Merge from trunk, revisions 3370-3559. Huge update to catch up with Irrlicht 1.7.2+ and latest 1.8 developments.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@3560 dfc29bdd-3216-0410-991c-e03cc46cb475
master
hybrid 2011-01-14 15:36:50 +00:00
parent 7ac7c9cb9c
commit de2e004b83
924 changed files with 18282 additions and 4407 deletions

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@ -1,4 +1,132 @@
Changes in 1.8 (??.0?.2010)
Changes in 1.8 (??.??.2011)
- Renamed IGUIElement::bringToBack to sendToBack, like in Windows
- Send EGET_ELEMENT_CLOSED event when context menues should be closed (thx @ Mloren for reporting).
- zip archive fixes: Fix directory tags in file list. Fix loading of stream zip files which have file sizes only in the central directory.
- Added treeview to GUI editor, provided by Armen
- Added root type for GUI environment
- Fixed panel scrollbars in GUI editor, reported by Armen
- Fix b3d loading of files with mixed mesh/bone sections.
- Fix particle emitters which used integer random numbers so far. The distributions of the particles should be much better (and the code also somewhat faster) now.
- Add new random method frand: Returns a random number in the interval [0..1] and gives better distributions than using fmodf on the integer number.
- Add node parameter to saveScene and loadScene. saveScene saves the given node and all descendants to the file (if 0, the full scene is saved as before). loadScene loads all elements of the scene as childs of the given node. As before, 0 would load the file on the top level (scenemanager).
- Add method to make a filename relative to a given directory.
- Fix setMesh to correctly update the joints cache.
- Fix setting transition time of skinned meshes back to 0.
- Add some getters to IGUIImage: getImage, getColor
- Fix OpenGL FBODepthTexture to create less overhead
- Fix MRT disablingunder OpenGL
- API change: Added write only lock mode for textures. The lock method has changed the signature and uses an enum parameter now instead of a bool. The default is still to lock for read/write (previously 'false'). The old 'true' value should be replaced by ETLM_READ_ONLY.
- Speedup deleting of particles
- Add function IParticleSystemSceneNode::clearParticles
- Fix RTT render states under OpenGL
- Fix AntiAliasing setup under Windows/OpenGL in case no AA is available
- Fix transformation matrices when RTT used
- API change: getScreenCoordinatesFrom3DPosition has a new parameter, which needs to be set to true to get the original behavior. Now, the method returns coordinates which would fit as render coordinates of a currently enabled viewport. With the parameter set to true the result would fit only after the viewport is reset to full window rendering.
- Add flag and method to disable clipping of the text to the gui element rectangle in GUI static text.
- addShadowVolumeSceneNode now replaces an existing shadow. One should avoid to call this method multiple times without changing any parameter, as it is quite time consuming and cannot recognize the duplicate calls.
- Add function IGUIEnvironment::removeFont (TODO: Does not remove the texture from cache so far)
- Update to bzip2 1.0.6, libpng 1.4.4 and lzma from 9.20 SDK
- Functions in IMeshCache expecting IAnimatedMesh* parameters removed as similar functions with IMesh* can be used since a while. Fixes also problems when IAnimatedMesh* got upcasted to IMesh*. (thx @ Greenya for reporting)
- Fix blend states for MRTs
- The following functions will now use a "ISceneNode *" instead of a "const ISceneNode *":
ITriangleSelector::getSceneNodeForTriangle, ISceneNodeAnimatorCollisionResponse::getCollisionNode, ISceneCollisionManager::getCollisionPoint and ISceneCollisionManager::getCollisionResultPosition.
As collision functions often are followed by changing node positions users where so far forced to using const_casts (found by Greenya).
- Add vector3d::getAs3Values (patch provided by slavik262)
- Add function to SViewFrustum to get corners of the near plane (patch provided by Matt Kline, aka slavik262)
- ParticleFadeOutAffector::setFadeOutTime can no longer be set to invalid values
- ParticleFadeOutAffector uses now throughout u32 for fadeOutTime (found by greenya)
- Add missing access function CParticleSystemSceneNode::getAffectors() (seen by B@z)
- Add missing setters/getters for particle emitters (seen by B@z)
- Compile-defines can now be disabled from Makefiles/Projectfiles instead of having to change IrrCompileConfig.h each time.
- IGUITabControl::setActiveTab should only take IGUITab* and not IGUIElement* (thx to greenya for finding)
- Add new skin-colors: EGDC_GRAY_WINDOW_SYMBOL, EGDC_EDITABLE, EGDC_GRAY_EDITABLE, EGDC_FOCUSED_EDITABLE
- Disabled state is now extended to sub-elements
- Make disabled state for several elements more visible
- Bugfix: Icons in tabcontrol get now affected immediately by skin-changes
- Add xml example written by Yoran Bosman.
- Fix cursor cleanup under Linux when using multiple devices
- Fix collada parser
- Fix MRT reset under D3D
- Add a generic attribute interface for querying video driver attributes which are not necessarily of type bool. This interface allows to check certain supported features, such as the number of user clip planes, supported lights and textures, MRTs, and other things. The interface might change in the future, but it's fully functional already. The supported attributes are listed in the API docs of the function:
The following names can be queried for the given types:
* MaxTextures (int) The maximum number of simultaneous textures supported by the driver. This can be less than the supported number of textures of the driver. Use _IRR_MATERIAL_MAX_TEXTURES_ to adapt the number.
* MaxSupportedTextures (int) The maximum number of simultaneous textures supported by the fixed function pipeline of the (hw) driver. The actual supported number of textures supported by the engine can be lower.
* MaxLights (int) Number of hardware lights supported in the fixed function pipieline of the driver, typically 6-8. Use light manager or deferred shading for more.
* MaxAnisotropy (int) Number of anisotropy levels supported for filtering. At least 1, max is typically at 16 or 32.
* MaxUserClipPlanes (int) Number of additional clip planes, which can be set by the user via dedicated driver methods.
* MaxAuxBuffers (int) Special render buffers, which are currently not really usable inside Irrlicht. Only supported by OpenGL
* MaxMultipleRenderTargets (int) Number of render targets which can be bound simultaneously. Rendering to MRTs is done via shaders.
* MaxIndices (int) Number of indices which can be used in one render call (i.e. one mesh buffer).
* MaxTextureSize (int) Dimension that a texture may have, both in width and height.
* MaxGeometryVerticesOut (int) Number of vertices the geometry shader can output in one pass. Only OpenGL so far.
* MaxTextureLODBias (float) Maximum value for LOD bias. Is usually at around 16, but can be lower on some systems.
* Version (int) Version of the driver. Should be Major*100+Minor
* ShaderLanguageVersion (int) Version of the high level shader language. Should be Major*100+Minor.
- Fix getRotationDegrees
- Add creation parameter which allows to disable highres timers on Windows upon device creation.
