Commit 405a2682 authored by teella's avatar teella

fix mouse cursor in OSX reported by Jay Riley

Hide Menu and Doc when in fullscreen mode on OSX


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1261 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 0eb29afe
/* /*
This tutorial show how to create a more complex application with the engine. We construct 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 scenemanagement of Irrlicht. a simple mesh viewer using the user interface API and the scenemanagement of Irrlicht.
The tutorial show how to create and use Buttons, Windows, Toolbars, Menus, ComboBoxes, The tutorial show how to create and use Buttons, Windows, Toolbars, Menus, ComboBoxes,
Tabcontrols, Editboxes, Images, MessageBoxes, SkyBoxes, and how to parse XML files Tabcontrols, Editboxes, Images, MessageBoxes, SkyBoxes, and how to parse XML files
with the integrated XML reader of the engine. with the integrated XML reader of the engine.
We start like in most other tutorials: Include all nesessary header files, add a We start like in most other tutorials: Include all nesessary header files, add a
comment to let the engine be linked with the right .lib file in Visual Studio, comment to let the engine be linked with the right .lib file in Visual Studio,
and deklare some global variables. We also add two 'using namespece' statements, so and deklare some global variables. We also add two 'using namespece' statements, so
we do not need to write the whole names of all classes. In this tutorial, we use a we do not need to write the whole names of all classes. In this tutorial, we use a
lot stuff from the gui namespace. lot stuff from the gui namespace.
*/ */
#include <irrlicht.h> #include <irrlicht.h>
#include <iostream> #include <iostream>
using namespace irr; using namespace irr;
using namespace gui; using namespace gui;
#pragma comment(lib, "Irrlicht.lib") #pragma comment(lib, "Irrlicht.lib")
IrrlichtDevice *Device = 0; IrrlichtDevice *Device = 0;
core::stringc StartUpModelFile; core::stringc StartUpModelFile;
core::stringw MessageText; core::stringw MessageText;
core::stringw Caption; core::stringw Caption;
scene::IAnimatedMeshSceneNode* Model = 0; scene::IAnimatedMeshSceneNode* Model = 0;
scene::ISceneNode* SkyBox = 0; scene::ISceneNode* SkyBox = 0;
scene::ICameraSceneNode* Camera[2] = { 0, 0}; scene::ICameraSceneNode* Camera[2] = { 0, 0};
/* /*
toggles between various cameras toggles between various cameras
*/ */
void setActiveCamera ( scene::ICameraSceneNode* newActive ) void setActiveCamera ( scene::ICameraSceneNode* newActive )
{ {
if ( 0 == Device ) if ( 0 == Device )
return; return;
scene::ICameraSceneNode* active = Device->getSceneManager()->getActiveCamera (); scene::ICameraSceneNode* active = Device->getSceneManager()->getActiveCamera ();
newActive->setInputReceiverEnabled ( true ); newActive->setInputReceiverEnabled ( true );
Device->getSceneManager()->setActiveCamera ( newActive ); Device->getSceneManager()->setActiveCamera ( newActive );
} }
/* /*
The three following functions do several stuff used by the mesh viewer. The three following functions do several stuff used by the mesh viewer.
The first function showAboutText() simply displays a messagebox with a caption The first function showAboutText() simply displays a messagebox with a caption
and a message text. The texts will be stored in the MessageText and and a message text. The texts will be stored in the MessageText and
Caption variables at startup. Caption variables at startup.
*/ */
void showAboutText() void showAboutText()
{ {
// create modal message box with the text // create modal message box with the text
// loaded from the xml file. // loaded from the xml file.
Device->getGUIEnvironment()->addMessageBox( Device->getGUIEnvironment()->addMessageBox(
Caption.c_str(), MessageText.c_str()); Caption.c_str(), MessageText.c_str());
} }
/* /*
The second function loadModel() loads a model and displays it using an The second function loadModel() loads a model and displays it using an
addAnimatedMeshSceneNode and the scene manager. Nothing difficult. It also addAnimatedMeshSceneNode and the scene manager. Nothing difficult. It also
displays a short message box, if the model could not be loaded. displays a short message box, if the model could not be loaded.
*/ */
void loadModel(const c8* fn) void loadModel(const c8* fn)
{ {
// modify the name if it a .pk3 file // modify the name if it a .pk3 file
core::stringc filename ( fn ); core::stringc filename ( fn );
core::stringc extension; core::stringc extension;
core::getFileNameExtension ( extension, filename ); core::getFileNameExtension ( extension, filename );
extension.make_lower(); extension.make_lower();
// if a texture is loaded apply it to the current model.. // if a texture is loaded apply it to the current model..
