From 71e94ee161447b84c0eaabf6567f8fa62262cd3e Mon Sep 17 00:00:00 2001 From: Mirrorbot Date: Sat, 27 Dec 2025 17:53:06 -0600 Subject: Inital commit --- examples/09.Meshviewer/9.Meshviewer.rc | 84 ++ examples/09.Meshviewer/Makefile | 38 + examples/09.Meshviewer/MeshViewer.dev | 59 ++ examples/09.Meshviewer/Meshviewer.cbp | 55 ++ examples/09.Meshviewer/Meshviewer.vcproj | 163 ++++ examples/09.Meshviewer/Meshviewer_vc10.vcxproj | 235 ++++++ examples/09.Meshviewer/Meshviewer_vc11.vcxproj | 235 ++++++ examples/09.Meshviewer/Meshviewer_vc12.vcxproj | 235 ++++++ examples/09.Meshviewer/Meshviewer_vc8.vcproj | 231 ++++++ examples/09.Meshviewer/Meshviewer_vc9.vcproj | 230 ++++++ examples/09.Meshviewer/icon.ico | Bin 0 -> 2238 bytes examples/09.Meshviewer/main.cpp | 1042 ++++++++++++++++++++++++ examples/09.Meshviewer/resource.h | 16 + examples/09.Meshviewer/tutorial.html | 213 +++++ 14 files changed, 2836 insertions(+) create mode 100644 examples/09.Meshviewer/9.Meshviewer.rc create mode 100644 examples/09.Meshviewer/Makefile create mode 100644 examples/09.Meshviewer/MeshViewer.dev create mode 100644 examples/09.Meshviewer/Meshviewer.cbp create mode 100644 examples/09.Meshviewer/Meshviewer.vcproj create mode 100644 examples/09.Meshviewer/Meshviewer_vc10.vcxproj create mode 100644 examples/09.Meshviewer/Meshviewer_vc11.vcxproj create mode 100644 examples/09.Meshviewer/Meshviewer_vc12.vcxproj create mode 100644 examples/09.Meshviewer/Meshviewer_vc8.vcproj create mode 100644 examples/09.Meshviewer/Meshviewer_vc9.vcproj create mode 100644 examples/09.Meshviewer/icon.ico create mode 100644 examples/09.Meshviewer/main.cpp create mode 100644 examples/09.Meshviewer/resource.h create mode 100644 examples/09.Meshviewer/tutorial.html (limited to 'examples/09.Meshviewer') diff --git a/examples/09.Meshviewer/9.Meshviewer.rc b/examples/09.Meshviewer/9.Meshviewer.rc new file mode 100644 index 0000000..3208583 --- /dev/null +++ b/examples/09.Meshviewer/9.Meshviewer.rc @@ -0,0 +1,84 @@ +// Microsoft Visual C++ generated resource script. +// +#include "resource.h" + +#define APSTUDIO_READONLY_SYMBOLS +///////////////////////////////////////////////////////////////////////////// +// +// Generated from the TEXTINCLUDE 2 resource. +// +#include "afxres.h" + +///////////////////////////////////////////////////////////////////////////// +#undef APSTUDIO_READONLY_SYMBOLS + +///////////////////////////////////////////////////////////////////////////// +// English (U.S.) resources + +#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) +#ifdef _WIN32 +LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US +#pragma code_page(1252) +#endif //_WIN32 + +#ifdef APSTUDIO_INVOKED +///////////////////////////////////////////////////////////////////////////// +// +// TEXTINCLUDE +// + +1 TEXTINCLUDE +BEGIN + "resource.h\0" +END + +2 TEXTINCLUDE +BEGIN + "#include ""afxres.h""\r\n" + "\0" +END + +3 TEXTINCLUDE +BEGIN + "\r\n" + "\0" +END + +#endif // APSTUDIO_INVOKED + +#endif // English (U.S.) resources +///////////////////////////////////////////////////////////////////////////// + + +///////////////////////////////////////////////////////////////////////////// +// German (Austria) resources + +#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_DEA) +#ifdef _WIN32 +LANGUAGE LANG_GERMAN, SUBLANG_GERMAN_AUSTRIAN +#pragma code_page(1252) +#endif //_WIN32 + +///////////////////////////////////////////////////////////////////////////// +// +// Icon +// + +// Icon with lowest ID value placed first to ensure application icon +// remains consistent on all systems. +IDI_ICON1 ICON "icon.ico" +#endif // German (Austria) resources +///////////////////////////////////////////////////////////////////////////// + + + +#ifndef APSTUDIO_INVOKED +///////////////////////////////////////////////////////////////////////////// +// +// Generated from the TEXTINCLUDE 3 resource. +// + + +///////////////////////////////////////////////////////////////////////////// +#endif // not APSTUDIO_INVOKED + diff --git a/examples/09.Meshviewer/Makefile b/examples/09.Meshviewer/Makefile new file mode 100644 index 0000000..99fe9d0 --- /dev/null +++ b/examples/09.Meshviewer/Makefile @@ -0,0 +1,38 @@ +# Makefile for Irrlicht Examples +# It's usually sufficient to change just the target name and source file list +# and be sure that CXX is set to a valid compiler +Target = 09.Meshviewer +Sources = main.cpp + +# general compiler settings +CPPFLAGS = -I../../include -I/usr/X11R6/include +CXXFLAGS = -O3 -ffast-math +#CXXFLAGS = -g -Wall + +#default target is Linux +all: all_linux + +ifeq ($(HOSTTYPE), x86_64) +LIBSELECT=64 +endif + +# target specific settings +all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor +all_linux clean_linux: SYSTEM=Linux +all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm +all_win32 clean_win32: SYSTEM=Win32-gcc +all_win32 clean_win32: SUF=.exe +# name of the binary - only valid for targets which set SYSTEM +DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) + +all_linux all_win32: + $(warning Building...) + $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) + +clean: clean_linux clean_win32 + $(warning Cleaning...) + +clean_linux clean_win32: + @$(RM) $(DESTPATH) + +.PHONY: all all_win32 clean clean_linux clean_win32 diff --git a/examples/09.Meshviewer/MeshViewer.dev b/examples/09.Meshviewer/MeshViewer.dev new file mode 100644 index 0000000..47416a1 --- /dev/null +++ b/examples/09.Meshviewer/MeshViewer.dev @@ -0,0 +1,59 @@ +[Project] +FileName=example.dev +Name=Irrlicht Example 09 Mesh Viewer +UnitCount=1 +Type=1 +Ver=1 +ObjFiles= +Includes=..\..\include +Libs= +PrivateResource= +ResourceIncludes= +MakeIncludes= +Compiler= +CppCompiler= +Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ +IsCpp=1 +Icon= +ExeOutput=../../bin/Win32-gcc +ObjectOutput=obj +OverrideOutput=1 +OverrideOutputName=09.MeshViewer.exe +HostApplication= +Folders= +CommandLine= +IncludeVersionInfo=0 +SupportXPThemes=0 +CompilerSet=0 +CompilerSettings=0000000000000000000000 +UseCustomMakefile=0 +CustomMakefile= + +[Unit1] +FileName=main.cpp +CompileCpp=1 +Folder=Projekt1 +Compile=1 +Link=1 +Priority=1000 +OverrideBuildCmd=0 +BuildCmd= + +[VersionInfo] +Major=0 +Minor=1 +Release=1 +Build=1 +LanguageID=1033 +CharsetID=1252 +CompanyName= +FileVersion= +FileDescription=Irrlicht Engine example compiled using DevCpp and gcc +InternalName= +LegalCopyright= +LegalTrademarks= +OriginalFilename= +ProductName= +ProductVersion= +AutoIncBuildNr=0 + diff --git a/examples/09.Meshviewer/Meshviewer.cbp b/examples/09.Meshviewer/Meshviewer.cbp new file mode 100644 index 0000000..be11327 --- /dev/null +++ b/examples/09.Meshviewer/Meshviewer.cbp @@ -0,0 +1,55 @@ + + + + + + diff --git a/examples/09.Meshviewer/Meshviewer.vcproj b/examples/09.Meshviewer/Meshviewer.vcproj new file mode 100644 index 0000000..4077b86 --- /dev/null +++ b/examples/09.Meshviewer/Meshviewer.vcproj @@ -0,0 +1,163 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/examples/09.Meshviewer/Meshviewer_vc10.vcxproj b/examples/09.Meshviewer/Meshviewer_vc10.vcxproj new file mode 100644 index 0000000..eb918cc --- /dev/null +++ b/examples/09.Meshviewer/Meshviewer_vc10.vcxproj @@ -0,0 +1,235 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + 09.Meshviewer + {2AE24484-22FC-481B-9A40-7CD0DA5C8E06} + Meshviewer + + + + Application + false + MultiByte + Windows7.1SDK + + + Application + false + MultiByte + Windows7.1SDK + + + Application + false + MultiByte + Windows7.1SDK + + + Application + false + MultiByte + Windows7.1SDK + + + + + + + + + + + + + + + + + + + + + + + <_ProjectFileVersion>10.0.30319.1 + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + AllRules.ruleset + AllRules.ruleset + + + + + AllRules.ruleset + AllRules.ruleset + + + + + + + + .\Release/Meshviewer.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + .\Release/Meshviewer.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + .\Debug/Meshviewer.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + EditAndContinue + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + .\Debug/Meshviewer.