- Several transparency setup bugs fixed. Now, alpha_vertex_blend uses proper alpha blending instead of a mixed add/alpha blending.
- Added a method to get real time and date in a human readable struct
- Fix add folder archives method to support files without trailing slashes.
- fix transparent_reflection_2_layers
- Add support for MSVC 2010
- Fix "unsupported format" warning on RTT usage
- Add UseMipMap flag in material
- Add IGUIElement::bringToBack (patch written by DtD, although I'm to blame for the function-name)
@ -76,28 +204,111 @@ Changes in 1.8 (??.0?.2010)
//! converts a 8 bit palettized or non palettized image (A8) into A8R8G8B8
static void convert8BitTo32Bit(const u8* in, u8* out, s32 width, s32 height, const u8* palette, s32 linepad = 0, bool flip=false);
- In IGUITreeView "clearChilds" and "hasChilds" deprecated for "clearChildren" and "hasChildren" (thx @Greenya for noticing)
- In IGUITreeView "clearChilds" and "hasChilds" deprecated for "clearChildren" and "hasChildren" (thx @Greenya for noticing)
- add dimension2d::operator-
- Add occlusion query support. Based on code by Nadro
- add CGUIEditBox::getOverrideColor and CGUIEditBox::isOverrideColorEnabled
- Add support for vertex_array_bgra extension in OpenGL driver. This will speed up OpenGL rendering quite a lot as it skips the silly color conversion thing we have to do otherwise.
- Add logging level ELL_DEBUG
- Replace raw xml char implementation with template struct in order to decouple the type from POD types. May also help for 64bit problems or changes needed there.
- Add parameter DisplayAdapter to creation params to allow selecting the card when more than one card is in the system.
- add dimension2d::operator-
- Add parameter to line2d::intersectWith to allow getting intersections outside the segments (thx Yoran).
- add CGUIEditBox::getOverrideColor and CGUIEditBox::isOverrideColorEnabled
- Added support for custom cursors
- Add logging level ELL_DEBUG
- Avoid argument lookup ambiguity in swap when used in combination with stl. Using same trick as boost now and use 2 different template parameters in it.
- Add parameter DisplayAdapter to creation params to allow selecting the card when more than one card is in the system.
- Fixed bug causing memory access violation in string::replace found and patched by Nalin.
- Add parameter to line2d::intersectWith to allow getting intersections outside the segments (thx Yoran).
- WM_SYSCOMMAND - SC_KEYMENU message is now ignored (F10 and ALT in Win32 windowed mode)
- External windows are not destroyed anymore
- clamp values in getRotationDegrees to avoid nan values
- texture size in terrain mesh fixed
- ms3d fixes
- Add new matrix methods for infinite projection matrix
- Support new OpenGL 2.x shader creation
- Added support for custom cursors
- Avoid argument lookup ambiguity in swap when used in combination with stl. Using same trick as boost now and use 2 different template parameters in it.
- Fixed bug causing memory access violation in string::replace found and patched by Nalin.
- WM_SYSCOMMAND - SC_KEYMENU message is now ignored (F10 and ALT in Win32 windowed mode)
-----------------------------
Changes in 1.7.2 (??.??.2010)
Changes in 1.7.3 (??.??.2011)
- Skip bone weights and additional information in ms3d file if no joint was defined before.
- Fix mem leak in CImage, found by mloren.
- Fix tga writing, reported by xirtamatrix
- Tab-positions care now about the borders correctly
- TabControl now respositions it's tabs when setTabVerticalAlignment is changed (thx @ ceyron for reporting+testcase)
- CGUIModalScreen now no longer takes focus itself, but tries to give it first child when possible to fix modal windows losing focus all the time
- Modal screens no longer blinks when gui-elements call removeFocus on themself (thx @ yaten for reporting+testcase)
- Fix crash in multiline-editbox when selecting with mouse (thx @ ceyron for reporting and testcase)
- Fix render context creation for OpenGL under Windows.
- Fix the reset problem of d3d9 driver in combination with hardware buffers.
- Fix .x loader in case of unused vertices.
- Avoid empty line in texts with very large words. Text wrapping would introduce an empty line in earlier versions.
- Add a new attribute which assigns hw mapping hint to the whole Mesh.
- Allow creation of water scene node without mesh.
- Fix regeneration of skydome.
- Fix scene node type and factory support for volume light
- Q3 maps no longer crash when faces try accessing lightmaps which are not mentioned to be loaded in the file.
- Fix crash on null-readfile in texture loading
- Get particles saved before 1.7.2 (for example in irrEdit) working again (thx to smashly for problem reporting)
- Fix IGUIScrollBar setMax and setMin which had been restricted wrongly (reported by REDDemon)
- Fix CNullDriver::createImage - Creating the image from a texture-rectangle which doesn't start at 0,0 works now again (thx @ ceyron for bugreport+testcase)
- Menu no longer sets highlight state when clicking disabled menu-item (reported by Mloren)
- Treeview can now be disabled
-----------------------------
Changes in 1.7.2 (15.11.2010)
- Fix in d3d9 driver, which caused a crash when device creation failed. Bug found and fixed by Kostya
- Fix a wrong access to Value instead of ValueW. Found and fixed by vroad.
- Fix line loop rendering in d3d drivers. Fix submitted by tonic.
- Fix tar recognition in tar reader.
- Fix blend mode setup in OpenGL driver, when using the material2d override, as pointed out by Auria
- Avoid crash due to tcoords2 handling. Might need some more fixing to work correctly.
- Fix 2d line intersections. Has had problems with consecutive, but non-overlapping line segments and with overlapping line segments.
- Fix image creation from texture, found by dataslayer
- Fix crashes when taking Screenhots for DirectX in Windowed mode (thx to agamemnus for reporting)
@ -108,10 +319,10 @@ Changes in 1.7.2 (??.??.2010)
- Fix CXMLReaderImpl::getAttributeValueAsInt which returned wrong values with large integers (thx to squisher for finding)
- Add EGET_TREEVIEW_NODE_COLLAPSE and deprecate EGET_TREEVIEW_NODE_COLLAPS (found by greenya)
- Fix compile problem in swap when using irrlicht in combination with stl (backport from trunk r3281)
- Add EGET_TREEVIEW_NODE_COLLAPSE and deprecate EGET_TREEVIEW_NODE_COLLAPS (found by greenya)
- Fix serialization in CParticleSystemSceneNode (found by B@z)
- Prevent crash in BillboardTextSceneNode when a custom font is used. Found and fixed by Nalin (bugtracker id: 3020487)
@ -138,6 +349,8 @@ Changes in 1.7.2 (??.??.2010)
- Add EGDS_MESSAGE_BOX_MAX_TEXT_WIDTH and deprecated EGDS_MESSAGE_BOX_MAX_TEST_WIDTH (thx to greenya for reporting).
- Fix colors in irr files.
- Fix several places where "used" in core::string was used wrongly preventing some memory corruption
- Remove additional slash in pathnames in X-Loader
@ -148,6 +361,20 @@ Changes in 1.7.2 (??.??.2010)
- Fix arrowMesh boundingbox.
- Fix rounding problem in getInterpolated in the color classes
- Scrollbar in GUIListbox now uses default id -1 instead of 0
- Fix octree clipping issues.
- Fix obj loader.
- clone function fixes.
- Fix tooltips.
- Fix Ogre parser.
-----------------------------
Changes in 1.7.1 (17.02.2010)
@ -741,7 +968,6 @@ Changes in 1.6 (23.09.2009)
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, SDL, Linux TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix

