void MenuState::init() { IGUIEnvironment* guienv = GetState()->GetDevice()->getGUIEnvironment(); guienv->clear(); guienv->getSkin()->setFont(guienv->getFont("media/fontlucida.png")); // Main menu bar menubar=guienv->addMenu(); menubar->addItem(L"File",-1,true,true); menubar->addItem(L"Edit",-1,true,true); menubar->addItem(L"View",-1,true,true); menubar->addItem(L"Project",-1,true,true); menubar->addItem(L"Help",-1,true,true); gui::IGUIContextMenu* submenu; // File submenu = menubar->getSubMenu(0); submenu->addItem(L"New Project",GUI_FILE_NEW_PROJECT,false); submenu->addItem(L"New Item",GUI_FILE_NEW_ITEM,false); submenu->addSeparator(); submenu->addItem(L"Open Project",GUI_FILE_OPEN_PROJECT); submenu->addSeparator(); submenu->addItem(L"Save Project",GUI_FILE_SAVE_PROJECT); submenu->addItem(L"Export",GUI_FILE_EXPORT); submenu->addSeparator(); submenu->addItem(L"Exit",GUI_FILE_EXIT); // Edit submenu = menubar->getSubMenu(1); submenu->addItem(L"Undo",GUI_EDIT_UNDO,false); submenu->addItem(L"Redo",GUI_EDIT_REDO,false); submenu->addSeparator(); submenu->addItem( L"Snapping",GUI_EDIT_SNAP,true,false, GetState()->Settings()->getSettingAsBool("snapping"), true ); submenu->addItem( L"Limiting",GUI_EDIT_LIMIT,true,false, GetState()->Settings()->getSettingAsBool("limiting"), true ); // View submenu = menubar->getSubMenu(2); submenu->addItem(L"Tiled View",GUI_VIEW_SP_ALL); submenu->addItem(L"Perspective View",GUI_VIEW_SP_PER); submenu->addItem(L"Top View",GUI_VIEW_SP_TOP); submenu->addItem(L"Front View",GUI_VIEW_SP_FRT); submenu->addItem(L"Side View",GUI_VIEW_SP_RHT); // Project _projectmb = menubar->getSubMenu(3); // Help submenu = menubar->getSubMenu(4); //submenu->addItem(L"Help",GUI_HELP_HELP,false); submenu->addItem(L"About",GUI_HELP_ABOUT); // Sidebar root u32 top = menubar->getAbsoluteClippingRect().LowerRightCorner.Y; _sidebar = guienv->addStaticText(L"Loading...", rect<s32>( (GetState()->GetDevice()->getVideoDriver()->getScreenSize().Width - 246), top+10, GetState()->GetDevice()->getVideoDriver()->getScreenSize().Width, GetState()->GetDevice()->getVideoDriver()->getScreenSize().Height ),false,true,0,GUI_SIDEBAR_TITLE ); _sidebar->setAlignment(EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT,EGUIA_UPPERLEFT,EGUIA_UPPERLEFT); }
/* 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: @verbatim <?xml version="1.0"?> <config> <startUpModel file="some filename" /> <messageText caption="Irrlicht Engine Mesh Viewer"> Hello! </messageText> </config> @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<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 controled 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; }
void StateNetwork::Init() { //일단 GUI부터 그리고 그다음에 초기화 하면서 넘어간다!! IVideoDriver* pDriver = Irrdevice::GetInstance()->GetVideoDriver(); IGUIEnvironment* env = Irrdevice::GetInstance()->GetGUIEnvironment(); IGUISkin * skin = env->getSkin(); IGUIFont* font = env->getFont("media/fonthaettenschweiler.bmp"); if(font) skin->setFont(font); skin->setFont(env->getBuiltInFont(),EGDF_TOOLTIP); env->addButton(rect<s32>(10,240,110,240 + 32), 0, GUI_ID_SERVER_BUTTON, L"SERVER", L"HELL SERVER"); env->addButton(rect<s32>(10,280,110,280 + 32), 0, GUI_ID_CLIENT_BUTTON, L"CLIENT", L"HELL CLIENT"); m_pConnectButton = env->addButton(rect<s32>(500,280,610,280 + 32), 0, GUI_ID_CONNECT_BUTTON, L"CONNECT", NULL); m_pConnectButton ->setVisible(false); m_pServerIpBox = env->addEditBox(L"192.168.0.3",rect<s32>(200,280,480,280 + 32),true,0,GUI_ID_TEXT_BOX); m_pServerIpBox->setVisible(false); m_bSelectState = false; //배경화면 m_pBackGround = pDriver->getTexture("media/network.jpg"); }
//----------------------------------------------------------------------- // a d d I t e m //----------------------------------------------------------------------- u32 TTextOverlay::addItem(const TString& text,TTextAlignment a, TColor color, TColor bgColor) { s32 offset = 0; int idx; IGUIEnvironment* mgr = getApplication()->getGUIManager(); IGUIFont* font=m_panel->getOverrideFont(); if(!font) font = mgr->getSkin()->getFont(); TRecti apos = m_panel->getAbsolutePosition(); idx = (int)m_textItems.size(); TStrStream name; name << m_name.c_str() << "-item" << idx+1; TStringW wstr = text.c_str(); s32 cheight = font->getDimension(L"Ay").Height; cheight += font->getKerningHeight(); TRecti tdim(0,0,apos.getWidth(),cheight); TTextElement* textArea = mgr->addStaticText(wstr.c_str(),tdim,false,false,m_panel); textArea->move(position2di(0,cheight*idx)); textArea->setOverrideFont(font); textArea->setOverrideColor(color); textArea->setBackgroundColor(bgColor); offset = idx * (cheight); s32 theight = ((idx+1) * cheight) + (m_margins.Height * 2); EGUI_ALIGNMENT oa=EGUIA_UPPERLEFT; switch(a) { case taLeft: oa = EGUIA_UPPERLEFT; break; case taCenter: oa = EGUIA_CENTER; break; case taRight: oa = EGUIA_LOWERRIGHT; break; }; textArea->setTextAlignment(oa,EGUIA_UPPERLEFT); m_panel->addChild(textArea); m_textItems.push_back(textArea); if(apos.getHeight() < theight) { m_panel->setMinSize(TDimensionu(0,theight)); } return m_textItems.size()-1; }
void EventReceiver::showExitConfirmDialog(){ IGUIEnvironment* env = device->getGUIEnvironment(); IGUIWindow* window = env->addWindow( rect<s32>(224, 200, 800, 390),true, L"Confirm dialog"); env->addStaticText(L"Do you want to exit the game?", rect<s32>(35,50,600,150), false, // border? false, // wordwrap? window); for (u32 i=0; i<EGDC_COUNT ; ++i){ SColor col = env->getSkin()->getColor((EGUI_DEFAULT_COLOR)i); col.setAlpha(255); env->getSkin()->setColor((EGUI_DEFAULT_COLOR)i, col); } env->addButton( rect<s32>(15, 100, 285, 170), window, EXIT_OK, L"Ok"); env->addButton( rect<s32>(300, 100, 555, 170), window, EXIT_CANCEL, L"Cancel"); }