if ( extension == ".jpg" || if ( extension == ".jpg" ||
extension == ".pcx" || extension == ".pcx" ||
extension == ".png" || extension == ".png" ||
extension == ".ppm" || extension == ".ppm" ||
extension == ".pgm" || extension == ".pgm" ||
extension == ".pbm" || extension == ".pbm" ||
extension == ".psd" || extension == ".psd" ||
extension == ".tga" || extension == ".tga" ||
extension == ".bmp" extension == ".bmp"
) )
{ {
video::ITexture * texture = Device->getVideoDriver()->getTexture( filename.c_str() ); video::ITexture * texture = Device->getVideoDriver()->getTexture( filename.c_str() );
if ( texture && Model ) if ( texture && Model )
{ {
// always reload texture // always reload texture
Device->getVideoDriver()->removeTexture ( texture ); Device->getVideoDriver()->removeTexture ( texture );
texture = Device->getVideoDriver()->getTexture( filename.c_str() ); texture = Device->getVideoDriver()->getTexture( filename.c_str() );
Model->setMaterialTexture ( 0, texture ); Model->setMaterialTexture ( 0, texture );
} }
return; return;
} }
// if a archive is loaded add it to the FileSystems.. // if a archive is loaded add it to the FileSystems..
if ( extension == ".pk3" || if ( extension == ".pk3" ||
extension == ".zip" extension == ".zip"
) )
{ {
Device->getFileSystem()->addZipFileArchive( filename.c_str () ); Device->getFileSystem()->addZipFileArchive( filename.c_str () );
return; return;
} }
// load a model into the engine // load a model into the engine
if (Model) if (Model)
Model->remove(); Model->remove();
Model = 0; Model = 0;
scene::IAnimatedMesh* m = Device->getSceneManager()->getMesh( filename.c_str() ); scene::IAnimatedMesh* m = Device->getSceneManager()->getMesh( filename.c_str() );
if (!m) if (!m)
{ {
// model could not be loaded // model could not be loaded
if (StartUpModelFile != filename) if (StartUpModelFile != filename)
Device->getGUIEnvironment()->addMessageBox( Device->getGUIEnvironment()->addMessageBox(
Caption.c_str(), L"The model could not be loaded. " \ Caption.c_str(), L"The model could not be loaded. " \
L"Maybe it is not a supported file format."); L"Maybe it is not a supported file format.");
return; return;
} }
// set default material properties // set default material properties
Model = Device->getSceneManager()->addAnimatedMeshSceneNode(m); Model = Device->getSceneManager()->addAnimatedMeshSceneNode(m);
Model->setMaterialFlag(video::EMF_LIGHTING, false); Model->setMaterialFlag(video::EMF_LIGHTING, false);
// Model->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false); // Model->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);
Model->setDebugDataVisible(scene::EDS_OFF); Model->setDebugDataVisible(scene::EDS_OFF);
Model->setAnimationSpeed(30); Model->setAnimationSpeed(30);
} }
/* /*
Finally, the third function creates a toolbox window. In this simple mesh viewer, Finally, the third function creates a toolbox window. In this simple mesh viewer,
this toolbox only contains a tab control with three edit boxes for changing this toolbox only contains a tab control with three edit boxes for changing
the scale of the displayed model. the scale of the displayed model.
*/ */
void createToolBox() void createToolBox()
{ {
// remove tool box if already there // remove tool box if already there
IGUIEnvironment* env = Device->getGUIEnvironment(); IGUIEnvironment* env = Device->getGUIEnvironment();
IGUIElement* root = env->getRootGUIElement(); IGUIElement* root = env->getRootGUIElement();
IGUIElement* e = root->getElementFromId(5000, true); IGUIElement* e = root->getElementFromId(5000, true);
if (e) e->remove(); if (e) e->remove();
// create the toolbox window // create the toolbox window
IGUIWindow* wnd = env->addWindow(core::rect<s32>(600,25,800,480), IGUIWindow* wnd = env->addWindow(core::rect<s32>(600,25,800,480),
false, L"Toolset", 0, 5000); false, L"Toolset", 0, 5000);
// create tab control and tabs // create tab control and tabs
IGUITabControl* tab = env->addTabControl( IGUITabControl* tab = env->addTabControl(
core::rect<s32>(2,20,800-602,480-7), wnd, true, true); core::rect<s32>(2,20,800-602,480-7), wnd, true, true);
IGUITab* t1 = tab->addTab(L"Scale"); IGUITab* t1 = tab->addTab(L"Scale");
// add some edit boxes and a button to tab one // add some edit boxes and a button to tab one
env->addEditBox(L"1.0", core::rect<s32>(40,50,130,70), true, t1, 901); env->addEditBox(L"1.0", core::rect<s32>(40,50,130,70), true, t1, 901);
env->addEditBox(L"1.0", core::rect<s32>(40,80,130,100), true, t1, 902); env->addEditBox(L"1.0", core::rect<s32>(40,80,130,100), true, t1, 902);
env->addEditBox(L"1.0", core::rect<s32>(40,110,130,130), true, t1, 903); env->addEditBox(L"1.0", core::rect<s32>(40,110,130,130), true, t1, 903);
env->addButton(core::rect<s32>(10,150,100,190), t1, 1101, L"set"); env->addButton(core::rect<s32>(10,150,100,190), t1, 1101, L"set");
// add senseless checkbox // add senseless checkbox
env->addCheckBox(true, core::rect<s32>(10,220,200,240), t1, -1, L"Senseless Checkbox"); env->addCheckBox(true, core::rect<s32>(10,220,200,240), t1, -1, L"Senseless Checkbox");
// add undocumentated transparent control // add undocumentated transparent control
env->addStaticText(L"Transparent Control:", core::rect<s32>(10,240,150,260), true, false, t1); env->addStaticText(L"Transparent Control:", core::rect<s32>(10,240,150,260), true, false, t1);
IGUIScrollBar* scrollbar = env->addScrollBar(true, core::rect<s32>(10,260,150,275), t1, 104); IGUIScrollBar* scrollbar = env->addScrollBar(true, core::rect<s32>(10,260,150,275), t1, 104);
scrollbar->setMax(255); scrollbar->setMax(255);
scrollbar->setPos(255); scrollbar->setPos(255);
// bring irrlicht engine logo to front, because it // bring irrlicht engine logo to front, because it
// now may be below the newly created toolbox // now may be below the newly created toolbox
root->bringToFront(root->getElementFromId(666, true)); root->bringToFront(root->getElementFromId(666, true));
} }
/* /*
To get all the events sent by the GUI Elements, we need to create an event 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 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. of the caller and the event type, and starts an action based on these values.
