
/*
This Tutorial shows how to set up the IDE for using the 
Irrlicht Engine and how to write a simple HelloWorld
program with it. The program will show how to use the 
basics of the VideoDriver, the GUIEnvironment and the
SceneManager. 
Microsoft Visual C++ 6.0 and .NET is used as 
example IDE, but you will also be able to understand everything
if you are using a different one or even another operating 
system than windows.

To use the engine, we will have to include the header file 
irrlicht.h, which can be found in the Irrlicht Engine SDK
directory \include. 
To let the compiler find this header file, the directory where
it is located should be specified somewhere. This is different 
for every IDE and compiler you use. I explain shortly how to
do this in Microsift Visual Studio C++ 6.0 and .NET:

- If you use Version 6.0, select the Menu Extras -> Options. 
  Select the directories tab, and select the 'Include' Item in the combo box.
  Add the \include directory of the irrlicht engine folder to the list of directories.
  Now the compiler will find the Irrlicht.h header file. We also
  need the irrlicht.lib to be found, so stay
  in that dialog, select 'Libraries' in the combo box and add the
  \lib\VisualStudio directory.

- If your IDE is Visual Studio .NET, select Tools -> Options.
  Select the projects entry and then select VC++ directories.
  Select 'show directories for include files' in the combo box, and 
  add the \include directory of the irrlicht engine folder to the list of directories.
  Now the compiler will find the Irrlicht.h header file. We also
  need the irrlicht.lib to be found, so stay
  in that dialog, select 'show directories for Library files' and add the
  \lib\VisualStudio directory.

That's it, with your IDE set up like this, you will now be able to
develop applications with the Irrlicht Engine.

*/
#include <irrlicht.h>

/*
In the Irrlicht Engine, everything can be found in the namespace
'irr'. So if you want to use a class of the engine, you have to
write an irr:: before the name of the class. For example to use
the IrrlichtDevice write: irr::IrrlichtDevice. To get rid of the 
irr:: in front of the name of every class, we tell the compiler
that we use that namespace from now on, and we will not have to
write that 'irr::'.
*/
using namespace irr;

/* 
There are 5 sub namespaces in the Irrlicht Engine. Take a look 
at them, you can read a detailed description of them in the 
documentation by clicking on the top menu item 'Namespace List'
or using this link: http://irrlicht.sourceforge.net/docu/namespaces.html.
Like the irr Namespace, we do not want these 5 sub namespaces now,
to keep this example simple. Hence we tell the compiler again
that we do not want always to write their names:
*/
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;

/*
To be able to use the Irrlicht.DLL file, we need to link with the 
Irrlicht.lib. We could set this option in the project settings, but
to make it easy, we use a pragma comment lib:
*/
#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#endif


/*
This is the main method. We can use int main() on every platform.
On Windows platforms, we could also use the WinMain method
if we would want to get rid of the console window, which pops up when
starting a program with main(), but to keep this example simple,
we use main().
*/
int main()
{
	/*
	The most important function of the engine is the 'createDevice'
	function. The Irrlicht Device can be created with it, which is the
	root object for doing everything with the engine.
	createDevice() has 7 paramters:
	deviceType: Type of the device. This can currently be the Null-device,
	   the Software device, the second software renderer, D3D8, D3D9, or OpenGL. 
	   In this example we use EDT_SOFTWARE, but to try out, you might want to change it to
	   EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8 , EDT_DIRECT3D9, or EDT_OPENGL. 
	windowSize: Size of the Window or FullscreenMode to be created. In this 
	   example we use 640x480.
	bits: Amount of bits per pixel when in fullscreen mode. This should 
	   be 16 or 32. This parameter is ignored when running in windowed mode.
	fullscreen: Specifies if we want the device to run in fullscreen mode
	   or not.
	stencilbuffer: Specifies if we want to use the stencil buffer for drawing shadows.
	vsync: Specifies if we want to have vsync enabled, this is only useful in fullscreen
	  mode.
	eventReceiver: An object to receive events. We do not want to use this
	   parameter here, and set it to 0.
	*/

	IrrlichtDevice *device =
#ifdef _IRR_OSX_PLATFORM_
		createDevice( video::EDT_OPENGL, dimension2d<s32>(640, 480), 16,
			false, false, false, 0);
#else
		createDevice( video::EDT_SOFTWARE, dimension2d<s32>(640, 480), 16,
			false, false, false, 0);
#endif

	/*
	Set the caption of the window to some nice text. Note that there is 
	a 'L' in front of the string. The Irrlicht Engine uses wide character
	strings when displaying text.
	*/
	device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");

	/*
	Get a pointer to the video driver, the SceneManager and the
	graphical user interface environment, so that
	we do not always have to write device->getVideoDriver(),
	device->getSceneManager() and device->getGUIEnvironment().
	*/
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->getSceneManager();
	IGUIEnvironment* guienv = device->getGUIEnvironment();

	/*
	We add a hello world label to the window, using the GUI environment.
	*/
	guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
		rect<s32>(10,10,260,22), true);

	/*
	To display something interesting, we load a Quake 2 model 
	and display it. We only have to get the Mesh from the Scene 
	Manager (getMesh()) and add a SceneNode to display the mesh.
	(addAnimatedMeshSceneNode()). Instead of writing the filename
	sydney.md2, it would also be possible to load a Maya object file
	(.obj), a complete Quake3 map (.bsp) or a Milshape file (.ms3d).
	By the way, that cool Quake 2 model called sydney was modelled
	by Brian Collins.
	*/
	IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
	IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );

	/*
	To let the mesh look a little bit nicer, we change its material a
	little bit: We disable lighting because we do not have a dynamic light
	in here, and the mesh would be totally black. Then we set the frame
	loop, so that the animation is looped between the frames 0 and 310.
	And at last, we apply a texture to the mesh. Without it the mesh
	would be drawn using only a color.
	*/
	if (node)
	{
		node->setMaterialFlag(EMF_LIGHTING, false);
		node->setMD2Animation ( scene::EMAT_STAND );
		node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
	}

	/*
	To look at the mesh, we place a camera into 3d space at the position
	(0, 30, -40). The camera looks from there to (0,5,0).
	*/
	smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));

	/*
	Ok, now we have set up the scene, lets draw everything:
	We run the device in a while() loop, until the device does not
	want to run any more. This would be when the user closed the window
	or pressed ALT+F4 in windows.
	*/
	while(device->run())
	{
		/*
		Anything can be drawn between a beginScene() and an endScene()
		call. The beginScene clears the screen with a color and also the
		depth buffer if wanted. Then we let the Scene Manager and the
		GUI Environment draw their content. With the endScene() call
		everything is presented on the screen.
		*/
		driver->beginScene(true, true, SColor(255,100,101,140));

		smgr->drawAll();
		guienv->drawAll();

		driver->endScene();
	}

	/*
	After we are finished, we have to delete the Irrlicht Device
	created before with createDevice(). In the Irrlicht Engine, 
	you will have to delete all objects you created with a method or 
	function which starts with 'create'. The object is simply deleted
	by calling ->drop().
	See the documentation at 
	http://irrlicht.sourceforge.net//docu/classirr_1_1IUnknown.html#a3
	for more information.
	*/
	device->drop();

	return 0;
}