/* OK, now for the more interesting part. First, create the Irrlicht device. As in some examples before, we ask the user which driver he wants to use for this example. */ int main() { // create device and exit if creation failed IrrlichtDevice * device = createDevice(EDT_OPENGL,core::dimension2d<u32>(640, 480)); if (device == 0) return 1; // could not create selected driver. /* The creation was successful, now we set the event receiver and store pointers to the driver and to the gui environment. */ device->setWindowCaption(L"Irrlicht Engine - User Interface Demo"); device->setResizable(true); video::IVideoDriver* driver = device->getVideoDriver(); IGUIEnvironment* env = device->getGUIEnvironment(); const io::path mediaPath = getExampleMediaPath(); /* To make the font a little bit nicer, we load an external font and set it as the new default font in the skin. To keep the standard font for tool tip text, we set it to the built-in font. */ IGUISkin* skin = env->getSkin(); IGUIFont* font = env->getFont(mediaPath + "fonthaettenschweiler.bmp"); if (font) skin->setFont(font); skin->setFont(env->getBuiltInFont(), EGDF_TOOLTIP); /* We add three buttons. The first one closes the engine. The second creates a window and the third opens a file open dialog. The third parameter is the id of the button, with which we can easily identify the button in the event receiver. */ env->addButton(rect<s32>(10,240,110,240 + 32), 0, GUI_ID_QUIT_BUTTON, L"Quit", L"Exits Program"); env->addButton(rect<s32>(10,280,110,280 + 32), 0, GUI_ID_NEW_WINDOW_BUTTON, L"New Window", L"Launches a new Window"); env->addButton(rect<s32>(10,320,110,320 + 32), 0, GUI_ID_FILE_OPEN_BUTTON, L"File Open", L"Opens a file"); /* Now, we add a static text and a scrollbar, which modifies the transparency of all gui elements. We set the maximum value of the scrollbar to 255, because that's the maximal value for a color value. Then we create an other static text and a list box. */ env->addStaticText(L"Transparent Control:", rect<s32>(150,20,350,40), true); IGUIScrollBar* scrollbar = env->addScrollBar(true, rect<s32>(150, 45, 350, 60), 0, GUI_ID_TRANSPARENCY_SCROLL_BAR); scrollbar->setMax(255); scrollbar->setPos(255); setSkinTransparency( scrollbar->getPos(), env->getSkin()); // set scrollbar position to alpha value of an arbitrary element scrollbar->setPos(env->getSkin()->getColor(EGDC_WINDOW).getAlpha()); env->addStaticText(L"Logging ListBox:", rect<s32>(10,110,350,130), true); IGUIListBox * listbox = env->addListBox(rect<s32>(10, 140, 350, 210)); env->addEditBox(L"Editable Text", rect<s32>(350, 80, 550, 100)); // Store the appropriate data in a context structure. SAppContext context; context.device = device; context.counter = 0; context.listbox = listbox; // Then create the event receiver, giving it that context structure. MyEventReceiver receiver(context); // And tell the device to use our custom event receiver. device->setEventReceiver(&receiver); /* And at last, we create a nice Irrlicht Engine logo in the top left corner. */ env->addImage(driver->getTexture(mediaPath + "irrlichtlogo2.png"), position2d<int>(10,10)); /* That's all, we only have to draw everything. */ fluid_settings_t* settings; // int arg1 = 1; char buf[512]; // int c, i; int interactive = 1; int midi_in = 1; fluid_player_t* player = NULL; fluid_midi_router_t* router = NULL; //fluid_sequencer_t* sequencer = NULL; fluid_midi_driver_t* mdriver = NULL; fluid_audio_driver_t* adriver = NULL; fluid_synth_t* synth = NULL; #ifdef NETWORK_SUPPORT fluid_server_t* server = NULL; int with_server = 0; #endif char* config_file = NULL; int audio_groups = 0; int audio_channels = 0; int dump = 0; int fast_render = 0; static const char optchars[] = "a:C:c:dE:f:F:G:g:hijK:L:lm:nO:o:p:R:r:sT:Vvz:"; #ifdef LASH_ENABLED int connect_lash = 1; int enabled_lash = 0; /* set to TRUE if lash gets enabled */ fluid_lash_args_t *lash_args; lash_args = fluid_lash_extract_args (&argc, &argv); #endif settings = new_fluid_settings(); /* The 'groups' setting is relevant for LADSPA operation and channel mapping * in rvoice_mixer. * If not given, set number groups to number of audio channels, because * they are the same (there is nothing between synth output and 'sound card') */ if ((audio_groups == 0) && (audio_channels != 0)) { audio_groups = audio_channels; } if (audio_groups != 0) { fluid_settings_setint(settings, "synth.audio-groups", audio_groups); } if (fast_render) { midi_in = 0; interactive = 0; #ifdef NETWORK_SUPPORT with_server = 0; #endif fluid_settings_setstr(settings, "player.timing-source", "sample"); fluid_settings_setint(settings, "synth.lock-memory", 0); } /* create the synthesizer */ synth = new_fluid_synth(settings); if (synth == NULL) { fprintf(stderr, "Failed to create the synthesizer\n"); exit(-1); } /* load the soundfonts (check that all non options are SoundFont or MIDI files) */ // for (i = arg1; i < argc; i++) { if (fluid_is_soundfont(psoundfont)) { if (fluid_synth_sfload(synth, psoundfont, 1) == -1) fprintf(stderr, "Failed to load the SoundFont %s\n", psoundfont); } else if (!fluid_is_midifile(psoundfont)) fprintf (stderr, "Parameter '%s' not a SoundFont or MIDI file or error occurred identifying it.