For example, if a menu item with id 100 was selected, if opens a file-open-dialog. For example, if a menu item with id 100 was selected, if opens a file-open-dialog.
*/ */
class MyEventReceiver : public IEventReceiver class MyEventReceiver : public IEventReceiver
{ {
public: public:
virtual bool OnEvent(const SEvent& event) virtual bool OnEvent(const SEvent& event)
{ {
// Escape swaps Camera Input // Escape swaps Camera Input
if (event.EventType == EET_KEY_INPUT_EVENT && if (event.EventType == EET_KEY_INPUT_EVENT &&
event.KeyInput.Key == irr::KEY_ESCAPE && event.KeyInput.Key == irr::KEY_ESCAPE &&
event.KeyInput.PressedDown == false) event.KeyInput.PressedDown == false)
{ {
if ( Device ) if ( Device )
{ {
scene::ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera (); scene::ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera ();
if ( camera ) if ( camera )
{ {
camera->setInputReceiverEnabled ( !camera->isInputReceiverEnabled() ); camera->setInputReceiverEnabled ( !camera->isInputReceiverEnabled() );
} }
return true; return true;
} }
} }
if (event.EventType == EET_GUI_EVENT) if (event.EventType == EET_GUI_EVENT)
{ {
s32 id = event.GUIEvent.Caller->getID(); s32 id = event.GUIEvent.Caller->getID();
IGUIEnvironment* env = Device->getGUIEnvironment(); IGUIEnvironment* env = Device->getGUIEnvironment();
switch(event.GUIEvent.EventType) switch(event.GUIEvent.EventType)
{ {
case EGET_MENU_ITEM_SELECTED: case EGET_MENU_ITEM_SELECTED:
{ {
// a menu item was clicked // a menu item was clicked
IGUIContextMenu* menu = (IGUIContextMenu*)event.GUIEvent.Caller; IGUIContextMenu* menu = (IGUIContextMenu*)event.GUIEvent.Caller;
s32 id = menu->getItemCommandId(menu->getSelectedItem()); s32 id = menu->getItemCommandId(menu->getSelectedItem());
switch(id) switch(id)
{ {
case 100: // File -> Open Model case 100: // File -> Open Model
env->addFileOpenDialog(L"Please select a model file to open"); env->addFileOpenDialog(L"Please select a model file to open");
break; break;
case 101: // File -> Set Model Archive case 101: // File -> Set Model Archive
env->addFileOpenDialog(L"Please select your game archive/directory"); env->addFileOpenDialog(L"Please select your game archive/directory");
break; break;
case 200: // File -> Quit case 200: // File -> Quit
Device->closeDevice(); Device->closeDevice();
break; break;
case 300: // View -> Skybox case 300: // View -> Skybox
SkyBox->setVisible(!SkyBox->isVisible()); SkyBox->setVisible(!SkyBox->isVisible());
break; break;
case 400: // View -> Debug Information case 400: // View -> Debug Information
if (Model) if (Model)
Model->setDebugDataVisible(scene::EDS_OFF); Model->setDebugDataVisible(scene::EDS_OFF);
break; break;
case 410: // View -> Debug Information case 410: // View -> Debug Information
if (Model) if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX)); Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX));
break; break;
case 420: // View -> Debug Information case 420: // View -> Debug Information
if (Model) if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_NORMALS)); Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_NORMALS));
break; break;
case 430: // View -> Debug Information case 430: // View -> Debug Information
if (Model) if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_SKELETON)); Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_SKELETON));
break; break;
case 440: // View -> Debug Information case 440: // View -> Debug Information
if (Model) if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_MESH_WIRE_OVERLAY)); Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_MESH_WIRE_OVERLAY));
break; break;
case 450: // View -> Debug Information case 450: // View -> Debug Information
if (Model) if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_HALF_TRANSPARENCY)); Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_HALF_TRANSPARENCY));
break; break;
case 460: // View -> Debug Information case 460: // View -> Debug Information
if (Model) if (Model)
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX_BUFFERS)); Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX_BUFFERS));
break; break;
case 499: // View -> Debug Information case 499: // View -> Debug Information
if (Model) if (Model)
Model->setDebugDataVisible(scene::EDS_FULL); Model->setDebugDataVisible(scene::EDS_FULL);
break; break;
case 500: // Help->About case 500: // Help->About
showAboutText(); showAboutText();
break; break;
case 610: // View -> Material -> Solid case 610: // View -> Material -> Solid
if (Model) if (Model)
Model->setMaterialType(video::EMT_SOLID); Model->setMaterialType(video::EMT_SOLID);
break; break;
case 620: // View -> Material -> Transparent case 620: // View -> Material -> Transparent
if (Model) if (Model)
Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
break; break;
case 630: // View -> Material -> Reflection case 630: // View -> Material -> Reflection
if (Model) if (Model)
Model->setMaterialType(video::EMT_SPHERE_MAP); Model->setMaterialType(video::EMT_SPHERE_MAP);
break; break;
case 1000: case 1000:
setActiveCamera ( Camera[0] ); setActiveCamera ( Camera[0] );
break; break;
case 1100: case 1100:
setActiveCamera ( Camera[1] ); setActiveCamera ( Camera[1] );
break; break;
} }
break; break;
} }
case EGET_FILE_SELECTED: case EGET_FILE_SELECTED:
{ {
// load the model file, selected in the file open dialog // load the model file, selected in the file open dialog
IGUIFileOpenDialog* dialog = IGUIFileOpenDialog* dialog =
(IGUIFileOpenDialog*)event.GUIEvent.Caller; (IGUIFileOpenDialog*)event.GUIEvent.Caller;
loadModel(core::stringc(dialog->getFileName()).c_str()); loadModel(core::stringc(dialog->getFileName()).c_str());
} }
case EGET_SCROLL_BAR_CHANGED: case EGET_SCROLL_BAR_CHANGED:
// control skin transparency // control skin transparency
if (id == 104) if (id == 104)
{ {
s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos(); s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();
for (s32 i=0; i<irr::gui::EGDC_COUNT ; ++i) for (s32 i=0; i<irr::gui::EGDC_COUNT ; ++i)
{ {
video::SColor col = env->getSkin()->getColor((EGUI_DEFAULT_COLOR)i); video::SColor col = env->getSkin()->getColor((EGUI_DEFAULT_COLOR)i);
col.setAlpha(pos); col.setAlpha(pos);
env->getSkin()->setColor((EGUI_DEFAULT_COLOR)i, col); env->getSkin()->setColor((EGUI_DEFAULT_COLOR)i, col);
} }
} }
break; break;
case EGET_COMBO_BOX_CHANGED: case EGET_COMBO_BOX_CHANGED:
// control anti-aliasing/filtering // control anti-aliasing/filtering
if (id == 108) if (id == 108)
{ {
s32 pos = ((IGUIComboBox*)event.GUIEvent.Caller)->getSelected(); s32 pos = ((IGUIComboBox*)event.GUIEvent.Caller)->getSelected();
switch (pos) switch (pos)
{ {
case 0: case 0:
if (Model) if (Model)
{ {
Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false); Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false);
Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false); Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false);
} }
break; break;
case 1: case 1:
if (Model) if (Model)
{ {
Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, true); Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, true);
Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false); Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false);
} }
break; break;
case 2: case 2:
if (Model) if (Model)
{ {
Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, true); Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, true);
} }
break; break;
case 3: case 3:
if (Model) if (Model)
{ {
Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, true); Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, true);
} }
break; break;
case 4: case 4:
if (Model) if (Model)
{ {
Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false); Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false);
} }
break; break;
} }
} }
break; break;
case EGET_BUTTON_CLICKED: case EGET_BUTTON_CLICKED:
switch(id) switch(id)
{ {
case 1101: case 1101:
{ {
// set scale // set scale
gui::IGUIElement* root = env->getRootGUIElement(); gui::IGUIElement* root = env->getRootGUIElement();
core::vector3df scale; core::vector3df scale;
core::stringc s; core::stringc s;
s = root->getElementFromId(901, true)->getText(); s = root->getElementFromId(901, true)->getText();
scale.X = (f32)atof(s.c_str()); scale.X = (f32)atof(s.c_str());
s = root->getElementFromId(902, true)->getText(); s = root->getElementFromId(902, true)->getText();
scale.Y = (f32)atof(s.c_str()); scale.Y = (f32)atof(s.c_str());
s = root->getElementFromId(903, true)->getText(); s = root->getElementFromId(903, true)->getText();
scale.Z = (f32)atof(s.c_str()); scale.Z = (f32)atof(s.c_str());
if (Model) if (Model)
Model->setScale(scale); Model->setScale(scale);
} }
break; break;
case 1102: case 1102:
env->addFileOpenDialog(L"Please select a model file to open"); env->addFileOpenDialog(L"Please select a model file to open");
break; break;
case 1103: case 1103:
showAboutText(); showAboutText();
break; break;
case 1104: case 1104:
createToolBox(); createToolBox();
break; break;
case 1105: case 1105:
env->addFileOpenDialog(L"Please select your game archive/directory"); env->addFileOpenDialog(L"Please select your game archive/directory");
break; break;
} }
break; break;
} }
} }
return false; return false;
} }
}; };
/* /*
Most of the hard work is done. We only need to create the Irrlicht Engine device Most of the hard work is done. We only need to create the Irrlicht Engine device
and all the buttons, menus and toolbars. and all the buttons, menus and toolbars.