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + ProgramDatabase + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + Disabled + Disabled + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + EnableFastChecks + EnableFastChecks + MaxSpeed + MaxSpeed + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + + + + + + \ No newline at end of file diff --git a/examples/09.Meshviewer/Meshviewer_vc11.vcxproj b/examples/09.Meshviewer/Meshviewer_vc11.vcxproj new file mode 100644 index 0000000..eb918cc --- /dev/null +++ b/examples/09.Meshviewer/Meshviewer_vc11.vcxproj @@ -0,0 +1,235 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + 09.Meshviewer + {2AE24484-22FC-481B-9A40-7CD0DA5C8E06} + Meshviewer + + + + Application + false + MultiByte + Windows7.1SDK + + + Application + false + MultiByte + Windows7.1SDK + + + Application + false + MultiByte + Windows7.1SDK + + + Application + false + MultiByte + Windows7.1SDK + + + + + + + + + + + + + + + + + + + + + + + <_ProjectFileVersion>10.0.30319.1 + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + AllRules.ruleset + AllRules.ruleset + + + + + AllRules.ruleset + AllRules.ruleset + + + + + + + + .\Release/Meshviewer.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + .\Release/Meshviewer.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + .\Debug/Meshviewer.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + EditAndContinue + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + .\Debug/Meshviewer.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + ProgramDatabase + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + Disabled + Disabled + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + EnableFastChecks + EnableFastChecks + MaxSpeed + MaxSpeed + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + + + + + + \ No newline at end of file diff --git a/examples/09.Meshviewer/Meshviewer_vc12.vcxproj b/examples/09.Meshviewer/Meshviewer_vc12.vcxproj new file mode 100644 index 0000000..effddf2 --- /dev/null +++ b/examples/09.Meshviewer/Meshviewer_vc12.vcxproj @@ -0,0 +1,235 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + 09.Meshviewer + {2AE24484-22FC-481B-9A40-7CD0DA5C8E06} + Meshviewer + + + + Application + false + MultiByte + Windows7.1SDK + + + Application + false + MultiByte + Windows7.1SDK + + + Application + false + MultiByte + Windows7.1SDK + + + Application + false + MultiByte + Windows7.1SDK + + + + + + + + + + + + + + + + + + + + + + + <_ProjectFileVersion>10.0.30319.1 + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + AllRules.ruleset + AllRules.ruleset + + + + + AllRules.ruleset + AllRules.ruleset + + + + + + + + .\Release/Meshviewer.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + .\Release/Meshviewer.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + .\Debug/Meshviewer.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + EditAndContinue + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + .\Debug/Meshviewer.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + ProgramDatabase + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\09.MeshViewer.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + Disabled + Disabled + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + EnableFastChecks + EnableFastChecks + MaxSpeed + MaxSpeed + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + + + + + + \ No newline at end of file diff --git a/examples/09.Meshviewer/Meshviewer_vc8.vcproj b/examples/09.Meshviewer/Meshviewer_vc8.vcproj new file mode 100644 index 0000000..0346771 --- /dev/null +++ b/examples/09.Meshviewer/Meshviewer_vc8.vcproj @@ -0,0 +1,231 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/examples/09.Meshviewer/Meshviewer_vc9.vcproj b/examples/09.Meshviewer/Meshviewer_vc9.vcproj new file mode 100644 index 0000000..f6a8038 --- /dev/null +++ b/examples/09.Meshviewer/Meshviewer_vc9.vcproj @@ -0,0 +1,230 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/examples/09.Meshviewer/icon.ico b/examples/09.Meshviewer/icon.ico new file mode 100644 index 0000000..49f8eab Binary files /dev/null and b/examples/09.Meshviewer/icon.ico differ diff --git a/examples/09.Meshviewer/main.cpp b/examples/09.Meshviewer/main.cpp new file mode 100644 index 0000000..b9dc550 --- /dev/null +++ b/examples/09.Meshviewer/main.cpp @@ -0,0 +1,1042 @@ +/** Example 009 Mesh Viewer + +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. + +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. +*/ +#include +#include "driverChoice.h" + +using namespace irr; +using namespace gui; + +#ifdef _MSC_VER +#pragma comment(lib, "Irrlicht.lib") +#endif + + +/* +Some global variables used later on +*/ +IrrlichtDevice *Device = 0; +core::stringc StartUpModelFile; +core::stringw MessageText; +core::stringw Caption; +scene::ISceneNode* Model = 0; +scene::ISceneNode* SkyBox = 0; +bool Octree=false; +bool UseLight=false; + +scene::ICameraSceneNode* Camera[2] = {0, 0}; + +// Values used to identify individual GUI elements +enum +{ + 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, + + // And some magic numbers + MAX_FRAMERATE = 80, + DEFAULT_FRAMERATE = 30 +}; + + +/* +Toggle between various cameras +*/ +void setActiveCamera(scene::ICameraSceneNode* newActive) +{ + if (0 == Device) + return; + + scene::ICameraSceneNode * active = Device->getSceneManager()->getActiveCamera(); + active->setInputReceiverEnabled(false); + + newActive->setInputReceiverEnabled(true); + Device->getSceneManager()->setActiveCamera(newActive); +} + +/* + Set the skin transparency by changing the alpha values of all skin-colors +*/ +void setSkinTransparency(s32 alpha, irr::gui::IGUISkin * skin) +{ + for (s32 i=0; igetColor((EGUI_DEFAULT_COLOR)i); + col.setAlpha(alpha); + skin->setColor((EGUI_DEFAULT_COLOR)i, col); + } +} + +/* + Update the display of the model scaling +*/ +void updateScaleInfo(scene::ISceneNode* model) +{ + IGUIElement* toolboxWnd = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true); + if (!toolboxWnd) + return; + if (!model) + { + toolboxWnd->getElementFromId(GUI_ID_X_SCALE, true)->setText( L"-" ); + toolboxWnd->getElementFromId(GUI_ID_Y_SCALE, true)->setText( L"-" ); + toolboxWnd->getElementFromId(GUI_ID_Z_SCALE, true)->setText( L"-" ); + } + else + { + core::vector3df scale = model->getScale(); + toolboxWnd->getElementFromId(GUI_ID_X_SCALE, true)->setText( core::stringw(scale.X).c_str() ); + toolboxWnd->getElementFromId(GUI_ID_Y_SCALE, true)->setText( core::stringw(scale.Y).c_str() ); + toolboxWnd->getElementFromId(GUI_ID_Z_SCALE, true)->setText( core::stringw(scale.Z).c_str() ); + } +} + +/* +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. +*/ +void showAboutText() +{ + // create modal message box with the text + // loaded from the xml file. + Device->getGUIEnvironment()->addMessageBox( + Caption.c_str(), MessageText.c_str()); +} + + +/* +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. +*/ +void loadModel(const c8* fn) +{ + // modify the name if it a .pk3 file + + io::path filename(fn); + + io::path extension; + core::getFileNameExtension(extension, filename); + extension.make_lower(); + + // if a texture is loaded apply it to the current model.. + if (extension == ".jpg" || extension == ".pcx" || + extension == ".png" || extension == ".ppm" || + extension == ".pgm" || extension == ".pbm" || + extension == ".psd" || extension == ".tga" || + extension == ".bmp" || extension == ".wal" || + extension == ".rgb" || extension == ".rgba") + { + video::ITexture * texture = + Device->getVideoDriver()->getTexture( filename ); + if ( texture && Model ) + { + // always reload texture + Device->getVideoDriver()->removeTexture(texture); + texture = Device->getVideoDriver()->getTexture( filename ); + + Model->setMaterialTexture(0, texture); + } + return; + } + // if a archive is loaded add it to the FileArchive.. + else if (extension == ".pk3" || extension == ".zip" || extension == ".pak" || extension == ".npk") + { + Device->getFileSystem()->addFileArchive(filename.c_str()); + return; + } + + // load a model into the engine + + if (Model) + Model->remove(); + + Model = 0; + + if (extension==".irr") + { + core::array