt;getSkin()-&gt;getColor((<a class="code" href="namespaceirr_1_1gui.html#abd15860fde29833c48daff5f95d5467a" title="Enumeration for skin colors.">gui::EGUI_DEFAULT_COLOR</a>)i);
        col.setAlpha(255);
        env-&gt;getSkin()-&gt;setColor((<a class="code" href="namespaceirr_1_1gui.html#abd15860fde29833c48daff5f95d5467a" title="Enumeration for skin colors.">gui::EGUI_DEFAULT_COLOR</a>)i, col);
    }

    <span class="comment">// add a tabcontrol</span>

    createToolBox();

    <span class="comment">// create fps text</span>

    IGUIStaticText* fpstext = env-&gt;addStaticText(L<span class="stringliteral">&quot;&quot;</span>,
            core::rect&lt;s32&gt;(400,4,570,23), <span class="keyword">true</span>, <span class="keyword">false</span>, bar);

    IGUIStaticText* postext = env-&gt;addStaticText(L<span class="stringliteral">&quot;&quot;</span>,
            core::rect&lt;s32&gt;(10,50,470,80),<span class="keyword">false</span>, <span class="keyword">false</span>, 0, GUI_ID_POSITION_TEXT);
    postext-&gt;setVisible(<span class="keyword">false</span>);

    <span class="comment">// set window caption</span>

    Caption += <span class="stringliteral">&quot; - [&quot;</span>;
    Caption += driver-&gt;getName();
    Caption += <span class="stringliteral">&quot;]&quot;</span>;
    Device-&gt;setWindowCaption(Caption.c_str());
</pre></div><p>That's nearly the whole application. We simply show the about message box at start up, and load the first model. To make everything look better, a skybox is created and a user controlled camera, to make the application a little bit more interactive. Finally, everything is drawn in a standard drawing loop. </p>
<div class="fragment"><pre class="fragment">    <span class="comment">// show about message box and load default model</span>
    <span class="keywordflow">if</span> (argc==1)
        showAboutText();
    loadModel(StartUpModelFile.c_str());

    <span class="comment">// add skybox</span>

    SkyBox = smgr-&gt;addSkyBoxSceneNode(
        driver-&gt;getTexture(<span class="stringliteral">&quot;irrlicht2_up.jpg&quot;</span>),
        driver-&gt;getTexture(<span class="stringliteral">&quot;irrlicht2_dn.jpg&quot;</span>),
        driver-&gt;getTexture(<span class="stringliteral">&quot;irrlicht2_lf.jpg&quot;</span>),
        driver-&gt;getTexture(<span class="stringliteral">&quot;irrlicht2_rt.jpg&quot;</span>),
        driver-&gt;getTexture(<span class="stringliteral">&quot;irrlicht2_ft.jpg&quot;</span>),
        driver-&gt;getTexture(<span class="stringliteral">&quot;irrlicht2_bk.jpg&quot;</span>));

    <span class="comment">// add a camera scene node</span>
    Camera[0] = smgr-&gt;addCameraSceneNodeMaya();
    Camera[0]-&gt;setFarValue(20000.f);
    <span class="comment">// Maya cameras reposition themselves relative to their target, so target the location</span>
    <span class="comment">// where the mesh scene node is placed.</span>
    Camera[0]-&gt;setTarget(<a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0,30,0));

    Camera[1] = smgr-&gt;addCameraSceneNodeFPS();
    Camera[1]-&gt;setFarValue(20000.f);
    Camera[1]-&gt;setPosition(<a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0,0,-70));
    Camera[1]-&gt;setTarget(<a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0,30,0));

    setActiveCamera(Camera[0]);

    <span class="comment">// load the irrlicht engine logo</span>
    IGUIImage *img =
        env-&gt;addImage(driver-&gt;getTexture(<span class="stringliteral">&quot;irrlichtlogo2.png&quot;</span>),
            core::position2d&lt;s32&gt;(10, driver-&gt;getScreenSize().Height - 128));

    <span class="comment">// lock the logo&#39;s edges to the bottom left corner of the screen</span>
    img-&gt;setAlignment(<a class="code" href="namespaceirr_1_1gui.html#a19eb5fb40e67f108cb16aba922ddaa2da4bb8a01452727274e18047a872da1809" title="Aligned to parent&#39;s top or left side (default)">EGUIA_UPPERLEFT</a>, <a class="code" href="namespaceirr_1_1gui.html#a19eb5fb40e67f108cb16aba922ddaa2da4bb8a01452727274e18047a872da1809" title="Aligned to parent&#39;s top or left side (default)">EGUIA_UPPERLEFT</a>,
            <a class="code" href="namespaceirr_1_1gui.html#a19eb5fb40e67f108cb16aba922ddaa2da48b4d042b2d6cd63b876cef62c9cfb97" title="Aligned to parent&#39;s bottom or right side.">EGUIA_LOWERRIGHT</a>, <a class="code" href="namespaceirr_1_1gui.html#a19eb5fb40e67f108cb16aba922ddaa2da48b4d042b2d6cd63b876cef62c9cfb97" title="Aligned to parent&#39;s bottom or right side.">EGUIA_LOWERRIGHT</a>);