We start up the engine as usual, using createDevice(). To make our application We start up the engine as usual, using createDevice(). To make our application
catch events, we set our eventreceiver as parameter. The #ifdef WIN32 preprocessor catch events, we set our eventreceiver as parameter. The #ifdef WIN32 preprocessor
commands are not necesarry, but I included them to make the tutorial use DirectX on commands are not necesarry, but I included them to make the tutorial use DirectX on
Windows and OpenGL on all other platforms like Linux. Windows and OpenGL on all other platforms like Linux.
As you can see, there is also a unusual call to IrrlichtDevice::setResizeAble(). As you can see, there is also a unusual call to IrrlichtDevice::setResizeAble().
This makes the render window resizeable, which is quite useful for a mesh viewer. This makes the render window resizeable, which is quite useful for a mesh viewer.
*/ */
int main(int argc, char* argv[]) int main(int argc, char* argv[])
{ {
// ask user for driver // ask user for driver
video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D8; video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D8;
printf("Please select the driver you want for this example:\n"\ printf("Please select the driver you want for this example:\n"\
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\ " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
" (d) Software Renderer\n (e) Burning's Software Renderer\n"\ " (d) Software Renderer\n (e) Burning's Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n"); " (f) NullDevice\n (otherKey) exit\n\n");
char key; char key;
std::cin >> key; std::cin >> key;
switch(key) switch(key)
{ {
case 'a': driverType = video::EDT_DIRECT3D9;break; case 'a': driverType = video::EDT_DIRECT3D9;break;
case 'b': driverType = video::EDT_DIRECT3D8;break; case 'b': driverType = video::EDT_DIRECT3D8;break;
case 'c': driverType = video::EDT_OPENGL; break; case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_SOFTWARE; break; case 'd': driverType = video::EDT_SOFTWARE; break;
case 'e': driverType = video::EDT_BURNINGSVIDEO;break; case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
case 'f': driverType = video::EDT_NULL; break; case 'f': driverType = video::EDT_NULL; break;
default: return 1; default: return 1;
} }
// create device and exit if creation failed // create device and exit if creation failed
MyEventReceiver receiver; MyEventReceiver receiver;
Device = createDevice(driverType, core::dimension2d<s32>(800, 600), Device = createDevice(driverType, core::dimension2d<s32>(800, 600),
16, false, false, false, &receiver); 16, false, false, false, &receiver);
if (Device == 0) if (Device == 0)
return 1; // could not create selected driver. return 1; // could not create selected driver.
Device->setResizeAble(true); Device->setResizeAble(true);
Device->setWindowCaption(L"Irrlicht Engine - Loading..."); Device->setWindowCaption(L"Irrlicht Engine - Loading...");
video::IVideoDriver* driver = Device->getVideoDriver(); video::IVideoDriver* driver = Device->getVideoDriver();
IGUIEnvironment* env = Device->getGUIEnvironment(); IGUIEnvironment* env = Device->getGUIEnvironment();
scene::ISceneManager* smgr = Device->getSceneManager(); scene::ISceneManager* smgr = Device->getSceneManager();
smgr->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true); smgr->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
smgr->addLightSceneNode(); smgr->addLightSceneNode();
smgr->addLightSceneNode(0, core::vector3df(50,-50,100), video::SColorf(1.0f,1.0f,1.0f),20000); smgr->addLightSceneNode(0, core::vector3df(50,-50,100), video::SColorf(1.0f,1.0f,1.0f),20000);
// add our media directory as "search path" // add our media directory as "search path"
Device->getFileSystem()->addFolderFileArchive ( "../../media/" ); Device->getFileSystem()->addFolderFileArchive ( "../../media/" );
/* /*
The next step is to read the configuration file. It is stored in the xml The next step is to read the configuration file. It is stored in the xml
format and looks a little bit like this: format and looks a little bit like this:
<?xml version="1.0"?> <?xml version="1.0"?>
<config> <config>
<startUpModel file="some filename" /> <startUpModel file="some filename" />
<messageText caption="Irrlicht Engine Mesh Viewer"> <messageText caption="Irrlicht Engine Mesh Viewer">
Hello! Hello!