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Microsoft Visual Studio Solution File, Format Version 8.00
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@ -1,21 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 8.00
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View File

@ -151,10 +151,6 @@ private:
ProblemText->setVisible(true);
else
ProblemText->setVisible(false);
}
private:
@ -214,7 +210,6 @@ int main()
// disable mouse cursor
device->getCursorControl()->setVisible(false);
/*
Because we want the whole scene to look a little bit scarier, we add
some fog to it. This is done by a call to IVideoDriver::setFog(). There
@ -234,17 +229,14 @@ int main()
IMeshManipulator::makePlanarTextureMapping() method.
*/
scene::IAnimatedMesh* roomMesh = smgr->getMesh(
"../../media/room.3ds");
scene::IAnimatedMesh* roomMesh = smgr->getMesh("../../media/room.3ds");
scene::ISceneNode* room = 0;
scene::ISceneNode* earth = 0;
if (roomMesh)
{
/*
The Room Mesh doesn't have proper Texture Mapping on the floor,
so we can recreate them on runtime
*/
// The Room mesh doesn't have proper Texture Mapping on the
// floor, so we can recreate them on runtime
smgr->getMeshManipulator()->makePlanarTextureMapping(
roomMesh->getMesh(0), 0.003f);
@ -407,7 +399,7 @@ int main()
walls. But of course, this will change in future versions of Irrlicht
where higher versions of pixel/vertex shaders will be implemented too.
*/
#if 0
// add light 2 (red)
scene::ISceneNode* light2 =
smgr->addLightSceneNode(0, core::vector3df(0,0,0),
@ -453,7 +445,6 @@ int main()
ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);
#endif
MyEventReceiver receiver(room, earth, env, driver);
device->setEventReceiver(&receiver);

View File

@ -1,21 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 8.00
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@ -1,21 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 8.00
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@ -0,0 +1,128 @@
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View File