outNodes; + Device->getSceneManager()->loadScene(filename); + Device->getSceneManager()->getSceneNodesFromType(scene::ESNT_ANIMATED_MESH, outNodes); + if (outNodes.size()) + Model = outNodes[0]; + return; + } + + scene::IAnimatedMesh* m = Device->getSceneManager()->getMesh( filename.c_str() ); + + if (!m) + { + // model could not be loaded + + if (StartUpModelFile != filename) + Device->getGUIEnvironment()->addMessageBox( + Caption.c_str(), L"The model could not be loaded. " \ + L"Maybe it is not a supported file format."); + return; + } + + // set default material properties + + if (Octree) + Model = Device->getSceneManager()->addOctreeSceneNode(m->getMesh(0)); + else + { + scene::IAnimatedMeshSceneNode* animModel = Device->getSceneManager()->addAnimatedMeshSceneNode(m); + animModel->setAnimationSpeed(30); + Model = animModel; + } + Model->setMaterialFlag(video::EMF_LIGHTING, UseLight); + Model->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, UseLight); +// Model->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false); + Model->setDebugDataVisible(scene::EDS_OFF); + + // we need to uncheck the menu entries. would be cool to fake a menu event, but + // that's not so simple. so we do it brute force + gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_TOGGLE_DEBUG_INFO, true); + if (menu) + for(int item = 1; item < 6; ++item) + menu->setItemChecked(item, false); + updateScaleInfo(Model); +} + + +/* +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. +*/ +void createToolBox() +{ + // remove tool box if already there + IGUIEnvironment* env = Device->getGUIEnvironment(); + IGUIElement* root = env->getRootGUIElement(); + IGUIElement* e = root->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true); + if (e) + e->remove(); + + // create the toolbox window + IGUIWindow* wnd = env->addWindow(core::rect(600,45,800,480), + false, L"Toolset", 0, GUI_ID_DIALOG_ROOT_WINDOW); + + // create tab control and tabs + IGUITabControl* tab = env->addTabControl( + core::rect(2,20,800-602,480-7), wnd, true, true); + + IGUITab* t1 = tab->addTab(L"Config"); + + // add some edit boxes and a button to tab one + env->addStaticText(L"Scale:", + core::rect(10,20,60,45), false, false, t1); + env->addStaticText(L"X:", core::rect(22,48,40,66), false, false, t1); + env->addEditBox(L"1.0", core::rect(40,46,130,66), true, t1, GUI_ID_X_SCALE); + env->addStaticText(L"Y:", core::rect(22,82,40,96), false, false, t1); + env->addEditBox(L"1.0", core::rect(40,76,130,96), true, t1, GUI_ID_Y_SCALE); + env->addStaticText(L"Z:", core::rect(22,108,40,126), false, false, t1); + env->addEditBox(L"1.0", core::rect(40,106,130,126), true, t1, GUI_ID_Z_SCALE); + + env->addButton(core::rect(10,134,85,165), t1, GUI_ID_BUTTON_SET_SCALE, L"Set"); + + // quick scale buttons + env->addButton(core::rect(65,20,95,40), t1, GUI_ID_BUTTON_SCALE_MUL10, L"* 10"); + env->addButton(core::rect(100,20,130,40), t1, GUI_ID_BUTTON_SCALE_DIV10, L"* 0.1"); + + updateScaleInfo(Model); + + // add transparency control + env->addStaticText(L"GUI Transparency Control:", + core::rect(10,200,150,225), true, false, t1); + IGUIScrollBar* scrollbar = env->addScrollBar(true, + core::rect(10,225,150,240), t1, GUI_ID_SKIN_TRANSPARENCY); + scrollbar->setMax(255); + scrollbar->setPos(255); + + // add framerate control + env->addStaticText(L":", core::rect(10,240,150,265), true, false, t1); + env->addStaticText(L"Framerate:", + core::rect(12,240,75,265), false, false, t1); + // current frame info + env->addStaticText(L"", core::rect(75,240,200,265), false, false, t1, + GUI_ID_ANIMATION_INFO); + scrollbar = env->addScrollBar(true, + core::rect(10,265,150,280), t1, GUI_ID_SKIN_ANIMATION_FPS); + scrollbar->setMax(MAX_FRAMERATE); + scrollbar->setMin(-MAX_FRAMERATE); + scrollbar->setPos(DEFAULT_FRAMERATE); + scrollbar->setSmallStep(1); +} + +/* +Function updateToolBox() is called each frame to update dynamic information in +the toolbox. +*/ +void updateToolBox() +{ + IGUIEnvironment* env = Device->getGUIEnvironment(); + IGUIElement* root = env->getRootGUIElement(); + IGUIElement* dlg = root->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true); + if (!dlg ) + return; + + // update the info we have about the animation of the model + IGUIStaticText * aniInfo = (IGUIStaticText *)(dlg->getElementFromId(GUI_ID_ANIMATION_INFO, true)); + if (aniInfo) + { + if ( Model && scene::ESNT_ANIMATED_MESH == Model->getType() ) + { + scene::IAnimatedMeshSceneNode* animatedModel = (scene::IAnimatedMeshSceneNode*)Model; + + core::stringw str( (s32)core::round_(animatedModel->getAnimationSpeed()) ); + str += L" Frame: "; + str += core::stringw((s32)animatedModel->getFrameNr()); + aniInfo->setText(str.c_str()); + } + else + aniInfo->setText(L""); + } +} + +void onKillFocus() +{ + // Avoid that the FPS-camera continues moving when the user presses alt-tab while + // moving the camera. + const core::list& animators = Camera[1]->getAnimators(); + core::list::ConstIterator iter = animators.begin(); + while ( iter != animators.end() ) + { + if ( (*iter)->getType() == scene::ESNAT_CAMERA_FPS ) + { + // we send a key-down event for all keys used by this animator + scene::ISceneNodeAnimatorCameraFPS * fpsAnimator = static_cast(*iter); + const core::array& keyMap = fpsAnimator->getKeyMap(); + for ( irr::u32 i=0; i< keyMap.size(); ++i ) + { + irr::SEvent event; + event.EventType = EET_KEY_INPUT_EVENT; + event.KeyInput.Key = keyMap[i].KeyCode; + event.KeyInput.PressedDown = false; + fpsAnimator->OnEvent(event); + } + } + ++iter; + } +} + +/* +Function hasModalDialog() checks if we currently have a modal dialog open. +*/ +bool hasModalDialog() +{ + if ( !Device ) + return false; + IGUIEnvironment* env = Device->getGUIEnvironment(); + IGUIElement * focused = env->getFocus(); + while ( focused ) + { + if ( focused->isVisible() && focused->hasType(EGUIET_MODAL_SCREEN) ) + return true; + focused = focused->getParent(); + } + return false; +} + +/* +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. +*/ +class MyEventReceiver : public IEventReceiver +{ +public: + virtual bool OnEvent(const SEvent& event) + { + // Escape swaps Camera Input + if (event.EventType == EET_KEY_INPUT_EVENT && + event.KeyInput.PressedDown == false) + { + if ( OnKeyUp(event.KeyInput.Key) ) + return true; + } + + if (event.EventType == EET_GUI_EVENT) + { + s32 id = event.GUIEvent.Caller->getID(); + IGUIEnvironment* env = Device->getGUIEnvironment(); + + switch(event.GUIEvent.EventType) + { + case EGET_MENU_ITEM_SELECTED: + // a menu item was clicked + OnMenuItemSelected( (IGUIContextMenu*)event.GUIEvent.Caller ); + break; + + case EGET_FILE_SELECTED: + { + // load the model file, selected in the file open dialog + IGUIFileOpenDialog* dialog = + (IGUIFileOpenDialog*)event.GUIEvent.Caller; + loadModel(core::stringc(dialog->getFileName()).c_str()); + } + break; + + case EGET_SCROLL_BAR_CHANGED: + + // control skin transparency + if (id == GUI_ID_SKIN_TRANSPARENCY) + { + const s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos(); + setSkinTransparency(pos, env->getSkin()); + } + // control animation speed + else if (id == GUI_ID_SKIN_ANIMATION_FPS) + { + const s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos(); + if (scene::ESNT_ANIMATED_MESH == Model->getType()) + ((scene::IAnimatedMeshSceneNode*)Model)->setAnimationSpeed((f32)pos); + } + break; + + case EGET_COMBO_BOX_CHANGED: + + // control anti-aliasing/filtering + if (id == GUI_ID_TEXTUREFILTER) + { + OnTextureFilterSelected( (IGUIComboBox*)event.GUIEvent.Caller ); + } + break; + + case EGET_BUTTON_CLICKED: + + switch(id) + { + case GUI_ID_BUTTON_SET_SCALE: + { + // set scale + gui::IGUIElement* root = env->getRootGUIElement(); + core::vector3df scale; + core::stringc s; + + s = root->getElementFromId(GUI_ID_X_SCALE, true)->getText(); + scale.X = (f32)atof(s.c_str()); + s = root->getElementFromId(GUI_ID_Y_SCALE, true)->getText(); + scale.Y = (f32)atof(s.c_str()); + s = root->getElementFromId(GUI_ID_Z_SCALE, true)->getText(); + scale.Z = (f32)atof(s.c_str()); + + if (Model) + Model->setScale(scale); + updateScaleInfo(Model); + } + break; + case GUI_ID_BUTTON_SCALE_MUL10: + if (Model) + Model->setScale(Model->getScale()*10.f); + updateScaleInfo(Model); + break; + case