\n", psoundfont); /* start the synthesis thread */ if (!fast_render) { fluid_settings_setstr(settings, "audio.driver", "alsa"); adriver = new_fluid_audio_driver(settings, synth); if (adriver == NULL) { fprintf(stderr, "Failed to create the audio driver\n"); // goto cleanup; } } /* start the midi router and link it to the synth */ #if WITH_MIDI if (midi_in) { /* In dump mode, text output is generated for events going into and out of the router. * The example dump functions are put into the chain before and after the router.. */ //sequencer = new_fluid_sequencer2(0); router = new_fluid_midi_router( settings, dump ? fluid_midi_dump_postrouter : fluid_synth_handle_midi_event, (void*)synth); if (router == NULL) { fprintf(stderr, "Failed to create the MIDI input router; no MIDI input\n" "will be available. You can access the synthesizer \n" "through the console.\n"); } else { mdriver = new_fluid_midi_driver( settings, dump ? fluid_midi_dump_prerouter : fluid_midi_router_handle_midi_event, (void*) router); if (mdriver == NULL) { fprintf(stderr, "Failed to create the MIDI thread; no MIDI input\n" "will be available. You can access the synthesizer \n" "through the console.\n"); } } } #endif /* play the midi fildes, if any */ // for (i = arg1; i < argc; i++) { if (fluid_is_midifile(psong)) { if (player == NULL) { player = new_fluid_player(synth); if (player == NULL) { fprintf(stderr, "Failed to create the midifile player.\n" "Continuing without a player.\n"); // break; } } fluid_player_add(player, psong); } // } if (player != NULL) { if (fluid_synth_get_sfont(synth, 0) == NULL) { /* Try to load the default soundfont if no soundfont specified */ char *s; if (fluid_settings_dupstr(settings, "synth.default-soundfont", &s) != FLUID_OK) s = NULL; if ((s != NULL) && (s[0] != '\0')) fluid_synth_sfload(synth, s, 1); FLUID_FREE(s); } fluid_player_play(player); } cmd_handler = new_fluid_cmd_handler(synth, router); if (cmd_handler == NULL) { fprintf(stderr, "Failed to create the command handler\n"); // goto cleanup; } /* try to load the user or system configuration */ if (config_file != NULL) { fluid_source(cmd_handler, config_file); } else if (fluid_get_userconf(buf, sizeof(buf)) != NULL) { fluid_source(cmd_handler, buf); } else if (fluid_get_sysconf(buf, sizeof(buf)) != NULL) { fluid_source(cmd_handler, buf); } /* run the server, if requested */ #ifdef NETWORK_SUPPORT if (with_server) { server = new_fluid_server(settings, synth, router); if (server == NULL) { fprintf(stderr, "Failed to create the server.\n" "Continuing without it.\n"); } } #endif #ifdef LASH_ENABLED if (enabled_lash) fluid_lash_create_thread (synth); #endif while(device->run() && driver) if (device->isWindowActive()) { driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200)); env->drawAll(); //fast_render; // if (fast_render) { // char *filename; // if (player == NULL) { // fprintf(stderr, "No midi file specified!\n"); // // fluid_player_play(player); //// goto cleanup; // } // // fluid_settings_dupstr (settings, "audio.file.name", &filename); // printf ("Rendering audio to file '%s'..\n", filename); // if (filename) FLUID_FREE (filename); // // fast_render_loop(settings, synth, player); // } /* Play a note */ // fluid_synth_noteon(synth, 0, 60, 100); // printf("Press \"Enter\" to stop: "); // fgetc(stdin); // printf("done\n"); device->sleep(129); driver->endScene(); } if (adriver) { delete_fluid_audio_driver(adriver); } if (synth) { delete_fluid_synth(synth); } if (settings) { delete_fluid_settings(settings); } device->drop(); return 0; }
virtual bool OnEvent(const SEvent& event) { if (event.EventType == EET_GUI_EVENT) { s32 id = event.GUIEvent.Caller->getID(); IGUIEnvironment* env = Context.device->getGUIEnvironment(); switch(event.GUIEvent.EventType) { /* If a scrollbar changed its scroll position, and it is 'our' scrollbar (the one with id GUI_ID_TRANSPARENCY_SCROLL_BAR), then we change the transparency of all gui elements. This is an easy task: There is a skin object, in which all color settings are stored. We simply go through all colors stored in the skin and change their alpha value. */ case EGET_SCROLL_BAR_CHANGED: if (id == GUI_ID_TRANSPARENCY_SCROLL_BAR) { s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos(); setSkinTransparency(pos, env->getSkin()); } break; /* If a button was clicked, it could be one of 'our' three buttons. If it is the first, we shut down the engine. If it is the second, we create a little window with some text on it. We also add a string to the list box to log what happened. And if it is the third button, we create a file open dialog, and add also this as string to the list box. That's all for the event receiver. */ case EGET_BUTTON_CLICKED: switch(id) { case GUI_ID_QUIT_BUTTON: Context.device->closeDevice(); return true; case GUI_ID_NEW_WINDOW_BUTTON: { Context.listbox->addItem(L"Window created"); Context.counter += 30; if (Context.counter > 200) Context.counter = 0; IGUIWindow* window = env->addWindow( rect<s32>(100 + Context.counter, 100 + Context.counter, 300 + Context.counter, 200 + Context.counter), false, // modal? L"Test window"); env->addStaticText(L"Please close me", rect<s32>(35,35,140,50), true, // border? false, // wordwrap? window); } return true; case GUI_ID_FILE_OPEN_BUTTON: Context.listbox->addItem(L"File open"); // There are some options for the file open dialog // We set the title, make it a modal window, and make sure // that the working directory is restored after the dialog // is finished. env->addFileOpenDialog(L"Please choose a file.", true, 0, -1, true); return true; default: return false; } break; case EGET_FILE_SELECTED: { // show the event and the selected model filename from the file dialog IGUIFileOpenDialog* dialog = (IGUIFileOpenDialog*)event.GUIEvent.Caller; Context.listbox->addItem(L"EGET_FILE_SELECTED"); Context.listbox->addItem(dialog->getFileName()); } break; case EGET_DIRECTORY_SELECTED: { // show the event and the selected directory name from the file dialog IGUIFileOpenDialog* dialog = (IGUIFileOpenDialog*)event.GUIEvent.Caller; Context.listbox->addItem(L"EGET_DIRECTORY_SELECTED"); Context.listbox->addItem(dialog->getDirectoryNameW()); } break; default: break; } } return false; }
/* Ok, now for the more interesting part. First, create the Irrlicht device. As in some examples before, we ask the user which driver he wants to use for this example: */ int main() { // ask user for driver video::E_DRIVER_TYPE driverType=driverChoiceConsole(); if (driverType==video::EDT_COUNT) return 1; // create device and exit if creation failed IrrlichtDevice * device = createDevice(driverType, core::dimension2d<u32>(640, 480)); if (device == 0) return 1; // could not create selected driver. /* The creation was successful, now we set the event receiver and store pointers to the driver and to the gui environment. */ device->setWindowCaption(L"Irrlicht Engine - User Interface Demo"); device->setResizable(true); video::IVideoDriver* driver = device->getVideoDriver(); IGUIEnvironment* env = device->getGUIEnvironment(); /* To make the font a little bit nicer, we load an external font and set it as the new default font in the skin. To keep the standard font for tool tip text, we set it to the built-in font. */ IGUISkin* skin = env->getSkin(); IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); if (font) skin->setFont(font); skin->setFont(env->getBuiltInFont(), EGDF_TOOLTIP); /* We add three buttons. The first one closes the engine. The second creates a window and the third opens a file open dialog. The third parameter is the id of the button, with which we can easily identify the button in the event receiver. */ env->addButton(rect<s32>(10,240,110,240 + 32), 0, GUI_ID_QUIT_BUTTON, L"Quit", L"Exits Program"); env->addButton(rect<s32>(10,280,110,280 + 32), 0, GUI_ID_NEW_WINDOW_BUTTON, L"New Window", L"Launches a new Window"); env->addButton(rect<s32>(10,320,110,320 + 32), 0, GUI_ID_FILE_OPEN_BUTTON, L"File Open", L"Opens a file"); /* Now, we add a static text and a scrollbar, which modifies the transparency of all gui elements. We set the maximum value of the scrollbar to 255, because that's the maximal value for a color value. Then we create an other static text and a list box. */ env->addStaticText(L"Transparent Control:", rect<s32>(150,20,350,40), true); IGUIScrollBar* scrollbar = env->addScrollBar(true, rect<s32>(150, 45, 350, 60), 0, GUI_ID_TRANSPARENCY_SCROLL_BAR); scrollbar->setMax(255); scrollbar->setPos(255); setSkinTransparency( scrollbar->getPos(), env->getSkin()); // set scrollbar position to alpha value of an arbitrary element scrollbar->setPos(env->getSkin()->getColor(EGDC_WINDOW).getAlpha()); env->addStaticText(L"Logging ListBox:", rect<s32>(10,110,350,130), true); IGUIListBox * listbox = env->addListBox(rect<s32>(10, 140, 350, 210)); env->addEditBox(L"Editable Text", rect<s32>(350, 80, 550, 100)); // Store the appropriate data in a context structure. SAppContext context; context.device = device; context.counter = 0; context.listbox = listbox; // Then create the event receiver, giving it that context structure. MyEventReceiver receiver(context); // And tell the device to use our custom event receiver. device->setEventReceiver(&receiver); /* And at last, we create a nice Irrlicht Engine logo in the top left corner. */ env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"), position2d<int>(10,10)); /* That's all, we only have to draw everything. */ while(device->run() && driver) if (device->isWindowActive()) { driver->beginScene(true, true, SColor(0,200,200,200)); env->drawAll(); driver->endScene(); } device->drop(); return 0; }
virtual bool OnEvent(const SEvent& event) { if (event.EventType == EET_GUI_EVENT) { s32 id = event.GUIEvent.Caller->getID(); IGUIEnvironment* env = Device->getGUIEnvironment(); switch(event.GUIEvent.EventType) { case EGET_SCROLL_BAR_CHANGED: if (id == 104) { s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos(); for (s32 i=0; i<EGDC_COUNT ; ++i) { SColor col = env->getSkin()->getColor((EGUI_DEFAULT_COLOR)i); col.setAlpha(pos); env->getSkin()->setColor((EGUI_DEFAULT_COLOR)i, col); } } break; case EGET_BUTTON_CLICKED: if (id == 101) { Device->closeDevice(); return true; } if (id == 102) { listbox->addItem(L"Window created"); cnt += 30; if (cnt > 200) cnt = 0; IGUIWindow* window = env->addWindow( rect<s32>(100 + cnt, 100 + cnt, 300 + cnt, 200 + cnt), false, // modal? L"Test window"); env->addStaticText(L"Please close me", rect<s32>(35,35,140,50), true, // border? false, // wordwrap? window); return true; } if (id == 103) { listbox->addItem(L"File open"); env->addFileOpenDialog(L"Please choose a file."); return true; } break; case EGET_LISTBOX_CHANGED: case EGET_LISTBOX_SELECTED_AGAIN: if (id == 120){ int sel = lstLang->getSelected(); font = fonts[sel * 2]; font2 = fonts[sel * 2 + 1]; skin->setFont(font); if (sel == 2){ ChangeCaption(1); } else { ChangeCaption(0); } } break; } } return false; }