@ -1,21 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 8.00
Project("{830FD174-FABE-4667-B9FC-F7F8B8378EE7}") = "21.Quake3MapExplorer", "Quake3MapShader.vcproj", "{CDC4AAA9-72E1-4ffa-A04D-7EF59D8B97CD}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
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Global
GlobalSection(SolutionConfiguration) = preSolution
Debug = Debug
Release = Release
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View File

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<ItemGroup>
<ClCompile Include="main.cpp" />
<ClCompile Include="q3factory.cpp" />
<ClCompile Include="sound.cpp" />
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<ClInclude Include="q3factory.h" />
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View File

@ -16,7 +16,7 @@ You can download the Quake III Arena demo ( copyright id software )
at the following location:
ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3ademo.exe
Copyright 2006-2009 Burningwater, Thomas Alten
Copyright 2006-2011 Burningwater, Thomas Alten
*/
#include "q3factory.h"
@ -652,6 +652,8 @@ void CQuake3EventHandler::CreateGUI()
env->getSkin()->setColor ( EGDC_BUTTON_TEXT, video::SColor(240,0xAA,0xAA,0xAA) );
env->getSkin()->setColor ( EGDC_3D_HIGH_LIGHT, video::SColor(240,0x22,0x22,0x22) );
env->getSkin()->setColor ( EGDC_3D_FACE, video::SColor(240,0x44,0x44,0x44) );
env->getSkin()->setColor ( EGDC_EDITABLE, video::SColor(240,0x44,0x44,0x44) );
env->getSkin()->setColor ( EGDC_FOCUSED_EDITABLE, video::SColor(240,0x54,0x54,0x54) );
env->getSkin()->setColor ( EGDC_WINDOW, video::SColor(240,0x66,0x66,0x66) );
// minimal gui size 800x600
@ -1733,7 +1735,7 @@ void CQuake3EventHandler::useItem( Q3Player * player)
line3d<f32> line(start, end);
// get intersection point with map
const scene::ISceneNode* hitNode;
scene::ISceneNode* hitNode;
if (smgr->getSceneCollisionManager()->getCollisionPoint(
line, Meta, end, triangle,hitNode))
{
@ -1933,7 +1935,7 @@ void CQuake3EventHandler::Render()
driver->beginScene(true, true, SColor(0,0,0,0));
driver->getOverrideMaterial().Material.ColorMask = ECP_NONE;
driver->getOverrideMaterial().EnableFlags = EMF_COLOR_MASK;
driver->getOverrideMaterial().EnablePasses = ESNRP_SKY_BOX +
driver->getOverrideMaterial().EnablePasses = ESNRP_SKY_BOX +
ESNRP_SOLID +
ESNRP_TRANSPARENT +
ESNRP_TRANSPARENT_EFFECT +
@ -1959,7 +1961,7 @@ void CQuake3EventHandler::Render()
driver->getOverrideMaterial().Material.ColorMask = ECP_RED;
driver->getOverrideMaterial().EnableFlags = EMF_COLOR_MASK;
driver->getOverrideMaterial().EnablePasses =
driver->getOverrideMaterial().EnablePasses =
ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;
@ -1975,7 +1977,7 @@ void CQuake3EventHandler::Render()
driver->getOverrideMaterial().Material.ColorMask = ECP_GREEN + ECP_BLUE;
driver->getOverrideMaterial().EnableFlags = EMF_COLOR_MASK;
driver->getOverrideMaterial().EnablePasses =
driver->getOverrideMaterial().EnablePasses =
ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;

View File

@ -1,21 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 8.00
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Release = Release
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@ -0,0 +1,128 @@
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Microsoft Visual Studio Solution File, Format Version 10.00
# Visual Studio 2008
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "24.CursorControl_vc9", "CursorControl_vc9.vcproj", "{02B67A37-50E1-49DB-BECF-905BC029C2FE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{02B67A37-50E1-49DB-BECF-905BC029C2FE}.Debug|Win32.ActiveCfg = Debug|Win32
{02B67A37-50E1-49DB-BECF-905BC029C2FE}.Debug|Win32.Build.0 = Debug|Win32
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@ -0,0 +1,66 @@
# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 25.XmlHandling
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
# preprocessor flags, e.g. defines and include paths
USERCPPFLAGS =
# compiler flags such as optimization flags
USERCXXFLAGS = -O3 -ffast-math
#USERCXXFLAGS = -g -Wall
# linker flags such as additional libraries and link paths
USERLDFLAGS =
####
#no changes necessary below this line
####
CPPFLAGS = -I$(IrrlichtHome)/include -I/usr/X11R6/include $(USERCPPFLAGS)
CXXFLAGS = $(USERCXXFLAGS)
LDFLAGS = $(USERLDFLAGS)
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