    <span class="comment">// remember state so we notice when the window does lose the focus</span>
    <span class="keywordtype">bool</span> hasFocus = Device-&gt;isWindowFocused();

    <span class="comment">// draw everything</span>

    <span class="keywordflow">while</span>(Device-&gt;run() &amp;&amp; driver)
    {
        <span class="comment">// Catch focus changes (workaround until Irrlicht has events for this)</span>
        <span class="keywordtype">bool</span> focused = Device-&gt;isWindowFocused();
        <span class="keywordflow">if</span> ( hasFocus &amp;&amp; !focused )
            onKillFocus();
        hasFocus = focused;

        <span class="keywordflow">if</span> (Device-&gt;isWindowActive())
        {
            driver-&gt;beginScene(<span class="keyword">true</span>, <span class="keyword">true</span>, video::SColor(150,50,50,50));

            smgr-&gt;drawAll();
            env-&gt;drawAll();

            driver-&gt;endScene();

            <span class="comment">// update information about current frame-rate</span>
            <a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a> str(L<span class="stringliteral">&quot;FPS: &quot;</span>);
            str.append(<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(driver-&gt;getFPS()));
            str += L<span class="stringliteral">&quot; Tris: &quot;</span>;
            str.append(<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(driver-&gt;getPrimitiveCountDrawn()));
            fpstext-&gt;setText(str.c_str());

            <span class="comment">// update information about the active camera</span>
            scene::ICameraSceneNode* cam = Device-&gt;getSceneManager()-&gt;getActiveCamera();
            str = L<span class="stringliteral">&quot;Pos: &quot;</span>;
            str.append(<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(cam-&gt;getPosition().X));
            str += L<span class="stringliteral">&quot; &quot;</span>;
            str.append(<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(cam-&gt;getPosition().Y));
            str += L<span class="stringliteral">&quot; &quot;</span>;
            str.append(<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(cam-&gt;getPosition().Z));
            str += L<span class="stringliteral">&quot; Tgt: &quot;</span>;
            str.append(<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(cam-&gt;getTarget().X));
            str += L<span class="stringliteral">&quot; &quot;</span>;
            str.append(<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(cam-&gt;getTarget().Y));
            str += L<span class="stringliteral">&quot; &quot;</span>;
            str.append(<a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a>(cam-&gt;getTarget().Z));
            postext-&gt;setText(str.c_str());

            <span class="comment">// update the tool dialog</span>
            updateToolBox();
        }
        <span class="keywordflow">else</span>
            Device-&gt;yield();
    }

    Device-&gt;drop();
    <span class="keywordflow">return</span> 0;
}
</pre></div> </div></div>
</div>
  <div id="nav-path" class="navpath">
    <ul>
<!-- window showing the filter options -->
<div id="MSearchSelectWindow"
     onmouseover="return searchBox.OnSearchSelectShow()"
     onmouseout="return searchBox.OnSearchSelectHide()"
     onkeydown="return searchBox.OnSearchSelectKey(event)">
<a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(0)"><span class="SelectionMark">&#160;</span>All</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(1)"><span class="SelectionMark">&#160;</span>Classes</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(2)"><span class="SelectionMark">&#160;</span>Namespaces</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(3)"><span class="SelectionMark">&#160;</span>Files</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(4)"><span class="SelectionMark">&#160;</span>Functions</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(5)"><span class="SelectionMark">&#160;</span>Variables</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(6)"><span class="SelectionMark">&#160;</span>Typedefs</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(7)"><span class="SelectionMark">&#160;</span>Enumerations</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(8)"><span class="SelectionMark">&#160;</span>Enumerator</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(9)"><span class="SelectionMark">&#160;</span>Friends</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(10)"><span class="SelectionMark">&#160;</span>Defines</a></div>

<!-- iframe showing the search results (closed by default) -->
<div id="MSearchResultsWindow">
<iframe src="javascript:void(0)" frameborder="0" 
        name="MSearchResults" id="MSearchResults">
</iframe>
</div>


    <li class="footer">
<a href="http://irrlicht.sourceforge.net" target="_blank">Irrlicht 
Engine</a> Documentation &copy; 2003-2012 by Nikolaus Gebhardt. Generated on Sun Nov 17 2013 20:18:41 for Irrlicht 3D Engine by
<a href="http://www.doxygen.org/index.html" target="_blank">Doxygen</a> 1.7.5.1 </li>
   </ul>
 </div>


</body>
</html>