int main() { // ask user for driver video::E_DRIVER_TYPE driverType=driverChoiceConsole(); if (driverType==video::EDT_COUNT) return 1; // create device and exit if creation failed Device = createDevice(driverType, core::dimension2d<u32>(640, 480)); if(Device == NULL) return 1; IVideoDriver *Driver = Device->getVideoDriver(); IGUIEnvironment* env = Device->getGUIEnvironment(); ISceneManager *Scene = Device->getSceneManager(); Scene->addCameraSceneNode(0, vector3df(0,10,-40), vector3df(0,0,0)); MyEventReceiver receiver; Device->setEventReceiver(&receiver); // Load fonts fonts[0] = env->getFont(FONTPATH1, SIZE_FONT_NORMAL); fonts[1] = env->getFont(FONTPATH1, SIZE_FONT_BIG); fonts[2] = env->getFont(FONTPATH2, SIZE_FONT_NORMAL); fonts[3] = env->getFont(FONTPATH2, SIZE_FONT_BIG); fonts[4] = env->getFont(FONTPATH3, SIZE_FONT_NORMAL); fonts[5] = env->getFont(FONTPATH3, SIZE_FONT_BIG); for( int i = 0; i < 6; ++i ) { fonts[i]->setBatchLoadSize(1); fonts[i]->setMaxPageTextureSize( dimension2du(512, 512) ); } font = fonts[0]; font2 = fonts[1]; skin = env->getSkin(); skin->setFont(font); txtTrans = env->addStaticText(L"Transparency:", rect<s32>(50,20,250,40), true); IGUIScrollBar* scrollbar = env->addScrollBar(true, rect<s32>(50, 45, 250, 60), 0, 104); scrollbar->setMax(255); SColor col = env->getSkin()->getColor((EGUI_DEFAULT_COLOR)0); scrollbar->setPos(col.getAlpha()); txtLog = env->addStaticText(L"Logging ListBox:", rect<s32>(50,80,250,100), true); listbox = env->addListBox(rect<s32>(50, 110, 250, 180)); btnQuit = env->addButton(rect<s32>(10,210,100,240), 0, 101, L"Quit"); btnNew = env->addButton(rect<s32>(10,250,100,290), 0, 102, L"New Window"); btnFile = env->addButton(rect<s32>(10,300,100,340), 0, 103, L"Open File"); edtName = env->addEditBox(L"",rect<s32>(300,60,580,80)); edtName->setMax(40); edtMemo = env->addEditBox(L"",rect<s32>(300,100,580,450)); edtMemo->setMultiLine(true); edtMemo->setTextAlignment(EGUIA_UPPERLEFT, EGUIA_UPPERLEFT); lstLang = env->addListBox(rect<s32>(10, 400, 250, 470),0,120); lstLang->addItem(L"Arial"); lstLang->addItem(L"Times Roman"); lstLang->addItem(L"MS-Gothic(Japanese)"); lstLang->setSelected(0); int lastFPS = -1; while(Device->run()) { Driver->beginScene(true, true, SColor(0,64,64,128)); Scene->drawAll(); env->drawAll(); if (!lang){ font2->draw(L"Hello TrueType",rect<s32>(250,20,640,100),SColor(255,255,64,64),true); } else { //font2->draw(jtxtHello,rect<s32>(250,20,640,100),SColor(255,255,64,64),true); font2->draw(zhtwHello,rect<s32>(100,100,640,100),SColor(255,255,64,64),false); } Driver->endScene(); int fps = Driver->getFPS(); if (lastFPS != fps) { wchar_t tmp[1024]; swprintf(tmp, L"Irrlicht TrueType Demo (fps:%d)", fps); Device->setWindowCaption(tmp); lastFPS = fps; } } Device->drop(); return 0; }
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; }
/* That's it. The Scene node is done. Now we simply have to start the engine, create the scene node and a camera, and look at the result. */ int main() { // ask user for driver video::E_DRIVER_TYPE driverType = video::EDT_OPENGL; //FIXME: hardcoded driverChoiceConsole(); if (driverType == video::EDT_COUNT) return 1; // create device MyEventReceiver receiver; g_Device = createDevice(driverType, core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver); if (g_Device == 0) return 1; // could not create selected driver. // create engine and camera g_Device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo"); video::IVideoDriver* driver = g_Device->getVideoDriver(); scene::ISceneManager* smgr = g_Device->getSceneManager(); IGUIEnvironment* env = g_Device->getGUIEnvironment(); IGUISkin* skin = env->getSkin(); IGUIFont* font = env->getFont("media/fonthaettenschweiler.bmp"); if (font) skin->setFont(font); skin->setFont(env->getBuiltInFont(), EGDF_TOOLTIP); env->addStaticText(L"Movement speed:", rect<s32> (GUI_X, GUI_Y, GUI_X + 95, GUI_Y + 20), true); IGUIScrollBar* scrollbar = env->addScrollBar(true, rect<s32> (GUI_X + 100, GUI_Y, GUI_X + 100 + 200, GUI_Y + 20), 0, GUI_ID_SPEED_SCROLL); //scrollbar->drop(); //max speed -> 1000 * 1000 / 100000 = 10 km/frame //min speed -> 10 * 10 / 100000 = 1m / frame scrollbar->setMax(1000); scrollbar->setMin(10); scrollbar->setPos(255); // add a camera scene node scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(); //scene::ICameraSceneNode* camera = addCameraSceneNodeFPS(smgr); g_CameraAnimator = JWSceneNodeAnimatorCameraFPS::injectOnFPSCamera(camera); g_CameraAnimator->setMoveSpeed(scrollbar->getPos() / 5000.0); g_CameraAnimator->setAnimationEventsReceiver(&receiver); env->addStaticText(L"Level:", rect<s32> (GUI_X, GUI_Y + 22, GUI_X + 95, GUI_Y + 22 + 20), true); scrollbar = env->addScrollBar(true, rect<s32> (GUI_X + 100, GUI_Y + 22, GUI_X + 100 + 200, GUI_Y + 22 + 20), 0, GUI_ID_LEVEL); #define START_LEVEL 14 scrollbar->setMax(14); scrollbar->setMin(0); scrollbar->setPos(START_LEVEL); g_LevelScroll = scrollbar; env->addStaticText(L"Wireframe:", rect<s32> (GUI_X, GUI_Y + 22 + 22, GUI_X + 95, GUI_Y + 22 + 22 + 20), true); env->addCheckBox(false, rect<s32> (GUI_X + 100, GUI_Y + 22 + 22, GUI_X + 100 + 200, GUI_Y + 22 + 