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@ -0,0 +1,60 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 25 Xml handling" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/XmlHandling" prefix_auto="0" extension_auto="0" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-W" />
<Add option="-g" />
<Add option="-D_IRR_STATIC_LIB_" />
</Compiler>
<Linker>
<Add library="Xxf86vm" />
<Add library="Xcursor" />
<Add library="GL" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/XmlHandling" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Option projectResourceIncludeDirsRelation="1" />
<Compiler>
<Add option="-W" />
<Add option="-g" />
<Add directory="../../lib/Win32-gcc" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc/" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;" />
</VirtualTargets>
<Compiler>
<Add option="-W" />
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Extensions>
<code_completion />
<debugger />
<envvars />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@ -0,0 +1,195 @@
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ProjectType="Visual C++"
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SubSystem="1"
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DataExecutionPrevention="0"
TargetMachine="1"
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OutputDirectory="Release"
IntermediateDirectory="Release"
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Name="25.XmlHandling_vc8"
ProjectGUID="{8FDA260E-EF27-4f8c-8720-7AF707DD0D9E}"
Keyword="Win32Proj"
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<ToolFiles>
</ToolFiles>
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<Configuration
Name="Debug|Win32"
OutputDirectory="Debug"
IntermediateDirectory="Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
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@ -0,0 +1,185 @@
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RootNamespace="25.XmlHandling_vc9"
Keyword="Win32Proj"
TargetFrameworkVersion="131072"
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<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
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OutputDirectory="Debug"
IntermediateDirectory="Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
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@ -0,0 +1,523 @@
/** Example 025 Xml Handling
*
* Demonstrates loading and saving of configurations via XML
* @author Y.M. Bosman <yoran.bosman@gmail.com>
*/
#include <irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#endif
/**
* SettingManager class
* This class loads and writes the settings
* and manages the options.
*
*
* The class makes use of irrMap which is a an associative arrays using a red-black tree
* it allows easy mapping of a key to a value, along the way there is some information on how to use it
*
*/
class SettingManager
{
public:
/**
* Construct setting managers and set default settings
*/
SettingManager(const stringw& settings_file): SettingsFile(settings_file), NullDevice(0)
{
// Irrlicht null device, we want to load settings before we actually created our device, therefore, nulldevice
NullDevice = irr::createDevice(irr::video::EDT_NULL);
//DriverOptions is an irrlicht map,
//we can insert values in the map in two ways by calling insert(key,value) or by using the [key] operator
//the [] operator overrides values if they already exist
DriverOptions.insert(L"Software", EDT_SOFTWARE );
DriverOptions.insert(L"OpenGL", EDT_OPENGL );
DriverOptions.insert(L"Direct3D9", EDT_DIRECT3D9 );
//some resolution options
ResolutionOptions.insert(L"640x480", dimension2du(640,480) );
ResolutionOptions.insert(L"800x600", dimension2du(800,600) );
ResolutionOptions.insert(L"1024x768", dimension2du(1024,768) );
//our preferred defaults
SettingMap.insert(L"driver", L"Direct3D9"); //0 is software
SettingMap.insert(L"resolution", L"640x480"); //0 is 640x480
SettingMap.insert(L"fullscreen", L"0"); //0 is false
}
/**
* Destructor, you could store settings automatically on exit of your application if you wanted to
* in our case we simply drop the nulldevice
*/
~SettingManager()
{
if(NullDevice)
{
NullDevice->closeDevice();
NullDevice->drop();
}
};
/**
* Load xml from disk, overwrite default settings
* The xml we are trying to load has the following structure
* settings nested in sections nested in the root node, like so
*
* <?xml version="1.0"?>
* <mygame>
* <video>
* <setting name="driver" value="Direct3D9" />
* <setting name="fullscreen" value="0" />
* <setting name="resolution" value="1024x768" />
* </video>
* </mygame>
*/
bool load()
{
//if not able to create device dont attempt to load
if(!NullDevice)
return false;
irr::io::IXMLReader* xml = NullDevice->getFileSystem()->createXMLReader(SettingsFile); //create xml reader
if ( !xml )
return false;
const stringw settingTag(L"setting"); //we'll be looking for this tag in the xml
stringw currentSection; //keep track of our currentsection
const stringw videoTag(L"video"); //constant for videotag
//while there is more to read
while(xml->read())
{
//check the node type
switch(xml->getNodeType())
{
//we found a new element
case irr::io::EXN_ELEMENT:
{
//we currently are in the empty or mygame section and find the video tag so we set our current section to video
if(currentSection.empty() && videoTag.equals_ignore_case(xml->getNodeName()))
{
currentSection = videoTag;
}
//we are in the video section and we find a setting to parse