GUI_ID_BUTTON_SCALE_DIV10: + if (Model) + Model->setScale(Model->getScale()*0.1f); + updateScaleInfo(Model); + break; + case GUI_ID_BUTTON_OPEN_MODEL: + env->addFileOpenDialog(L"Please select a model file to open"); + break; + case GUI_ID_BUTTON_SHOW_ABOUT: + showAboutText(); + break; + case GUI_ID_BUTTON_SHOW_TOOLBOX: + createToolBox(); + break; + case GUI_ID_BUTTON_SELECT_ARCHIVE: + env->addFileOpenDialog(L"Please select your game archive/directory"); + break; + } + + break; + default: + break; + } + } + + return false; + } + + + /* + Handle key-up events + */ + bool OnKeyUp(irr::EKEY_CODE keyCode) + { + // Don't handle keys if we have a modal dialog open as it would lead + // to unexpected application behaviour for the user. + if ( hasModalDialog() ) + return false; + + if (keyCode == irr::KEY_ESCAPE) + { + if (Device) + { + scene::ICameraSceneNode * camera = + Device->getSceneManager()->getActiveCamera(); + if (camera) + { + camera->setInputReceiverEnabled( !camera->isInputReceiverEnabled() ); + } + return true; + } + } + else if (keyCode == irr::KEY_F1) + { + if (Device) + { + IGUIElement* elem = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_POSITION_TEXT); + if (elem) + elem->setVisible(!elem->isVisible()); + } + } + else if (keyCode == irr::KEY_KEY_M) + { + if (Device) + Device->minimizeWindow(); + } + else if (keyCode == irr::KEY_KEY_L) + { + UseLight=!UseLight; + if (Model) + { + Model->setMaterialFlag(video::EMF_LIGHTING, UseLight); + Model->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, UseLight); + } + } + return false; + } + + + /* + Handle "menu item clicked" events. + */ + void OnMenuItemSelected( IGUIContextMenu* menu ) + { + s32 id = menu->getItemCommandId(menu->getSelectedItem()); + IGUIEnvironment* env = Device->getGUIEnvironment(); + + switch(id) + { + case GUI_ID_OPEN_MODEL: // FilOnButtonSetScalinge -> Open Model + env->addFileOpenDialog(L"Please select a model file to open"); + break; + case GUI_ID_SET_MODEL_ARCHIVE: // File -> Set Model Archive + env->addFileOpenDialog(L"Please select your game archive/directory"); + break; + case GUI_ID_LOAD_AS_OCTREE: // File -> LoadAsOctree + Octree = !Octree; + menu->setItemChecked(menu->getSelectedItem(), Octree); + break; + case GUI_ID_QUIT: // File -> Quit + Device->closeDevice(); + break; + case GUI_ID_SKY_BOX_VISIBLE: // View -> Skybox + menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); + SkyBox->setVisible(!SkyBox->isVisible()); + break; + case GUI_ID_DEBUG_OFF: // View -> Debug Information + menu->setItemChecked(menu->getSelectedItem()+1, false); + menu->setItemChecked(menu->getSelectedItem()+2, false); + menu->setItemChecked(menu->getSelectedItem()+3, false); + menu->setItemChecked(menu->getSelectedItem()+4, false); + menu->setItemChecked(menu->getSelectedItem()+5, false); + menu->setItemChecked(menu->getSelectedItem()+6, false); + if (Model) + Model->setDebugDataVisible(scene::EDS_OFF); + break; + case GUI_ID_DEBUG_BOUNDING_BOX: // View -> Debug Information + menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); + if (Model) + Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX)); + break; + case GUI_ID_DEBUG_NORMALS: // View -> Debug Information + menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); + if (Model) + Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_NORMALS)); + break; + case GUI_ID_DEBUG_SKELETON: // View -> Debug Information + menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); + if (Model) + Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_SKELETON)); + break; + case GUI_ID_DEBUG_WIRE_OVERLAY: // View -> Debug Information + menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); + if (Model) + Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_MESH_WIRE_OVERLAY)); + break; + case GUI_ID_DEBUG_HALF_TRANSPARENT: // View -> Debug Information + menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); + if (Model) + Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_HALF_TRANSPARENCY)); + break; + case GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES: // View -> Debug Information + menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); + if (Model) + Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX_BUFFERS)); + break; + case GUI_ID_DEBUG_ALL: // View -> Debug Information + menu->setItemChecked(menu->getSelectedItem()-1, true); + menu->setItemChecked(menu->getSelectedItem()-2, true); + menu->setItemChecked(menu->getSelectedItem()-3, true); + menu->setItemChecked(menu->getSelectedItem()-4, true); + menu->setItemChecked(menu->getSelectedItem()-5, true); + menu->setItemChecked(menu->getSelectedItem()-6, true); + if (Model) + Model->setDebugDataVisible(scene::EDS_FULL); + break; + case GUI_ID_ABOUT: // Help->About + showAboutText(); + break; + case GUI_ID_MODEL_MATERIAL_SOLID: // View -> Material -> Solid + if (Model) + Model->setMaterialType(video::EMT_SOLID); + break; + case GUI_ID_MODEL_MATERIAL_TRANSPARENT: // View -> Material -> Transparent + if (Model) + Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); + break; + case GUI_ID_MODEL_MATERIAL_REFLECTION: // View -> Material -> Reflection + if (Model) + Model->setMaterialType(video::EMT_SPHERE_MAP); + break; + + case GUI_ID_CAMERA_MAYA: + setActiveCamera(Camera[0]); + break; + case GUI_ID_CAMERA_FIRST_PERSON: + setActiveCamera(Camera[1]); + break; + } + } + + /* + Handle the event that one of the texture-filters was selected in the corresponding combobox. + */ + void OnTextureFilterSelected( IGUIComboBox* combo ) + { + s32 pos = combo->getSelected(); + switch (pos) + { + case 0: + if (Model) + { + Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); + Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false); + Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false); + } + break; + case 1: + if (Model) + { + Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, true); + Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false); + } + break; + case 2: + if (Model) + { + Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); + Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, true); + } + break; + case 3: + if (Model) + { + Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, true); + } + break; + case 4: + if (Model) + { + Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false); + } + break; + } + } +}; + + +/* +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 createDevice(). 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. +*/ +int main(int argc, char* argv[]) +{ + // ask user for driver + video::E_DRIVER_TYPE driverType=driverChoiceConsole(); + if (driverType==video::EDT_COUNT) + return 1; + + // create device and exit if creation failed + MyEventReceiver receiver; + Device = createDevice(driverType, core::dimension2d(800, 600), + 16, false, false, false, &receiver); + + if (Device == 0) + return 1; // could not create selected driver. + + Device->setResizable(true); + + Device->setWindowCaption(L"Irrlicht Engine - Loading..."); + + video::IVideoDriver* driver = Device->getVideoDriver(); + IGUIEnvironment* env = Device->getGUIEnvironment(); + scene::ISceneManager* smgr = Device->getSceneManager(); + smgr->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true); + + driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); + + smgr->addLightSceneNode(0, core::vector3df(200,200,200), + video::SColorf(1.0f,1.0f,1.0f),2000); + smgr->setAmbientLight(video::SColorf(0.3f,0.3f,0.3f)); + // add our media directory as "search path" + Device->getFileSystem()->addFileArchive("../../media/"); + + /* + The next step is to read the configuration file. It is stored in the xml + format and looks a little bit like this: + + @verbatim + + + + + Hello! + + + @endverbatim + + 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: + */ + + // read configuration from xml file + + io::IXMLReader* xml = Device->getFileSystem()->createXMLReader( L"config.xml"); + + while(xml && xml->read()) + { + switch(xml->getNodeType()) + { + case io::EXN_TEXT: + // in this xml file, the only text which occurs is the + // messageText + MessageText = xml->getNodeData(); + break; + case