22 + 20), 0, GUI_ID_WIREFRAME); env->addStaticText(L"Update mesh:", rect<s32> (GUI_X, GUI_Y + 22 + 22 + 22, GUI_X + 95, GUI_Y + 22 + 22 + 22 + 20), true); env->addCheckBox(true, rect<s32> (GUI_X + 100, GUI_Y + 22 + 22 + 22, GUI_X + 100 + 200, GUI_Y + 22 + 22 + 22 + 20), 0, GUI_ID_MESH_UPDATE); SKeyMap keyMap[] = { { EKA_MOVE_FORWARD, KEY_KEY_W }, { EKA_MOVE_BACKWARD, KEY_KEY_S }, { EKA_STRAFE_LEFT, KEY_KEY_A }, { EKA_STRAFE_RIGHT, KEY_KEY_D }, { EKA_JUMP_UP, KEY_SPACE }, { EKA_CROUCH, KEY_LSHIFT } }; g_CameraAnimator->setKeyMap(keyMap, 6); core::vector3df earthCenter(0, 0, 0); camera->setFarValue(500000.f); //500 000 km //camera->setUpVector(core::vector3df(0,0,1)); camera->setPosition(core::vector3df(100, 100, -EARTH_RADIUS - 200.)); camera->setTarget(earthCenter); //camera->setFarValue(20000.f); //camera->setPosition(core::vector3df(0,0,-200)); // Maya cameras reposition themselves relative to their target, so target the location // where the mesh scene node is placed. //camera->setTarget(core::vector3df(0, 0, 0)); //smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0)); /* Create our scene node. I don't check the result of calling new, as it should throw an exception rather than returning 0 on failure. Because the new node will create itself with a reference count of 1, and then will have another reference added by its parent scene node when it is added to the scene, I need to drop my reference to it. Best practice is to drop it only *after* I have finished using it, regardless of what the reference count of the object is after creation. */ g_EarthVisualization = new SphereVisualization(smgr->getRootSceneNode(), smgr, driver, 666, START_LEVEL, earthCenter, EARTH_RADIUS); g_EarthVisualization->setMaterialType(video::EMT_SOLID); //g_textre = driver->getTexture("media/earth.bmp"); //g_EarthVisualization->getMaterial().setTexture(0, g_textre); g_EarthVisualization->setViewerPoint(camera->getPosition()); /* To animate something in this boring scene consisting only of one tetraeder, and to show that you now can use your scene node like any other scene node in the engine, we add an animator to the scene node, which rotates the node a little bit. irr::scene::ISceneManager::createRotationAnimator() could return 0, so should be checked. */ scene::ISceneNodeAnimator *anim = 0; //smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f)); if (anim) { g_EarthVisualization->addAnimator(anim); /* I'm done referring to anim, so must irr::IReferenceCounted::drop() this reference now because it was produced by a createFoo() function. As I shouldn't refer to it again, ensure that I can't by setting to 0. */ anim->drop(); anim = 0; } /* I'm done with my CSampleSceneNode object, and so must drop my reference. This won't delete the object, yet, because it is still attached to the scene graph, which prevents the deletion until the graph is deleted or the custom scene node is removed from it. */ g_EarthVisualization->drop(); //myNode = 0; // As I shouldn't refer to it again, ensure that I can't scene::ISceneNode *bill = smgr->addBillboardSceneNode(0, core::dimension2d< f32>(600, 600), earthCenter, 113); //600x600 km billboard bill->setMaterialFlag(video::EMF_LIGHTING, false); bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); bill->setMaterialTexture(0, driver->getTexture("media/particlered.bmp")); //bill->drop(); /* Now draw everything and finish. */ u32 frames = 0; while (g_Device->run()) { driver->beginScene(true, true, video::SColor(0, 100, 100, 100)); smgr->drawAll(); env->drawAll(); driver->endScene(); if (++frames == 100) { core::vector3df vpoint = g_EarthVisualization->getViewerPoint(); vpoint.normalize(); core::vector2d<f32> txCoord = g_EarthVisualization->getSphericalCoordinates(vpoint); core::stringw str = L"FPS: "; str += (s32) (driver->getFPS()); str += L" TCoord:("; str += txCoord.X; str += L", "; str += txCoord.Y; str += L") Tile: "; str.printBinary(g_EarthVisualization->getUTriangleUnderUs(), 32, L'0', L'1'); g_Device->setWindowCaption(str.c_str()); frames = 0; } } g_Device->drop(); return 0; }
/* OK, now for the more interesting part. First, create the Irrlicht device. As in some examples before, we ask the user which driver he wants to use for this example. */ int main() { // create device and exit if creation failed IrrlichtDevice * device = createDevice(EDT_OPENGL,core::dimension2d<u32>(640, 480)); if (device == 0) return 1; // could not create selected driver. /* The creation was successful, now we set the event receiver and store pointers to the driver and to the gui environment. */ device->setWindowCaption(L"Irrlicht Engine - User Interface Demo"); device->setResizable(true); video::IVideoDriver* driver = device->getVideoDriver(); IGUIEnvironment* env = device->getGUIEnvironment(); const io::path mediaPath = getExampleMediaPath(); /* To make the font a little bit nicer, we load an external font and set it as the new default font in the skin. To keep the standard font for tool tip text, we set it to the built-in font. */ IGUISkin* skin = env->getSkin(); IGUIFont* font = env->getFont(mediaPath + "fonthaettenschweiler.bmp"); if (font) skin->setFont(font); skin->setFont(env->getBuiltInFont(), EGDF_TOOLTIP); /* We add three buttons. The first one closes the engine. The second creates a window and the third opens a file open dialog. The third parameter is the id of the button, with which we can