else if (currentSection.equals_ignore_case(videoTag) && settingTag.equals_ignore_case(xml->getNodeName() ))
{
//read in the key
stringw key = xml->getAttributeValueSafe(L"name");
//if there actually is a key to set
if( !key.empty())
{
//set the setting in the map to the value,
//the [] operator overrides values if they already exist or inserts a new key value
//pair into the settings map if it was not defined yet
SettingMap[ key ] = xml->getAttributeValueSafe(L"value");
}
}
//..
// You can add your own sections and tags to read in here
//..
}
break;
//we found the end of an element
case irr::io::EXN_ELEMENT_END:
//we were at the end of the video section so we reset our tag
currentSection=L"";
break;
}
}
// don't forget to delete the xml reader
xml->drop();
return true;
}
/**
* Save the xml to disk
* We use the nulldevice
*/
bool save()
{
//if not able to create device don't attempt to save
if(!NullDevice)
return false;
//create xml writer
irr::io::IXMLWriter* xwriter = NullDevice->getFileSystem()->createXMLWriter( SettingsFile );
if(!xwriter)
return false;
//write out the obligatory xml header. Each xml-file needs to have exactly one of those.
xwriter->writeXMLHeader();
//start element mygame, you replace the label "mygame" with anything you want
xwriter->writeElement(L"mygame");
xwriter->writeLineBreak(); //new line
//start section with video settings
xwriter->writeElement(L"video");
xwriter->writeLineBreak(); //new line
// getIterator gets us a pointer to the first node of the settings map
// every iteration we increase the iterator which gives us the next map node
// until we reach the end we write settings one by one by using the nodes key and value functions
map<stringw, stringw>::Iterator i = SettingMap.getIterator();
for(; !i.atEnd(); i++)
{
//write element as <setting name="key" value="x" />
//the second parameter indicates this is an empty element with no children, just attributes
xwriter->writeElement(L"setting",true, L"name", i->getKey().c_str(), L"value",i->getValue().c_str() );
xwriter->writeLineBreak();
}
xwriter->writeLineBreak();
//close video section
xwriter->writeClosingTag(L"video");
xwriter->writeLineBreak();
//..
// You can add writing sound settings, savegame information etc
//..
//close mygame section
xwriter->writeClosingTag(L"mygame");
//delete xml writer
xwriter->drop();
return true;
}
/**
* Set setting in our manager
*/
void setSetting(const stringw& name, const stringw& value)
{
SettingMap[name]=value;
}
/**
* set setting overload to quickly assign integers to our setting map
*/
void setSetting(const stringw& name, s32 value)
{
SettingMap[name]=stringw(value);
}
/**
* Get setting as string
* @param key name of setting
* @return empty string if the settings is not found, else value of the setting
*/
stringw getSetting(const stringw& key) const
{
//the find function or irrmap returns a pointer to a map Node
//if the key can be found, otherwise it returns null
//the map node has the function getValue and getKey, as we already know the key, we return node->getValue()
map<stringw, stringw>::Node* n = SettingMap.find(key);
if (n)
return n->getValue();
else
return L"";
}
/**
* Get setting as bool
* @param key name of setting
* @return false if the key cannot be found, else true if the setting == 1
*/
bool getSettingAsBoolean(const stringw& key ) const
{
stringw s = getSetting(key);
if(s.empty())
return false;
return s.equals_ignore_case(L"1");
}
/**
* Get setting as integer NOTE: function is not used in example but provided for completeness
* @param key name of setting
* @return 0 if the key cannot be found, else the setting converted to an integer
*/
s32 getSettingAsInteger(const stringw& key ) const
{
//we implicitly cast to string instead of stringw because strtol10 does not accept wide strings
stringc s = getSetting(key);
if(s.empty())
return 0;
return strtol10(s.c_str());
}
public:
map<stringw, s32> DriverOptions; //available options for driver config
map<stringw, dimension2du> ResolutionOptions; //available options for resolution config
private:
SettingManager(const SettingManager& other); // defined but not implemented
SettingManager& operator=(const SettingManager& other); // defined but not implemented
map<stringw, stringw> SettingMap; //current config
stringw SettingsFile; // location of the xml, usually the
irr::IrrlichtDevice* NullDevice;
};
/**
* Application context for global variables
*/
struct SAppContext
{
SAppContext()
: Device(0),Gui(0), Driver(0), Settings(0), ShouldQuit(false),
ButtonSave(0), ButtonExit(0), ListboxDriver(0),
ListboxResolution(0), CheckboxFullscreen(0)
{
}
~SAppContext()
{
if(Settings)
delete Settings;
if(Device)
{
Device->closeDevice();
Device->drop();
}
}
IrrlichtDevice * Device;
IGUIEnvironment* Gui;
IVideoDriver* Driver;
SettingManager* Settings;
bool ShouldQuit;
//settings dialog
IGUIButton* ButtonSave;
IGUIButton* ButtonExit;
IGUIListBox* ListboxDriver;
IGUIListBox* ListboxResolution;
IGUICheckBox* CheckboxFullscreen;
};
/*
A typical event receiver.
*/
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(SAppContext & a) : App(a) { }
virtual bool OnEvent(const SEvent& event)
{
if (event.EventType == EET_GUI_EVENT )
{
switch ( event.GUIEvent.EventType )
{
//handle button click events
case EGET_BUTTON_CLICKED:
{
//Our save button was called so we obtain the settings from our dialog and save them
if ( event.GUIEvent.Caller == App.ButtonSave )
{
//if there is a selection write it
if( App.ListboxDriver->getSelected() != -1)