io::EXN_ELEMENT: + { + if (core::stringw("startUpModel") == xml->getNodeName()) + StartUpModelFile = xml->getAttributeValue(L"file"); + else + if (core::stringw("messageText") == xml->getNodeName()) + Caption = xml->getAttributeValue(L"caption"); + } + break; + default: + break; + } + } + + if (xml) + xml->drop(); // don't forget to delete the xml reader + + if (argc > 1) + StartUpModelFile = argv[1]; + + /* + 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->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->getSubMenu(0), because the "File" entry is the menu item with + index 0. + */ + + // set a nicer font + + IGUISkin* skin = env->getSkin(); + IGUIFont* font = env->getFont("fonthaettenschweiler.bmp"); + if (font) + skin->setFont(font); + + // create menu + gui::IGUIContextMenu* menu = env->addMenu(); + menu->addItem(L"File", -1, true, true); + menu->addItem(L"View", -1, true, true); + menu->addItem(L"Camera", -1, true, true); + menu->addItem(L"Help", -1, true, true); + + gui::IGUIContextMenu* submenu; + submenu = menu->getSubMenu(0); + submenu->addItem(L"Open Model File & Texture...", GUI_ID_OPEN_MODEL); + submenu->addItem(L"Set Model Archive...", GUI_ID_SET_MODEL_ARCHIVE); + submenu->addItem(L"Load as Octree", GUI_ID_LOAD_AS_OCTREE); + submenu->addSeparator(); + submenu->addItem(L"Quit", GUI_ID_QUIT); + + submenu = menu->getSubMenu(1); + submenu->addItem(L"sky box visible", GUI_ID_SKY_BOX_VISIBLE, true, false, true); + submenu->addItem(L"toggle model debug information", GUI_ID_TOGGLE_DEBUG_INFO, true, true); + submenu->addItem(L"model material", -1, true, true ); + + submenu = submenu->getSubMenu(1); + submenu->addItem(L"Off", GUI_ID_DEBUG_OFF); + submenu->addItem(L"Bounding Box", GUI_ID_DEBUG_BOUNDING_BOX); + submenu->addItem(L"Normals", GUI_ID_DEBUG_NORMALS); + submenu->addItem(L"Skeleton", GUI_ID_DEBUG_SKELETON); + submenu->addItem(L"Wire overlay", GUI_ID_DEBUG_WIRE_OVERLAY); + submenu->addItem(L"Half-Transparent", GUI_ID_DEBUG_HALF_TRANSPARENT); + submenu->addItem(L"Buffers bounding boxes", GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES); + submenu->addItem(L"All", GUI_ID_DEBUG_ALL); + + submenu = menu->getSubMenu(1)->getSubMenu(2); + submenu->addItem(L"Solid", GUI_ID_MODEL_MATERIAL_SOLID); + submenu->addItem(L"Transparent", GUI_ID_MODEL_MATERIAL_TRANSPARENT); + submenu->addItem(L"Reflection", GUI_ID_MODEL_MATERIAL_REFLECTION); + + submenu = menu->getSubMenu(2); + submenu->addItem(L"Maya Style", GUI_ID_CAMERA_MAYA); + submenu->addItem(L"First Person", GUI_ID_CAMERA_FIRST_PERSON); + + submenu = menu->getSubMenu(3); + submenu->addItem(L"About", GUI_ID_ABOUT); + + /* + Below the menu we want a toolbar, onto which we can place colored + buttons and important looking stuff like a senseless combobox. + */ + + // create toolbar + + gui::IGUIToolBar* bar = env->addToolBar(); + + video::ITexture* image = driver->getTexture("open.png"); + bar->addButton(GUI_ID_BUTTON_OPEN_MODEL, 0, L"Open a model",image, 0, false, true); + + image = driver->getTexture("tools.png"); + bar->addButton(GUI_ID_BUTTON_SHOW_TOOLBOX, 0, L"Open Toolset",image, 0, false, true); + + image = driver->getTexture("zip.png"); + bar->addButton(GUI_ID_BUTTON_SELECT_ARCHIVE, 0, L"Set Model Archive",image, 0, false, true); + + image = driver->getTexture("help.png"); + bar->addButton(GUI_ID_BUTTON_SHOW_ABOUT, 0, L"Open Help", image, 0, false, true); + + // create a combobox for texture filters + + gui::IGUIComboBox* box = env->addComboBox(core::rect(250,4,350,23), bar, GUI_ID_TEXTUREFILTER); + box->addItem(L"No filtering"); + box->addItem(L"Bilinear"); + box->addItem(L"Trilinear"); + box->addItem(L"Anisotropic"); + box->addItem(L"Isotropic"); + + /* + 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. + */ + + // disable alpha + + for (s32 i=0; igetSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i); + col.setAlpha(255); + env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col); + } + + // add a tabcontrol + + createToolBox(); + + // create fps text + + IGUIStaticText* fpstext = env->addStaticText(L"", + core::rect(400,4,570,23), true, false, bar); + + IGUIStaticText* postext = env->addStaticText(L"", + core::rect(10,50,470,80),false, false, 0, GUI_ID_POSITION_TEXT); + postext->setVisible(false); + + // set window caption + + Caption += " - ["; + Caption += driver->getName(); + Caption += "]"; + Device->setWindowCaption(Caption.c_str()); + + /* + 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. + */ + + // show about message box and load default model + if (argc==1) + showAboutText(); + loadModel(StartUpModelFile.c_str()); + + // add skybox + + SkyBox = smgr->addSkyBoxSceneNode( + driver->getTexture("irrlicht2_up.jpg"), + driver->getTexture("irrlicht2_dn.jpg"), + driver->getTexture("irrlicht2_lf.jpg"), + driver->getTexture("irrlicht2_rt.jpg"), + driver->getTexture("irrlicht2_ft.jpg"), + driver->getTexture("irrlicht2_bk.jpg")); + + // add a camera scene node + Camera[0] = smgr->addCameraSceneNodeMaya(); + Camera[0]->setFarValue(20000.f); + // Maya cameras reposition themselves relative to their target, so target the location + // where the mesh scene node is placed. + Camera[0]->setTarget(core::vector3df(0,30,0)); + + Camera[1] = smgr->addCameraSceneNodeFPS(); + Camera[1]->setFarValue(20000.f); + Camera[1]->setPosition(core::vector3df(0,0,-70)); + Camera[1]->setTarget(core::vector3df(0,30,0)); + + setActiveCamera(Camera[0]); + + // load the irrlicht engine logo + IGUIImage *img = + env->addImage(driver->getTexture("irrlichtlogo2.png"), + core::position2d(10, driver->getScreenSize().Height - 128)); + + // lock the logo's edges to the bottom left corner of the screen + img->setAlignment(EGUIA_UPPERLEFT, EGUIA_UPPERLEFT, + EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT); + + // remember state so we notice when the window does lose the focus + bool hasFocus = Device->isWindowFocused(); + + // draw everything + + while(Device->run() && driver) + { + // Catch focus changes (workaround until Irrlicht has events for this) + bool focused = Device->isWindowFocused(); + if ( hasFocus && !focused ) + onKillFocus(); + hasFocus = focused; + + if (Device->isWindowActive()) + { + driver->beginScene(true, true, video::SColor(150,50,50,50)); + + smgr->drawAll(); + env->drawAll(); + + driver->endScene(); + + // update information about current frame-rate + core::stringw str(L"FPS: "); + str.append(core::stringw(driver->getFPS())); + str += L" Tris: "; + str.append(core::stringw(driver->getPrimitiveCountDrawn())); + fpstext->setText(str.c_str()); + + // update information about the active camera + scene::ICameraSceneNode* cam = Device->getSceneManager()->getActiveCamera(); + str = L"Pos: "; + str.append(core::stringw(cam->getPosition().X)); + str += L" "; + str.append(core::stringw(cam->getPosition().Y)); + str += L" "; + str.append(core::stringw(cam->getPosition().Z)); + str += L" Tgt: "; + str.append(core::stringw(cam->getTarget().X)); + str += L" "; + str.append(core::stringw(cam->getTarget().Y)); + str += L" "; + str.append(core::stringw(cam->getTarget().Z)); + postext->setText(str.c_str()); + + // update the tool dialog + updateToolBox(); + } + else + Device->yield(); + } + + Device->drop(); + return 0; +} + +/* +**/ diff --git a/examples/09.Meshviewer/resource.h b/examples/09.Meshviewer/resource.h new file mode 100644 index 0000000..a8e8616 --- /dev/null +++ b/examples/09.Meshviewer/resource.h @@ -0,0 +1,16 @@ +//{{NO_DEPENDENCIES}} +// Microsoft Visual C++ generated include file. +// Used by 9.Meshviewer.rc +// +#define IDI_ICON1 101 + +// Next default values for new objects +// +#ifdef APSTUDIO_INVOKED +#ifndef APSTUDIO_READONLY_SYMBOLS +#define _APS_NEXT_RESOURCE_VALUE 102 +#define _APS_NEXT_COMMAND_VALUE 40001 +#define _APS_NEXT_CONTROL_VALUE 1001 +#define _APS_NEXT_SYMED_VALUE 101 +#endif +#endif diff --git a/examples/09.Meshviewer/tutorial.html b/examples/09.Meshviewer/tutorial.html new file mode 100644 index 0000000..e67cc02 --- /dev/null +++ b/examples/09.Meshviewer/tutorial.html @@ -0,0 +1,213 @@ + + + + + + + +Tutorial 9: Mesh Viewer + + + + +
+ + + +
+
+
+
Tutorial 9: Mesh Viewer
+
+
+
+009shot.jpg +
+

