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https://github.com/minetest/irrlicht.git
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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
85 lines
2.1 KiB
C++
85 lines
2.1 KiB
C++
#include <irrlicht.h>
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#include "driverChoice.h"
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// include the gui creator element factory
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#include "CGUIEditFactory.h"
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using namespace irr;
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using namespace gui;
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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int main()
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{
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// ask user for driver
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video::E_DRIVER_TYPE driverType=driverChoiceConsole(false);
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if (driverType==video::EDT_COUNT)
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return 1;
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IrrlichtDevice *device = createDevice(driverType, core::dimension2du(800, 600));
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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gui::IGUIEnvironment *env = device->getGUIEnvironment();
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device->setResizable(true);
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/*
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first we create the factory which can make new GUI elements
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and register it with the gui environment.
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*/
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IGUIElementFactory* factory = new CGUIEditFactory(env);
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env->registerGUIElementFactory(factory);
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// remember to drop since we created with a create call
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factory->drop();
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IGUISkin *skin = env->createSkin(EGST_WINDOWS_METALLIC);
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env->setSkin(skin);
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IGUIFont *font = env->getFont("../../media/lucida.xml");
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if (font)
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skin->setFont(font);
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skin->drop();
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// change transparency of skin
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for (s32 i=0; i<gui::EGDC_COUNT ; ++i)
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{
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video::SColor col = env->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
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col.setAlpha(250);
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env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col);
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}
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/*
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now we add the GUI Editor Workspace
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*/
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env->addGUIElement("GUIEditor");
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while(device->run())
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{
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if (!device->isWindowMinimized())
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{
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const core::dimension2d<u32>& screenSize = driver->getScreenSize();
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wchar_t caption[512];
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swprintf_irr(caption, 512, L"screen (%4u/%4u)", screenSize.Width, screenSize.Height);
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device->setWindowCaption(caption);
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,200,200,200));
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smgr->drawAll();
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env->drawAll();
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driver->endScene();
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}
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// be nice to CPU
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device->sleep(10);
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if (!device->isWindowActive())
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device->sleep(90);
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}
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device->closeDevice();
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device->drop();
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return 0;
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}
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