App.Settings->setSetting(L"driver", App.ListboxDriver->getListItem(App.ListboxDriver->getSelected()));
//if there is a selection write it
if( App.ListboxResolution->getSelected() != -1)
App.Settings->setSetting(L"resolution", App.ListboxResolution->getListItem(App.ListboxResolution->getSelected()));
App.Settings->setSetting(L"fullscreen", App.CheckboxFullscreen->isChecked());
if(App.Settings->save())
{
App.Gui->addMessageBox(L"settings save",L"settings saved, please restart for settings to change effect","",true);
}
}
// cancel/exit button clicked, tell the application to exit
else if( event.GUIEvent.Caller == App.ButtonExit)
{
App.ShouldQuit = true;
}
}
break;
}
}
return false;
}
private:
SAppContext & App;
};
/**
* Function to create a video settings dialog
* This dialog shows the current settings from the configuration xml and allows them to be changed
*/
void createSettingsDialog(SAppContext& app)
{
// first get rid of alpha in gui
for (irr::s32 i=0; i<irr::gui::EGDC_COUNT ; ++i)
{
irr::video::SColor col = app.Gui->getSkin()->getColor((irr::gui::EGUI_DEFAULT_COLOR)i);
col.setAlpha(255);
app.Gui->getSkin()->setColor((irr::gui::EGUI_DEFAULT_COLOR)i, col);
}
//create video settings windows
gui::IGUIWindow* windowSettings = app.Gui->addWindow(rect<s32>(10,10,400,400),true,L"Videosettings");
app.Gui->addStaticText (L"Select your desired video settings", rect< s32 >(10,20, 200, 40), false, true, windowSettings);
// add listbox for driver choice
app.Gui->addStaticText (L"Driver", rect< s32 >(10,50, 200, 60), false, true, windowSettings);
app.ListboxDriver = app.Gui->addListBox(rect<s32>(10,60,220,120), windowSettings, 1,true);
//add all available options to the driver choice listbox
map<stringw, s32>::Iterator i = app.Settings->DriverOptions.getIterator();
for(; !i.atEnd(); i++)
app.ListboxDriver->addItem(i->getKey().c_str());
//set currently selected driver
app.ListboxDriver->setSelected(app.Settings->getSetting("driver").c_str());
// add listbox for resolution choice
app.Gui->addStaticText (L"Resolution", rect< s32 >(10,130, 200, 140), false, true, windowSettings);
app.ListboxResolution = app.Gui->addListBox(rect<s32>(10,140,220,200), windowSettings, 1,true);
//add all available options tothe resolution listbox
map<stringw, dimension2du>::Iterator ri = app.Settings->ResolutionOptions.getIterator();
for(; !ri.atEnd(); ri++)
app.ListboxResolution->addItem(ri->getKey().c_str());
//set currently selected resolution
app.ListboxResolution->setSelected(app.Settings->getSetting("resolution").c_str());
//add checkbox to toggle fullscreen, initially set to loaded setting
app.CheckboxFullscreen = app.Gui->addCheckBox(app.Settings->getSettingAsBoolean("fullscreen"),
rect<s32>(10,220,220,240),
windowSettings, -1,
L"Fullscreen");
//last but not least add save button
app.ButtonSave = app.Gui->addButton(rect<s32>(80,250,150,270), windowSettings, 2, L"Save video settings");
//exit/cancel button
app.ButtonExit = app.Gui->addButton(rect<s32>(160,250,240,270), windowSettings, 2, L"Cancel and exit");
}
int main()
{
//create new application context
SAppContext app;
//create device creation parameters that can get overwritten by our settings file
SIrrlichtCreationParameters param;
param.DriverType = EDT_SOFTWARE;
param.WindowSize.set(640,480);
/**
* Try to load config.
* I leave it as an exercise of the reader to store the configuration in the local application data folder,
* the only logical place to store config data for games. For all other operating systems I redirect to your manuals
*/
app.Settings = new SettingManager("../../media/settings.xml");
if( !app.Settings->load() )
{
// ...
// Here add your own exception handling, for now we continue because there are defaults set in SettingManager constructor
// ...
}
else
{
//settings xml loaded from disk,
//map driversetting to driver type and test if the setting is valid
//the DriverOptions map contains string representations mapped to to irrlicht E_DRIVER_TYPE enum
//e.g "direct3d9" will become 4
//see DriverOptions in the settingmanager class for details
map<stringw, s32>::Node* driver = app.Settings->DriverOptions.find( app.Settings->getSetting("driver") );
if(driver)
{
if( irr::IrrlichtDevice::isDriverSupported( static_cast<E_DRIVER_TYPE>( driver->getValue() )))
{
// selected driver is supported, so we use it.
param.DriverType = static_cast<E_DRIVER_TYPE>( driver->getValue());
}
}
//map resolution setting to dimension in a similar way as demonstrated above
map<stringw, dimension2du>::Node* res = app.Settings->ResolutionOptions.find( app.Settings->getSetting("resolution") );
if(res)
{
param.WindowSize = res->getValue();
}
//get fullscreen setting from config
param.Fullscreen = app.Settings->getSettingAsBoolean("fullscreen");
}
//create the irrlicht device using the settings
app.Device = createDeviceEx(param);
if (app.Device == 0)
{
// You can add your own exception handling on driver failure
exit(0);
}
app.Device->setWindowCaption(L"Xmlhandling - Irrlicht engine tutorial");
app.Driver = app.Device->getVideoDriver();
app.Gui = app.Device->getGUIEnvironment();
createSettingsDialog(app);
//set event receiver so we can respond to gui events
MyEventReceiver receiver(app);
app.Device->setEventReceiver(&receiver);
//enter main loop
while(!app.ShouldQuit && app.Device->run())
{
if(app.Device->isWindowActive())
{
app.Driver->beginScene(true, true, SColor(0,200,200,200));
app.Gui->drawAll();
app.Driver->endScene();
}
app.Device->sleep(10);
}
//app destroys device in destructor
return 0;
}