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.

+

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.

#include <irrlicht.h>
#include "driverChoice.h"
using namespace irr;
using namespace gui;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif

Some global variables used later on

IrrlichtDevice *Device = 0;
core::stringc StartUpModelFile;
core::stringw MessageText;
core::stringw Caption;
scene::ISceneNode* Model = 0;
scene::ISceneNode* SkyBox = 0;
bool Octree=false;
bool UseLight=false;
scene::ICameraSceneNode* Camera[2] = {0, 0};
// Values used to identify individual GUI elements
enum
{
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,
// And some magic numbers
MAX_FRAMERATE = 80,
DEFAULT_FRAMERATE = 30
};

Toggle between various cameras

void setActiveCamera(scene::ICameraSceneNode* newActive)
{
if (0 == Device)
return;
scene::ICameraSceneNode * active = Device->getSceneManager()->getActiveCamera();
active->setInputReceiverEnabled(false);
newActive->setInputReceiverEnabled(true);
Device->getSceneManager()->setActiveCamera(newActive);
}

Set the skin transparency by changing the alpha values of all skin-colors

void setSkinTransparency(s32 alpha, irr::gui::IGUISkin * skin)
{
for (s32 i=0; i<irr::gui::EGDC_COUNT ; ++i)
{
video::SColor col = skin->getColor((EGUI_DEFAULT_COLOR)i);
col.setAlpha(alpha);
skin->setColor((EGUI_DEFAULT_COLOR)i, col);
}
}

Update the display of the model scaling

void updateScaleInfo(scene::ISceneNode* model)
{
IGUIElement* toolboxWnd = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true);
if (!toolboxWnd)
return;
if (!model)
{
toolboxWnd->getElementFromId(GUI_ID_X_SCALE, true)->setText( L"-" );
toolboxWnd->getElementFromId(GUI_ID_Y_SCALE, true)->setText( L"-" );
toolboxWnd->getElementFromId(GUI_ID_Z_SCALE, true)->setText( L"-" );
}
else
{
core::vector3df scale = model->getScale();
toolboxWnd->getElementFromId(GUI_ID_X_SCALE, true)->setText( core::stringw(scale.X).c_str() );
toolboxWnd->getElementFromId(GUI_ID_Y_SCALE, true)->setText( core::stringw(scale.Y).c_str() );
toolboxWnd->getElementFromId(GUI_ID_Z_SCALE, true)->setText( core::stringw(scale.Z).c_str() );
}
}

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.

void showAboutText()
{
// create modal message box with the text
// loaded from the xml file.
Device->getGUIEnvironment()->addMessageBox(
Caption.c_str(), MessageText.c_str());
}

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.

void loadModel(const c8* fn)
{
// modify the name if it a .pk3 file
io::path filename(fn);
io::path extension;
core::getFileNameExtension(extension, filename);
extension.make_lower();
// if a texture is loaded apply it to the current model..
if (extension == ".jpg" || extension == ".pcx" ||
extension == ".png" || extension == ".ppm" ||
extension == ".pgm" || extension == ".pbm" ||
extension == ".psd" || extension == ".tga" ||
extension == ".bmp" || extension == ".wal" ||
extension == ".rgb" || extension == ".rgba")
{
video::ITexture * texture =
Device->getVideoDriver()->getTexture( filename );
if ( texture && Model )
{
// always reload texture
Device->getVideoDriver()->removeTexture(texture);
texture = Device->getVideoDriver()->getTexture( filename );
Model->setMaterialTexture(0, texture);
}
return;
}
// if a archive is loaded add it to the FileArchive..
else if (extension == ".pk3" || extension == ".zip" || extension == ".pak" || extension == ".npk")
{
Device->getFileSystem()->addFileArchive(filename.c_str());
return;
}
// load a model into the engine
if (Model)
Model->remove();
Model = 0;
if (extension==".irr")
{
core::array<scene::ISceneNode*> outNodes;
Device->getSceneManager()->loadScene(filename);
Device->getSceneManager()->getSceneNodesFromType(scene::ESNT_ANIMATED_MESH, outNodes);
if (outNodes.size())
Model = outNodes[0];
return;
}
scene::IAnimatedMesh* m = Device->getSceneManager()->getMesh( filename.c_str() );
if (!m)
{
// model could not be loaded
if (StartUpModelFile != filename)
Device->getGUIEnvironment()->addMessageBox(
Caption.c_str(), L"The model could not be loaded. " \
L"Maybe it is not a supported file format.");
return;
}
// set default material properties
if (Octree)
Model = Device->getSceneManager()->addOctreeSceneNode(m->getMesh(0));
else
{
scene::IAnimatedMeshSceneNode* animModel = Device->getSceneManager()->addAnimatedMeshSceneNode(m);
animModel->setAnimationSpeed(30);
Model = animModel;
}
Model->setMaterialFlag(video::EMF_LIGHTING, UseLight);
Model->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, UseLight);
// Model->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);
Model->setDebugDataVisible(scene::EDS_OFF);
// we need to uncheck the menu entries. would be cool to fake a menu event, but
// that's not so simple. so we do it brute force
gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_TOGGLE_DEBUG_INFO, true);
if (menu)
for(int item = 1; item < 6; ++item)
menu->setItemChecked(item, false);
updateScaleInfo(Model);
}

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.

void createToolBox()
{
// remove tool box if already there
IGUIEnvironment* env = Device->getGUIEnvironment();
IGUIElement* root = env->getRootGUIElement();
IGUIElement* e = root->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true);
if (e)
e->remove();
// create the toolbox window
IGUIWindow* wnd = env->addWindow(core::rect<s32>(600,45,800,480),
false, L"Toolset", 0, GUI_ID_DIALOG_ROOT_WINDOW);
// create tab control and tabs
IGUITabControl* tab = env->addTabControl(
core::rect<s32>(2,20,800-602,480-7), wnd, true, true);
IGUITab* t1 = tab->addTab(L"Config");
// add some edit boxes and a button to tab one
env->addStaticText(L"Scale:",
core::rect<s32>(10,20,60,45), false, false, t1);
env->addStaticText(L"X:", core::rect<s32>(22,48,40,66), false, false, t1);
env->addEditBox(L"1.0", core::rect<s32>(40,46,130,66), true, t1, GUI_ID_X_SCALE);
env->addStaticText(L"Y:", core::rect<s32>(22,82,40,96), false, false, t1);
env->addEditBox(L"1.0", core::rect<s32>(40,76,130,96), true, t1, GUI_ID_Y_SCALE);
env->addStaticText(L"Z:", core::rect<s32>(22,108,40,126), false, false, t1);
env->addEditBox(L"1.0", core::rect<s32>(40,106,130,126), true, t1, GUI_ID_Z_SCALE);
env->addButton(core::rect<s32>(10,134,85,165), t1, GUI_ID_BUTTON_SET_SCALE, L"Set");
// quick scale buttons
env->addButton(core::rect<s32>(65,20,95,40), t1, GUI_ID_BUTTON_SCALE_MUL10, L"* 10");
env->addButton(core::rect<s32>(100,20,130,40), t1, GUI_ID_BUTTON_SCALE_DIV10, L"* 0.1");
updateScaleInfo(Model);
// add transparency control
env->addStaticText(L"GUI Transparency Control:",
core::rect<s32>(10,200,150,225), true, false, t1);
IGUIScrollBar* scrollbar = env->addScrollBar(true,
core::rect<s32>(10,225,150,240), t1, GUI_ID_SKIN_TRANSPARENCY);
scrollbar->setMax(255);
scrollbar->setPos(255);
// add framerate control
env->addStaticText(L":", core::rect<s32>(10,240,150,265), true, false, t1);
env->addStaticText(L"Framerate:",
core::rect<s32>(12,240,75,265), false, false, t1);
// current frame info
env->addStaticText(L"", core::rect<s32>(75,240,200,265), false, false, t1,
GUI_ID_ANIMATION_INFO);
scrollbar = env->addScrollBar(true,
core::rect<s32>(10,265,150,280), t1, GUI_ID_SKIN_ANIMATION_FPS);
scrollbar->setMax(MAX_FRAMERATE);
scrollbar->setMin(-MAX_FRAMERATE);
scrollbar->setPos(DEFAULT_FRAMERATE);
scrollbar->setSmallStep(1);
}

Function updateToolBox() is called each frame to update dynamic information in the toolbox.

void updateToolBox()
{
IGUIEnvironment* env = Device->getGUIEnvironment();
IGUIElement* root = env->getRootGUIElement();
IGUIElement* dlg = root->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true);
if (!dlg )
return;
// update the info we have about the animation of the model
IGUIStaticText * aniInfo = (IGUIStaticText *)(dlg->getElementFromId(GUI_ID_ANIMATION_INFO, true));
if (aniInfo)
{
if ( Model && scene::ESNT_ANIMATED_MESH == Model->getType() )
{
scene::IAnimatedMeshSceneNode* animatedModel = (scene::IAnimatedMeshSceneNode*)Model;
core::stringw str( (s32)core::round_(animatedModel->getAnimationSpeed()) );
str += L" Frame: ";
str += core::stringw((s32)animatedModel->getFrameNr());
aniInfo->setText(str.c_str());
}
else
aniInfo->setText(L"");
}
}
void onKillFocus()
{
// Avoid that the FPS-camera continues moving when the user presses alt-tab while
// moving the camera.
const core::list<scene::ISceneNodeAnimator*>& animators = Camera[1]->getAnimators();
core::list<irr::scene::ISceneNodeAnimator*>::ConstIterator iter = animators.begin();
while ( iter != animators.end() )
{
if ( (*iter)->getType() == scene::ESNAT_CAMERA_FPS )
{
// we send a key-down event for all keys used by this animator
scene::ISceneNodeAnimatorCameraFPS * fpsAnimator = static_cast<scene::ISceneNodeAnimatorCameraFPS*>(*iter);
const core::array<SKeyMap>& keyMap = fpsAnimator->getKeyMap();
for ( irr::u32 i=0; i< keyMap.size(); ++i )
{
irr::SEvent event;
event.EventType = EET_KEY_INPUT_EVENT;
event.KeyInput.Key = keyMap[i].KeyCode;
event.KeyInput.PressedDown = false;
fpsAnimator->OnEvent(event);
}
}
++iter;
}
}

Function hasModalDialog() checks if we currently have a modal dialog open.