easily identify the button in the event receiver. */ env->addButton(rect<s32>(10,240,110,240 + 32), 0, GUI_ID_QUIT_BUTTON, L"Quit", L"Exits Program"); env->addButton(rect<s32>(10,280,110,280 + 32), 0, GUI_ID_NEW_WINDOW_BUTTON, L"New Window", L"Launches a new Window"); env->addButton(rect<s32>(10,320,110,320 + 32), 0, GUI_ID_FILE_OPEN_BUTTON, L"File Open", L"Opens a file"); /* Now, we add a static text and a scrollbar, which modifies the transparency of all gui elements. We set the maximum value of the scrollbar to 255, because that's the maximal value for a color value. Then we create an other static text and a list box. */ env->addStaticText(L"Transparent Control:", rect<s32>(150,20,350,40), true); IGUIScrollBar* scrollbar = env->addScrollBar(true, rect<s32>(150, 45, 350, 60), 0, GUI_ID_TRANSPARENCY_SCROLL_BAR); scrollbar->setMax(255); scrollbar->setPos(255); setSkinTransparency( scrollbar->getPos(), env->getSkin()); // set scrollbar position to alpha value of an arbitrary element scrollbar->setPos(env->getSkin()->getColor(EGDC_WINDOW).getAlpha()); env->addStaticText(L"Logging ListBox:", rect<s32>(10,110,350,130), true); IGUIListBox * listbox = env->addListBox(rect<s32>(10, 140, 350, 210)); env->addEditBox(L"Editable Text", rect<s32>(350, 80, 550, 100)); // Store the appropriate data in a context structure. SAppContext context; context.device = device; context.counter = 0; context.listbox = listbox; // Then create the event receiver, giving it that context structure. MyEventReceiver receiver(context); // And tell the device to use our custom event receiver. device->setEventReceiver(&receiver); /* And at last, we create a nice Irrlicht Engine logo in the top left corner. */ env->addImage(driver->getTexture(mediaPath + "irrlichtlogo2.png"), position2d<int>(10,10)); /* That's all, we only have to draw everything. */ fluid_settings_t* settings; fluid_synth_t* synth = NULL; fluid_audio_driver_t* adriver = NULL; int err = 0; struct fx_data_t fx_data; // // if (argc != 3) { // fprintf(stderr, "Usage: fluidsynth_simple [soundfont] [gain]\n"); // return 1; // } // /* Create the settings object. This example uses the default * values for the settings. */ settings = new_fluid_settings(); if (settings == NULL) { fprintf(stderr, "Failed to create the settings\n"); err = 2; goto cleanup; } /* Create the synthesizer */ synth = new_fluid_synth(settings); if (synth == NULL) { fprintf(stderr, "Failed to create the synthesizer\n"); err = 3; goto cleanup; } /* Load the soundfont */ // if (fluid_synth_sfload(synth, "soundfonts/example.sf2", 1) == -1) { if (fluid_synth_sfload(synth, "soundfonts/VintageDreamsWaves-v2.sf2", 1) == -1) { // if (fluid_synth_sfload(synth, "soundfonts/VintageDreamsWaves-v2.sf3", 1) == -1) { // if (fluid_synth_sfload(synth, "soundfonts/philharmonia_violin_short.gig", 1) == -1) { //was to check and see if it had gig support but no. fprintf(stderr, "Failed to load the SoundFont\n"); err = 4; goto cleanup; } /* Fill in the data of the effects unit */ fx_data.synth = synth; fx_data.gain = 10; //atof(argv[2]); /* Create the audio driver. As soon as the audio driver is * created, the synthesizer can be played. */ fluid_settings_setstr(settings, "audio.driver", "alsa"); adriver = new_fluid_audio_driver2(settings, fx_function, (void*) &fx_data); if (adriver == NULL) { fprintf(stderr, "Failed to create the audio driver\n"); err = 5; goto cleanup; } while(device->run() && driver) if (device->isWindowActive()) { driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200)); env->drawAll(); /* Play a note */ fluid_synth_noteon(synth, 0, 60, 100); // printf("Press \"Enter\" to stop: "); // fgetc(stdin); // printf("done\n"); driver->endScene(); } cleanup: if (adriver) { delete_fluid_audio_driver(adriver); } if (synth) { delete_fluid_synth(synth); } if (settings) { delete_fluid_settings(settings); } device->drop(); return 0; }
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE , LPSTR , int ) { CMyEventReceiver receiver; IrrlichtDevice* device = createDevice( EDT_DIRECT3D9,dimension2d<u32>(1024,768),16,false,true); if (device == 0) return 0; // get the video driver video::IVideoDriver* driver = device->getVideoDriver(); // get the scene manager scene::ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* env = device->getGUIEnvironment(); env->getSkin()->setColor ( EGDC_BUTTON_TEXT, video::SColor(240,0xFF,0xFF,0xFF) ); env->getSkin()->setColor ( EGDC_3D_HIGH_LIGHT, video::SColor(240,0x1f,0x26,0x24) ); env->getSkin()->setColor ( EGDC_3D_FACE, video::SColor(240,0x4f,0x83,0x6c) ); env->getSkin()->setColor ( EGDC_WINDOW, video::SColor(240,0x76,0x76,0x76) ); device->setWindowCaption(L"My CS"); env->getSkin()->setFont(env->getFont("font\\myfont.xml")); device->setEventReceiver(&receiver); CInitUI InitUI; CSelectGame selectGameUI; CDoGame doGameUI; //------------------------------ //Desc:初始化静态值 //------------------------------ IMyUIScene::m_device = device; IMyUIScene::m_driver = driver; IMyUIScene::m_smgr = smgr; IMyUIScene::m_guienv = env; IMyUIScene::m_event = &receiver; IGlobe::g_device = device; IGlobe::g_driver = driver; IGlobe::g_smgr = smgr; IGlobe::g_guienv = env; InitUI.m_next = &selectGameUI; selectGameUI.m_front = &InitUI; selectGameUI.m_next = &doGameUI; doGameUI.m_front = &selectGameUI; InitUI.InitUI(); IMyUIScene::m_CurrentUI = &g_currentUI; g_currentUI = &InitUI; int lastFPS = 0; irr::ITimer* timer = device->getTimer(); s32 oldtime = timer->getRealTime(); s32 nowtime = 0; s32 bt; while(device->run()) { nowtime = timer->getRealTime(); bt = nowtime - oldtime; if (bt < 15) //帧速控制 { Sleep(1); //让出CPU 防止CPU消耗 continue; } oldtime = nowtime; g_currentUI->Updata(); driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); if (device->getGUIEnvironment() != NULL) { device->getGUIEnvironment()->drawAll(); } driver->endScene(); /*int fps = driver->getFPS(); if (lastFPS != fps) { core::stringw str = L"MyCS —— By Tian QQ:78001229 FPS:"; str += fps; device->setWindowCaption(str.c_str()); lastFPS = fps; }*/ } return 0; }