</messageText> </messageText>
</config> </config>
We need the data stored in there to be written into the global variables We need the data stored in there to be written into the global variables
StartUpModelFile, MessageText and Caption. This is now done using the StartUpModelFile, MessageText and Caption. This is now done using the
Irrlicht Engine integrated XML parser: Irrlicht Engine integrated XML parser:
*/ */
// read configuration from xml file // read configuration from xml file
io::IXMLReader* xml = Device->getFileSystem()->createXMLReader( io::IXMLReader* xml = Device->getFileSystem()->createXMLReader(
"config.xml"); "config.xml");
while(xml && xml->read()) while(xml && xml->read())
{ {
switch(xml->getNodeType()) switch(xml->getNodeType())
{ {
case io::EXN_TEXT: case io::EXN_TEXT:
// in this xml file, the only text which occurs is the messageText // in this xml file, the only text which occurs is the messageText
MessageText = xml->getNodeData(); MessageText = xml->getNodeData();
break; break;
case io::EXN_ELEMENT: case io::EXN_ELEMENT:
{ {
if (core::stringw("startUpModel") == xml->getNodeName()) if (core::stringw("startUpModel") == xml->getNodeName())
StartUpModelFile = xml->getAttributeValue(L"file"); StartUpModelFile = xml->getAttributeValue(L"file");
else else
if (core::stringw("messageText") == xml->getNodeName()) if (core::stringw("messageText") == xml->getNodeName())
Caption = xml->getAttributeValue(L"caption"); Caption = xml->getAttributeValue(L"caption");
} }
break; break;
} }
} }
if (xml) if (xml)
xml->drop(); // don't forget to delete the xml reader xml->drop(); // don't forget to delete the xml reader
if (argc > 1) if (argc > 1)
StartUpModelFile = argv[1]; StartUpModelFile = argv[1];
/* /*
That wasn't difficult. Now we'll set a nicer font and create the 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. 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 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 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 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 there should be a submenu. The submenu can now be accessed with
menu->getSubMenu(0), because the "File" entry is the menu item with menu->getSubMenu(0), because the "File" entry is the menu item with
index 0. index 0.
*/ */
// set a nicer font // set a nicer font
IGUISkin* skin = env->getSkin(); IGUISkin* skin = env->getSkin();
IGUIFont* font = env->getFont("fonthaettenschweiler.bmp"); IGUIFont* font = env->getFont("fonthaettenschweiler.bmp");
if (font) if (font)
skin->setFont(font); skin->setFont(font);
// create menu // create menu
gui::IGUIContextMenu* menu = env->addMenu(); gui::IGUIContextMenu* menu = env->addMenu();
menu->addItem(L"File", -1, true, true); menu->addItem(L"File", -1, true, true);
menu->addItem(L"View", -1, true, true); menu->addItem(L"View", -1, true, true);
menu->addItem(L"Camera", -1, true, true); menu->addItem(L"Camera", -1, true, true);
menu->addItem(L"Help", -1, true, true); menu->addItem(L"Help", -1, true, true);
gui::IGUIContextMenu* submenu; gui::IGUIContextMenu* submenu;
submenu = menu->getSubMenu(0); submenu = menu->getSubMenu(0);
submenu->addItem(L"Open Model File & Texture...", 100); submenu->addItem(L"Open Model File & Texture...", 100);
submenu->addItem(L"Set Model Archive...", 101); submenu->addItem(L"Set Model Archive...", 101);
submenu->addSeparator(); submenu->addSeparator();
submenu->addItem(L"Quit", 200); submenu->addItem(L"Quit", 200);
submenu = menu->getSubMenu(1); submenu = menu->getSubMenu(1);
submenu->addItem(L"toggle sky box visibility", 300); submenu->addItem(L"toggle sky box visibility", 300);
submenu->addItem(L"toggle model debug information", -1, true, true); submenu->addItem(L"toggle model debug information", -1, true, true);
submenu->addItem(L"model material", -1, true, true ); submenu->addItem(L"model material", -1, true, true );
submenu = submenu->getSubMenu(1); submenu = submenu->getSubMenu(1);
submenu->addItem(L"Off", 400); submenu->addItem(L"Off", 400);
submenu->addItem(L"Bounding Box", 410); submenu->addItem(L"Bounding Box", 410);
submenu->addItem(L"Normals", 420); submenu->addItem(L"Normals", 420);
submenu->addItem(L"Skeleton", 430); submenu->addItem(L"Skeleton", 430);
submenu->addItem(L"Wire overlay", 440); submenu->addItem(L"Wire overlay", 440);
submenu->addItem(L"Half-Transparent", 450); submenu->addItem(L"Half-Transparent", 450);
submenu->addItem(L"Buffers bounding boxes", 460); submenu->addItem(L"Buffers bounding boxes", 460);
submenu->addItem(L"All", 499); submenu->addItem(L"All", 499);
submenu = menu->getSubMenu(1)->getSubMenu(2); submenu = menu->getSubMenu(1)->getSubMenu(2);
submenu->addItem(L"Solid", 610); submenu->addItem(L"Solid", 610);
submenu->addItem(L"Transparent", 620); submenu->addItem(L"Transparent", 620);
submenu->addItem(L"Reflection", 630); submenu->addItem(L"Reflection", 630);
submenu = menu->getSubMenu(2); submenu = menu->getSubMenu(2);
submenu->addItem(L"Maya Style", 1000); submenu->addItem(L"Maya Style", 1000);
submenu->addItem(L"First Person", 1100); submenu->addItem(L"First Person", 1100);
submenu = menu->getSubMenu(3); submenu = menu->getSubMenu(3);
submenu->addItem(L"About", 500); submenu->addItem(L"About", 500);
/* /*
Below the toolbar, we want a toolbar, onto which we can place Below the toolbar, we want a toolbar, onto which we can place
colored buttons and important looking stuff like a senseless colored buttons and important looking stuff like a senseless
combobox. combobox.