bool hasModalDialog()
{
if ( !Device )
return false;
IGUIEnvironment* env = Device->getGUIEnvironment();
IGUIElement * focused = env->getFocus();
while ( focused )
{
if ( focused->isVisible() && focused->hasType(EGUIET_MODAL_SCREEN) )
return true;
focused = focused->getParent();
}
return false;
}

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.

class MyEventReceiver : public IEventReceiver
{
public:
virtual bool OnEvent(const SEvent& event)
{
// Escape swaps Camera Input
if (event.EventType == EET_KEY_INPUT_EVENT &&
event.KeyInput.PressedDown == false)
{
if ( OnKeyUp(event.KeyInput.Key) )
return true;
}
if (event.EventType == EET_GUI_EVENT)
{
s32 id = event.GUIEvent.Caller->getID();
IGUIEnvironment* env = Device->getGUIEnvironment();
switch(event.GUIEvent.EventType)
{
case EGET_MENU_ITEM_SELECTED:
// a menu item was clicked
OnMenuItemSelected( (IGUIContextMenu*)event.GUIEvent.Caller );
break;
case EGET_FILE_SELECTED:
{
// load the model file, selected in the file open dialog
IGUIFileOpenDialog* dialog =
(IGUIFileOpenDialog*)event.GUIEvent.Caller;
loadModel(core::stringc(dialog->getFileName()).c_str());
}
break;
case EGET_SCROLL_BAR_CHANGED:
// control skin transparency
if (id == GUI_ID_SKIN_TRANSPARENCY)
{
const s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();
setSkinTransparency(pos, env->getSkin());
}
// control animation speed
else if (id == GUI_ID_SKIN_ANIMATION_FPS)
{
const s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();
if (scene::ESNT_ANIMATED_MESH == Model->getType())
((scene::IAnimatedMeshSceneNode*)Model)->setAnimationSpeed((f32)pos);
}
break;
case EGET_COMBO_BOX_CHANGED:
// control anti-aliasing/filtering
if (id == GUI_ID_TEXTUREFILTER)
{
OnTextureFilterSelected( (IGUIComboBox*)event.GUIEvent.Caller );
}
break;
case EGET_BUTTON_CLICKED:
switch(id)
{
case GUI_ID_BUTTON_SET_SCALE:
{
// set scale
gui::IGUIElement* root = env->getRootGUIElement();
core::vector3df scale;
core::stringc s;
s = root->getElementFromId(GUI_ID_X_SCALE, true)->getText();
scale.X = (f32)atof(s.c_str());
s = root->getElementFromId(GUI_ID_Y_SCALE, true)->getText();
scale.Y = (f32)atof(s.c_str());
s = root->getElementFromId(GUI_ID_Z_SCALE, true)->getText();
scale.Z = (f32)atof(s.c_str());
if (Model)
Model->setScale(scale);
updateScaleInfo(Model);
}
break;
case GUI_ID_BUTTON_SCALE_MUL10:
if (Model)
Model->setScale(Model->getScale()*10.f);
updateScaleInfo(Model);
break;
case GUI_ID_BUTTON_SCALE_DIV10:
if (Model)
Model->setScale(Model->getScale()*0.1f);
updateScaleInfo(Model);
break;
case GUI_ID_BUTTON_OPEN_MODEL:
env->addFileOpenDialog(L"Please select a model file to open");
break;
case GUI_ID_BUTTON_SHOW_ABOUT:
showAboutText();
break;
case GUI_ID_BUTTON_SHOW_TOOLBOX:
createToolBox();
break;
case GUI_ID_BUTTON_SELECT_ARCHIVE:
env->addFileOpenDialog(L"Please select your game archive/directory");
break;
}
break;
default:
break;
}
}
return false;
}

Handle key-up events

bool OnKeyUp(irr::EKEY_CODE keyCode)
{
// Don't handle keys if we have a modal dialog open as it would lead
// to unexpected application behaviour for the user.
if ( hasModalDialog() )
return false;
if (keyCode == irr::KEY_ESCAPE)
{
if (Device)
{
scene::ICameraSceneNode * camera =
Device->getSceneManager()->getActiveCamera();
if (camera)
{
camera->setInputReceiverEnabled( !camera->isInputReceiverEnabled() );
}
return true;
}
}
else if (keyCode == irr::KEY_F1)
{
if (Device)
{
IGUIElement* elem = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_POSITION_TEXT);
if (elem)
elem->setVisible(!elem->isVisible());
}
}
else if (keyCode == irr::KEY_KEY_M)
{
if (Device)
Device->minimizeWindow();
}
else if (keyCode == irr::KEY_KEY_L)
{
UseLight=!UseLight;
if (Model)
{
Model->setMaterialFlag(video::EMF_LIGHTING, UseLight);
Model->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, UseLight);
}
}
return false;
}

Handle "menu item clicked" events.

void OnMenuItemSelected( IGUIContextMenu* menu )
{
s32 id = menu->getItemCommandId(menu->getSelectedItem());
IGUIEnvironment* env = Device->getGUIEnvironment();
switch(id)
{
case GUI_ID_OPEN_MODEL: // FilOnButtonSetScalinge -> Open Model
env->addFileOpenDialog(L"Please select a model file to open");
break;
case GUI_ID_SET_MODEL_ARCHIVE: // File -> Set Model Archive
env->addFileOpenDialog(L"Please select your game archive/directory");
break;
case GUI_ID_LOAD_AS_OCTREE: // File -> LoadAsOctree
Octree = !Octree;
menu->setItemChecked(menu->getSelectedItem(), Octree);
break;
case GUI_ID_QUIT: // File -> Quit
Device->closeDevice();
break;
case GUI_ID_SKY_BOX_VISIBLE: // View -> Skybox
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
SkyBox->setVisible(!SkyBox->isVisible());
break;
case GUI_ID_DEBUG_OFF: // View -> Debug Information
menu->setItemChecked(menu->getSelectedItem()+1, false);
menu->setItemChecked(menu->getSelectedItem()+2, false);
menu->setItemChecked(menu->getSelectedItem()+3, false);
menu->setItemChecked(menu->getSelectedItem()+4, false);
menu->setItemChecked(menu->getSelectedItem()+5, false);
menu->setItemChecked(menu->getSelectedItem()+6, false);
if (Model)
Model->setDebugDataVisible(scene::EDS_OFF);
break;
case GUI_ID_DEBUG_BOUNDING_BOX: // View -> Debug Information
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX));
break;
case GUI_ID_DEBUG_NORMALS: // View -> Debug Information
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_NORMALS));
break;
case GUI_ID_DEBUG_SKELETON: // View -> Debug Information
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_SKELETON));
break;
case GUI_ID_DEBUG_WIRE_OVERLAY: // View -> Debug Information
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_MESH_WIRE_OVERLAY));
break;
case GUI_ID_DEBUG_HALF_TRANSPARENT: // View -> Debug Information
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_HALF_TRANSPARENCY));
break;
case GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES: // View -> Debug Information
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX_BUFFERS));
break;
case GUI_ID_DEBUG_ALL: // View -> Debug Information
menu->setItemChecked(menu->getSelectedItem()-1, true);
menu->setItemChecked(menu->getSelectedItem()-2, true);
menu->setItemChecked(menu->getSelectedItem()-3, true);
menu->setItemChecked(menu->getSelectedItem()-4, true);
menu->setItemChecked(menu->getSelectedItem()-5, true);
menu->setItemChecked(menu->getSelectedItem()-6, true);
if (Model)
Model->setDebugDataVisible(scene::EDS_FULL);
break;
case GUI_ID_ABOUT: // Help->About
showAboutText();
break;
case GUI_ID_MODEL_MATERIAL_SOLID: // View -> Material -> Solid
if (Model)
Model->setMaterialType(video::EMT_SOLID);
break;
case GUI_ID_MODEL_MATERIAL_TRANSPARENT: // View -> Material -> Transparent
if (Model)
Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
break;
case GUI_ID_MODEL_MATERIAL_REFLECTION: // View -> Material -> Reflection
if (Model)
Model->setMaterialType(video::EMT_SPHERE_MAP);
break;
case GUI_ID_CAMERA_MAYA:
setActiveCamera(Camera[0]);
break;
case GUI_ID_CAMERA_FIRST_PERSON:
setActiveCamera(Camera[1]);
break;
}
}

Handle the event that one of the texture-filters was selected in the corresponding combobox.

void OnTextureFilterSelected( IGUIComboBox* combo )
{
s32 pos = combo->getSelected();
switch (pos)
{
case 0:
if (Model)
{
Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false);
Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false);
}
break;
case 1:
if (Model)
{
Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, true);
Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false);
}
break;
case 2:
if (Model)
{
Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, true);
}
break;
case 3:
if (Model)
{
Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, true);
}
break;
case 4:
if (Model)
{
Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false);
}
break;
}
}
};

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 createDevice(). 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.