void Editor::viewportTick(Viewport viewport, rect<s32> rect, bool mousehit, bool middlehit) { // Init IVideoDriver *driver = device->getVideoDriver(); ISceneManager *smgr = device->getSceneManager(); IGUIEnvironment *guienv = device->getGUIEnvironment(); ViewportType type = state->getViewportType(viewport); // Draw camera smgr->setActiveCamera(camera[(int)viewport]); driver->setViewPort(rect); if (type == VIEWT_BOTTOM) plane->setVisible(false); smgr->drawAll(); if (type == VIEWT_BOTTOM) plane->setVisible(true); // Callbacks if (state->Mode()) state->Mode()->viewportTick(viewport, driver, rect); if (viewport_drag == viewport) { vector2di delta = state->mouse_position; delta -= viewport_drag_last; viewport_drag_last = state->mouse_position; viewport_offset[(int)viewport].X -= (f32)delta.X * 0.01f; viewport_offset[(int)viewport].Y += (f32)delta.Y * 0.01f; if (viewport_offset[(int)viewport].X > 0.5) viewport_offset[(int)viewport].X = 0.5; if (viewport_offset[(int)viewport].X < -0.5) viewport_offset[(int)viewport].X = -0.5; if (viewport_offset[(int)viewport].Y > 0.5) viewport_offset[(int)viewport].Y = 0.5; if (viewport_offset[(int)viewport].Y < -0.5) viewport_offset[(int)viewport].Y = -0.5; applyCameraOffsets(viewport); } if (middlehit && rect.isPointInside(state->mouse_position) && type != VIEWT_PERS) { viewport_drag = viewport; viewport_drag_last = state->mouse_position; } // Draw text driver->setViewPort(rects32(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height)); { static const wchar_t* labels[7] = {L"Perspective", L"Front", L"Left", L"Top", L"Back", L"Right", L"Bottom"}; // Handle clicking position2d<s32> labelpos(rect.LowerRightCorner.X - 86, rect.UpperLeftCorner.Y + ((rect.UpperLeftCorner.Y < 50)?30:10)); rects32 backgroundrect(rect.LowerRightCorner.X - 96, rect.UpperLeftCorner.Y + ((rect.UpperLeftCorner.Y < 50)?25:5), rect.LowerRightCorner.X - 5, rect.UpperLeftCorner.Y + ((rect.UpperLeftCorner.Y < 50)?185:165)); bool context_is_open = (viewport_contextmenu == viewport); if (mousehit && !state->menu->dialog) { if ((rects32(labelpos.X, labelpos.Y, labelpos.X + 90, labelpos.Y + 25)).isPointInside(state->mouse_position)) { viewport_contextmenu = viewport; } else if (context_is_open) { context_is_open = false; viewport_contextmenu = VIEW_NONE; if (backgroundrect.isPointInside(state->mouse_position)) { int y = 0; for (int i = 0; i < 7; i++) { if (i != (int)type) { int ty = rect.UpperLeftCorner.Y + ((rect.UpperLeftCorner.Y < 50)?56:36) + y * 20; rects32 trect(rect.LowerRightCorner.X - 96, ty, rect.LowerRightCorner.X - 5, ty + 20); y++; if (trect.isPointInside(state->mouse_position)) { viewport_offset[(int)viewport] = vector3df(0, 0, 0); state->settings->set(viewportToSetting(viewport), viewportTypeToSetting((ViewportType)i)); recreateCameras(); break; } } } } } } // Context menu if (context_is_open) { // Context menu background driver->draw2DRectangle(SColor(100, 32, 32, 32), backgroundrect); s32 y2 = rect.UpperLeftCorner.Y + ((rect.UpperLeftCorner.Y < 50)?52:32); driver->draw2DLine(position2d<s32>(rect.LowerRightCorner.X - 96, y2), position2d<s32>(rect.LowerRightCorner.X - 5, y2), SColor(100, 255, 255, 255)); // Draw options guienv->getSkin()->getFont()->draw(labels[(int)type], core::rect<s32>(labelpos.X, labelpos.Y, 200, 50), video::SColor(255, 255, 255, 255)); int y = 0; for (int i = 0; i < 7; i++) { if (i != (int)type) { guienv->getSkin()->getFont()->draw( labels[i], core::rect<s32>(rect.LowerRightCorner.X - 86, rect.UpperLeftCorner.Y + ((rect.UpperLeftCorner.Y < 50)?59:39) + y * 20, 200, 50), video::SColor(255, 255, 255, 255) ); y++; } } } else { // Draw label guienv->getSkin()->getFont()->draw(labels[(int)type], core::rect<s32>(rect.LowerRightCorner.X - wcslen(labels[(int)type]) * 6 - 20, labelpos.Y, 200, 50), video::SColor(255, 255, 255, 255)); } } // Draw coordinate arrows if (type != VIEWT_PERS) { switch(type) { case VIEWT_TOP: drawCoord(guienv->getSkin()->getFont(), driver, rect.UpperLeftCorner.X + 10, rect.LowerRightCorner.Y - 42, L"X", L"Z"); break; case VIEWT_BOTTOM: drawCoord(guienv->getSkin()->getFont(), driver, rect.UpperLeftCorner.X + 10, rect.LowerRightCorner.Y - 42, L"X", L"-Z"); break; case VIEWT_LEFT: drawCoord(guienv->getSkin()->getFont(), driver, rect.UpperLeftCorner.X + 10, rect.LowerRightCorner.Y - 42, L"-Z", L"Y"); break; case VIEWT_RIGHT: drawCoord(guienv->getSkin()->getFont(), driver, rect.UpperLeftCorner.X + 10, rect.LowerRightCorner.Y - 42, L"Z", L"Y"); break; case VIEWT_FRONT: drawCoord(guienv->getSkin()->getFont(), driver, rect.UpperLeftCorner.X + 10, rect.LowerRightCorner.Y - 42, L"X", L"Y"); break; case VIEWT_BACK: drawCoord(guienv->getSkin()->getFont(), driver, rect.UpperLeftCorner.X + 10, rect.LowerRightCorner.Y - 42, L"-X", L"Y"); break; } } }