*/ */
// create toolbar // create toolbar
gui::IGUIToolBar* bar = env->addToolBar(); gui::IGUIToolBar* bar = env->addToolBar();
video::ITexture* image = driver->getTexture("open.png"); video::ITexture* image = driver->getTexture("open.png");
bar->addButton(1102, 0, L"Open a model",image, 0, false, true); bar->addButton(1102, 0, L"Open a model",image, 0, false, true);
image = driver->getTexture("tools.png"); image = driver->getTexture("tools.png");
bar->addButton(1104, 0, L"Open Toolset",image, 0, false, true); bar->addButton(1104, 0, L"Open Toolset",image, 0, false, true);
image = driver->getTexture("zip.png"); image = driver->getTexture("zip.png");
bar->addButton(1105, 0, L"Set Model Archive",image, 0, false, true); bar->addButton(1105, 0, L"Set Model Archive",image, 0, false, true);
image = driver->getTexture("help.png"); image = driver->getTexture("help.png");
bar->addButton(1103, 0, L"Open Help", image, 0, false, true); bar->addButton(1103, 0, L"Open Help", image, 0, false, true);
// create a combobox with some senseless texts // create a combobox with some senseless texts
gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(250,4,350,23), bar, 108); gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(250,4,350,23), bar, 108);
box->addItem(L"No filtering"); box->addItem(L"No filtering");
box->addItem(L"Bilinear"); box->addItem(L"Bilinear");
box->addItem(L"Trilinear"); box->addItem(L"Trilinear");
box->addItem(L"Anisotropic"); box->addItem(L"Anisotropic");
box->addItem(L"Isotropic"); box->addItem(L"Isotropic");
/* /*
To make the editor look a little bit better, we disable transparent To make the editor look a little bit better, we disable transparent
gui elements, and add a Irrlicht Engine logo. In addition, a text gui elements, and add a Irrlicht Engine logo. In addition, a text
showing the current frame per second value is created and showing the current frame per second value is created and
the window caption is changed. the window caption is changed.
*/ */
// disable alpha // disable alpha
for (s32 i=0; i<gui::EGDC_COUNT ; ++i) for (s32 i=0; i<gui::EGDC_COUNT ; ++i)
{ {
video::SColor col = env->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i); video::SColor col = env->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
col.setAlpha(255); col.setAlpha(255);
env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col); env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col);
} }
// add a tabcontrol // add a tabcontrol
createToolBox(); createToolBox();
// create fps text // create fps text
IGUIStaticText* fpstext = env->addStaticText(L"", core::rect<s32>(400,4,570,23), true, false, bar); IGUIStaticText* fpstext = env->addStaticText(L"", core::rect<s32>(400,4,570,23), true, false, bar);
// set window caption // set window caption
Caption += " - ["; Caption += " - [";
Caption += driver->getName(); Caption += driver->getName();
Caption += "]"; Caption += "]";
Device->setWindowCaption(Caption.c_str()); Device->setWindowCaption(Caption.c_str());
/* /*
That's nearly the whole application. We simply show the about That's nearly the whole application. We simply show the about
message box at start up, and load the first model. To make everything message box at start up, and load the first model. To make everything
look better, a skybox is created and a user controled camera, look better, a skybox is created and a user controled camera,
to make the application a little bit more interactive. Finally, to make the application a little bit more interactive. Finally,
everything is drawed in a standard drawing loop. everything is drawed in a standard drawing loop.