int main(int argc, char* argv[])
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
// create device and exit if creation failed
MyEventReceiver receiver;
Device = createDevice(driverType, core::dimension2d<u32>(800, 600),
16, false, false, false, &receiver);
if (Device == 0)
return 1; // could not create selected driver.
Device->setResizable(true);
Device->setWindowCaption(L"Irrlicht Engine - Loading...");
video::IVideoDriver* driver = Device->getVideoDriver();
IGUIEnvironment* env = Device->getGUIEnvironment();
scene::ISceneManager* smgr = Device->getSceneManager();
smgr->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
smgr->addLightSceneNode(0, core::vector3df(200,200,200),
video::SColorf(1.0f,1.0f,1.0f),2000);
smgr->setAmbientLight(video::SColorf(0.3f,0.3f,0.3f));
// add our media directory as "search path"
Device->getFileSystem()->addFileArchive("../../media/");

The next step is to read the configuration file. It is stored in the xml format and looks a little bit like this:

+
    <?xml version="1.0"?>
+    <config>
+        <startUpModel file="some filename" />
+        <messageText caption="Irrlicht Engine Mesh Viewer">
+            Hello!
+        </messageText>
+    </config>

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:

// read configuration from xml file
io::IXMLReader* xml = Device->getFileSystem()->createXMLReader( L"config.xml");
while(xml && xml->read())
{
switch(xml->getNodeType())
{
case io::EXN_TEXT:
// in this xml file, the only text which occurs is the
// messageText
MessageText = xml->getNodeData();
break;
case io::EXN_ELEMENT:
{
if (core::stringw("startUpModel") == xml->getNodeName())
StartUpModelFile = xml->getAttributeValue(L"file");
else
if (core::stringw("messageText") == xml->getNodeName())
Caption = xml->getAttributeValue(L"caption");
}
break;
default:
break;
}
}
if (xml)
xml->drop(); // don't forget to delete the xml reader
if (argc > 1)
StartUpModelFile = argv[1];

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->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->getSubMenu(0), because the "File" entry is the menu item with index 0.

// set a nicer font
IGUISkin* skin = env->getSkin();
IGUIFont* font = env->getFont("fonthaettenschweiler.bmp");
if (font)
skin->setFont(font);
// create menu
gui::IGUIContextMenu* menu = env->addMenu();
menu->addItem(L"File", -1, true, true);
menu->addItem(L"View", -1, true, true);
menu->addItem(L"Camera", -1, true, true);
menu->addItem(L"Help", -1, true, true);
gui::IGUIContextMenu* submenu;
submenu = menu->getSubMenu(0);
submenu->addItem(L"Open Model File & Texture...", GUI_ID_OPEN_MODEL);
submenu->addItem(L"Set Model Archive...", GUI_ID_SET_MODEL_ARCHIVE);
submenu->addItem(L"Load as Octree", GUI_ID_LOAD_AS_OCTREE);
submenu->addSeparator();
submenu->addItem(L"Quit", GUI_ID_QUIT);
submenu = menu->getSubMenu(1);
submenu->addItem(L"sky box visible", GUI_ID_SKY_BOX_VISIBLE, true, false, true);
submenu->addItem(L"toggle model debug information", GUI_ID_TOGGLE_DEBUG_INFO, true, true);
submenu->addItem(L"model material", -1, true, true );
submenu = submenu->getSubMenu(1);
submenu->addItem(L"Off", GUI_ID_DEBUG_OFF);
submenu->addItem(L"Bounding Box", GUI_ID_DEBUG_BOUNDING_BOX);
submenu->addItem(L"Normals", GUI_ID_DEBUG_NORMALS);
submenu->addItem(L"Skeleton", GUI_ID_DEBUG_SKELETON);
submenu->addItem(L"Wire overlay", GUI_ID_DEBUG_WIRE_OVERLAY);
submenu->addItem(L"Half-Transparent", GUI_ID_DEBUG_HALF_TRANSPARENT);
submenu->addItem(L"Buffers bounding boxes", GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES);
submenu->addItem(L"All", GUI_ID_DEBUG_ALL);
submenu = menu->getSubMenu(1)->getSubMenu(2);
submenu->addItem(L"Solid", GUI_ID_MODEL_MATERIAL_SOLID);
submenu->addItem(L"Transparent", GUI_ID_MODEL_MATERIAL_TRANSPARENT);
submenu->addItem(L"Reflection", GUI_ID_MODEL_MATERIAL_REFLECTION);
submenu = menu->getSubMenu(2);
submenu->addItem(L"Maya Style", GUI_ID_CAMERA_MAYA);
submenu->addItem(L"First Person", GUI_ID_CAMERA_FIRST_PERSON);
submenu = menu->getSubMenu(3);
submenu->addItem(L"About", GUI_ID_ABOUT);

Below the menu we want a toolbar, onto which we can place colored buttons and important looking stuff like a senseless combobox.

// create toolbar
gui::IGUIToolBar* bar = env->addToolBar();
video::ITexture* image = driver->getTexture("open.png");
bar->addButton(GUI_ID_BUTTON_OPEN_MODEL, 0, L"Open a model",image, 0, false, true);
image = driver->getTexture("tools.png");
bar->addButton(GUI_ID_BUTTON_SHOW_TOOLBOX, 0, L"Open Toolset",image, 0, false, true);
image = driver->getTexture("zip.png");
bar->addButton(GUI_ID_BUTTON_SELECT_ARCHIVE, 0, L"Set Model Archive",image, 0, false, true);
image = driver->getTexture("help.png");
bar->addButton(GUI_ID_BUTTON_SHOW_ABOUT, 0, L"Open Help", image, 0, false, true);
// create a combobox for texture filters
gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(250,4,350,23), bar, GUI_ID_TEXTUREFILTER);
box->addItem(L"No filtering");
box->addItem(L"Bilinear");
box->addItem(L"Trilinear");
box->addItem(L"Anisotropic");
box->addItem(L"Isotropic");

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.

// disable alpha
for (s32 i=0; i<gui::EGDC_COUNT ; ++i)
{
video::SColor col = env->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
col.setAlpha(255);
env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col);
}
// add a tabcontrol
createToolBox();
// create fps text
IGUIStaticText* fpstext = env->addStaticText(L"",
core::rect<s32>(400,4,570,23), true, false, bar);
IGUIStaticText* postext = env->addStaticText(L"",
core::rect<s32>(10,50,470,80),false, false, 0, GUI_ID_POSITION_TEXT);
postext->setVisible(false);
// set window caption
Caption += " - [";
Caption += driver->getName();
Caption += "]";
Device->setWindowCaption(Caption.c_str());

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.

// show about message box and load default model
if (argc==1)
showAboutText();
loadModel(StartUpModelFile.c_str());
// add skybox
SkyBox = smgr->addSkyBoxSceneNode(
driver->getTexture("irrlicht2_up.jpg"),
driver->getTexture("irrlicht2_dn.jpg"),
driver->getTexture("irrlicht2_lf.jpg"),
driver->getTexture("irrlicht2_rt.jpg"),
driver->getTexture("irrlicht2_ft.jpg"),
driver->getTexture("irrlicht2_bk.jpg"));
// add a camera scene node
Camera[0] = smgr->addCameraSceneNodeMaya();
Camera[0]->setFarValue(20000.f);
// Maya cameras reposition themselves relative to their target, so target the location
// where the mesh scene node is placed.
Camera[0]->setTarget(core::vector3df(0,30,0));
Camera[1] = smgr->addCameraSceneNodeFPS();
Camera[1]->setFarValue(20000.f);
Camera[1]->setPosition(core::vector3df(0,0,-70));
Camera[1]->setTarget(core::vector3df(0,30,0));
setActiveCamera(Camera[0]);
// load the irrlicht engine logo
IGUIImage *img =
env->addImage(driver->getTexture("irrlichtlogo2.png"),
core::position2d<s32>(10, driver->getScreenSize().Height - 128));
// lock the logo's edges to the bottom left corner of the screen
img->setAlignment(EGUIA_UPPERLEFT, EGUIA_UPPERLEFT,
EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT);
// remember state so we notice when the window does lose the focus
bool hasFocus = Device->isWindowFocused();
// draw everything
while(Device->run() && driver)
{
// Catch focus changes (workaround until Irrlicht has events for this)
bool focused = Device->isWindowFocused();
if ( hasFocus && !focused )
onKillFocus();
hasFocus = focused;
if (Device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(150,50,50,50));
smgr->drawAll();
env->drawAll();
driver->endScene();
// update information about current frame-rate
core::stringw str(L"FPS: ");
str.append(core::stringw(driver->getFPS()));
str += L" Tris: ";
str.append(core::stringw(driver->getPrimitiveCountDrawn()));
fpstext->setText(str.c_str());
// update information about the active camera
scene::ICameraSceneNode* cam = Device->getSceneManager()->getActiveCamera();
str = L"Pos: ";
str.append(core::stringw(cam->getPosition().X));
str += L" ";
str.append(core::stringw(cam->getPosition().Y));
str += L" ";
str.append(core::stringw(cam->getPosition().Z));
str += L" Tgt: ";
str.append(core::stringw(cam->getTarget().X));
str += L" ";
str.append(core::stringw(cam->getTarget().Y));
str += L" ";
str.append(core::stringw(cam->getTarget().Z));
postext->setText(str.c_str());
// update the tool dialog
updateToolBox();
}
else
Device->yield();
}
Device->drop();
return 0;
}
+ + +

 

+ + -- cgit v1.2.3-70-g09d2