*/ */
// show about message box and load default model // show about message box and load default model
if (argc==1) if (argc==1)
showAboutText(); showAboutText();
loadModel(StartUpModelFile.c_str()); loadModel(StartUpModelFile.c_str());
// add skybox // add skybox
SkyBox = smgr->addSkyBoxSceneNode( SkyBox = smgr->addSkyBoxSceneNode(
driver->getTexture("irrlicht2_up.jpg"), driver->getTexture("irrlicht2_up.jpg"),
driver->getTexture("irrlicht2_dn.jpg"), driver->getTexture("irrlicht2_dn.jpg"),
driver->getTexture("irrlicht2_lf.jpg"), driver->getTexture("irrlicht2_lf.jpg"),
driver->getTexture("irrlicht2_rt.jpg"), driver->getTexture("irrlicht2_rt.jpg"),
driver->getTexture("irrlicht2_ft.jpg"), driver->getTexture("irrlicht2_ft.jpg"),
driver->getTexture("irrlicht2_bk.jpg")); driver->getTexture("irrlicht2_bk.jpg"));
// add a camera scene node // add a camera scene node
Camera[0] = smgr->addCameraSceneNodeMaya(); Camera[0] = smgr->addCameraSceneNodeMaya();
Camera[0]->setFarValue(20000.f); Camera[0]->setFarValue(20000.f);
Camera[1] = smgr->addCameraSceneNodeFPS(); Camera[1] = smgr->addCameraSceneNodeFPS();
Camera[1]->setFarValue(20000.f); Camera[1]->setFarValue(20000.f);
setActiveCamera ( Camera[0] ); setActiveCamera ( Camera[0] );
// load the irrlicht engine logo // load the irrlicht engine logo
IGUIImage *img = IGUIImage *img =
env->addImage(driver->getTexture("irrlichtlogo2.png"), env->addImage(driver->getTexture("irrlichtlogo2.png"),
core::position2d<s32>(10, driver->getScreenSize().Height - 128)); core::position2d<s32>(10, driver->getScreenSize().Height - 128));
// lock the logo's edges to the bottom left corner of the screen // lock the logo's edges to the bottom left corner of the screen
img->setAlignment(EGUIA_UPPERLEFT, EGUIA_UPPERLEFT, EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT); img->setAlignment(EGUIA_UPPERLEFT, EGUIA_UPPERLEFT, EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT);
// draw everything // draw everything
while(Device->run() && driver) while(Device->run() && driver)
{ {
if (Device->isWindowActive()) if (Device->isWindowActive())
{ {
driver->beginScene(true, true, video::SColor(150,50,50,50)); driver->beginScene(true, true, video::SColor(150,50,50,50));
smgr->drawAll(); smgr->drawAll();
env->drawAll(); env->drawAll();
driver->endScene(); driver->endScene();
core::stringw str(L"FPS: "); core::stringw str(L"FPS: ");
str.append(core::stringw(driver->getFPS())); str.append(core::stringw(driver->getFPS()));
str += L" Tris: "; str += L" Tris: ";
str.append(core::stringw(driver->getPrimitiveCountDrawn())); str.append(core::stringw(driver->getPrimitiveCountDrawn()));
fpstext->setText(str.c_str()); fpstext->setText(str.c_str());
} }
else else
Device->yield(); Device->yield();
} }
Device->drop(); Device->drop();
return 0; return 0;
} }
...@@ -8,6 +8,7 @@ ...@@ -8,6 +8,7 @@
#import <Cocoa/Cocoa.h> #import <Cocoa/Cocoa.h>
#import <OpenGL/gl.h> #import <OpenGL/gl.h>
#import <Carbon/Carbon.h>
#include "CIrrDeviceMacOSX.h" #include "CIrrDeviceMacOSX.h"
#include "IEventReceiver.h" #include "IEventReceiver.h"
...@@ -79,6 +80,7 @@ CIrrDeviceMacOSX::CIrrDeviceMacOSX(video::E_DRIVER_TYPE driverType, ...@@ -79,6 +80,7 @@ CIrrDeviceMacOSX::CIrrDeviceMacOSX(video::E_DRIVER_TYPE driverType,
CIrrDeviceMacOSX::~CIrrDeviceMacOSX() CIrrDeviceMacOSX::~CIrrDeviceMacOSX()
{ {
SetSystemUIMode(kUIModeNormal, 0);
closeDevice(); closeDevice();
} }
...@@ -233,6 +235,8 @@ bool CIrrDeviceMacOSX::createWindow(const irr::core::dimension2d<irr::s32>& wind ...@@ -233,6 +235,8 @@ bool CIrrDeviceMacOSX::createWindow(const irr::core::dimension2d<irr::s32>& wind
if (result) if (result)
{ {
if (_window == NULL)
SetSystemUIMode(kUIModeAllHidden, kUIOptionAutoShowMenuBar);
CGLSetCurrentContext(_cglcontext); CGLSetCurrentContext(_cglcontext);
newSwapInterval = (vsync) ? 1 : 0; newSwapInterval = (vsync) ? 1 : 0;
CGLSetParameter(_cglcontext,kCGLCPSwapInterval,&newSwapInterval); CGLSetParameter(_cglcontext,kCGLCPSwapInterval,&newSwapInterval);
...@@ -516,7 +520,7 @@ void CIrrDeviceMacOSX::storeMouseLocation() ...@@ -516,7 +520,7 @@ void CIrrDeviceMacOSX::storeMouseLocation()
else else
{ {
x = (int)p.x; x = (int)p.x;
y = _screenHeight - (int)p.y; y = (int)p.y;
} }
((CCursorControl *)CursorControl)->updateInternalCursorPosition(x,y); ((CCursorControl *)CursorControl)->updateInternalCursorPosition(x,y);
...@@ -537,7 +541,7 @@ void CIrrDeviceMacOSX::setMouseLocation(int x,int y) ...@@ -537,7 +541,7 @@ void CIrrDeviceMacOSX::setMouseLocation(int x,int y)
else else
{ {
p.x = (float) x; p.x = (float) x;
p.y = (float) (_height - y); p.y = (float) y;
} }
c.x = p.x; c.x = p.x;
......
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