View File

@ -20,10 +20,10 @@
<Project filename="18.SplitScreen/SplitScreen.cbp" />
<Project filename="19.MouseAndJoystick/MouseAndJoystick.cbp" />
<Project filename="20.ManagedLights/ManagedLights.cbp" />
<Project filename="21.Quake3Explorer/Quake3Explorer.cbp" active="1" />
<Project filename="21.Quake3Explorer/Quake3Explorer.cbp" />
<Project filename="22.MaterialViewer/MaterialViewer.cbp" />
<Project filename="Demo/demo.cbp" />
<Project filename="../tools/GUIEditor/GUIEditor_gcc.cbp" />
<Project filename="../tools/GUIEditor/GUIEditor_gcc.cbp" active="1" />
<Project filename="../tools/MeshConverter/MeshConverter.cbp" />
<Project filename="../source/Irrlicht/Irrlicht-gcc.cbp" />
</Workspace>

View File

@ -3,79 +3,94 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Irrlicht", "..\source\Irrli
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "01.HelloWorld", "01.HelloWorld\HelloWorld.vcproj", "{265B57DD-0C6D-4CFD-A95E-0FCC3ECD0E90}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "02.Quake3Map", "02.Quake3Map\Quake3Map.vcproj", "{4DC646F0-D34A-4EA6-8EDF-7109F0DFBC09}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "03.CustomSceneNode", "03.CustomSceneNode\CustomSceneNode.vcproj", "{32078844-1903-47AB-AEAC-FC2E3415DB46}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "04.Movement", "04.Movement\Movement.vcproj", "{735B050B-1AC5-4602-B0BE-D2D2B5893E94}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "05.UserInterface", "05.UserInterface\UserInterface.vcproj", "{0294193E-12DE-4B24-91C0-419865BF7E33}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "06.2DGraphics", "06.2DGraphics\2DGraphics.vcproj", "{E71B6F18-10DC-4101-A541-F6D33F71B2BD}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "07.Collision", "07.Collision\Collision.vcproj", "{EB92287F-CBA1-4FF9-801E-89091F0B6D10}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "08.SpecialFx", "08.SpecialFX\SpecialFX.vcproj", "{8553D1C8-6AE6-423E-A2D5-1016804AE67C}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "09.MeshViewer", "09.Meshviewer\Meshviewer.vcproj", "{EF198BF9-7446-443D-961E-E617E1BD3AFB}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "10.Shaders", "10.Shaders\Shaders.vcproj", "{A4F71E8D-4042-4909-9AB8-1BA4CF5B926D}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "11.PerPixelLighting", "11.PerPixelLighting\PerPixelLighting.vcproj", "{EC388ECA-E430-477A-A969-66FE5F84508A}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "09.MeshViewer", "09.Meshviewer\Meshviewer.vcproj", "{EF198BF9-7446-443D-961E-E617E1BD3AFB}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "02.Quake3Map", "02.Quake3Map\Quake3Map.vcproj", "{4DC646F0-D34A-4EA6-8EDF-7109F0DFBC09}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "12.TerrainRendering", "12.TerrainRendering\TerrainRendering.vcproj", "{D70CD59D-853A-4343-9DE0-A73B3D48914D}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "07.Collision", "07.Collision\Collision.vcproj", "{EB92287F-CBA1-4FF9-801E-89091F0B6D10}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "12.TerrainRendering", "12.TerrainRendering\TerrainRendering.vcproj", "{D70CD59D-853A-4343-9DE0-A73B3D48914D}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "05.UserInterface", "05.UserInterface\UserInterface.vcproj", "{0294193E-12DE-4B24-91C0-419865BF7E33}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "15.LoadIrrFile", "15.LoadIrrFile\LoadIrrFile.vcproj", "{1AD3DB5E-D751-42D5-8F3E-7C3010539F5C}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "08.SpecialFx", "08.SpecialFX\SpecialFX.vcproj", "{8553D1C8-6AE6-423E-A2D5-1016804AE67C}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "01.HelloWorld", "01.HelloWorld\HelloWorld.vcproj", "{265B57DD-0C6D-4CFD-A95E-0FCC3ECD0E90}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "10.Shaders", "10.Shaders\Shaders.vcproj", "{A4F71E8D-4042-4909-9AB8-1BA4CF5B926D}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "03.CustomSceneNode", "03.CustomSceneNode\CustomSceneNode.vcproj", "{32078844-1903-47AB-AEAC-FC2E3415DB46}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "06.2DGraphics", "06.2DGraphics\2DGraphics.vcproj", "{E71B6F18-10DC-4101-A541-F6D33F71B2BD}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "13.RenderToTexture", "13.RenderToTexture\RenderToTexture.vcproj", "{AFC223BD-4371-4A8B-A90B-0D338BD2DEBB}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "14.Win32Window", "14.Win32Window\Win32Window.vcproj", "{3A73BAFE-60DE-4E40-9E37-710760BC25C6}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Demo", "Demo\Demo.vcproj", "{6F076455-D955-45D4-9C68-4AD4E45F2D47}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "15.LoadIrrFile", "15.LoadIrrFile\LoadIrrFile.vcproj", "{1AD3DB5E-D751-42D5-8F3E-7C3010539F5C}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "16.Quake3MapShader", "16.Quake3MapShader\Quake3MapShader.vcproj", "{EB3B38EA-5CE7-4983-845B-880661E69D09}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "19.MouseAndJoystick", "19.MouseAndJoystick\MouseAndJoystick.vcproj", "{FE853A36-E0D1-4AC5-A792-B643E70D2953}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "20.ManagedLights", "20.ManagedLights\ManagedLights.vcproj", "{16007FE2-142B-47F8-93E1-519BA3F39E71}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "21.Quake3Explorer", "21.Quake3Explorer\Quake3Explorer_vc7.vcproj", "{CDC4AAA9-72E1-4FFA-A04D-7EF59D8B97CD}"
@ -83,7 +98,28 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "21.Quake3Explorer", "21.Qua
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "20.ManagedLights", "20.ManagedLights\ManagedLights.vcproj", "{16007FE2-142B-47F8-93E1-519BA3F39E71}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Demo", "Demo\Demo.vcproj", "{6F076455-D955-45D4-9C68-4AD4E45F2D47}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "18.SplitScreen", "18.SplitScreen\SplitScreen.vcproj", "{1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "23.SMeshHandling", "23.SMeshHandling\SMeshHandling.vcproj", "{6AEC2AA2-C9FF-4B7D-B07A-94A9D34B41D7}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "22.MaterialViewer", "22.MaterialViewer\MaterialViewer.vcproj", "{4E6C2F8D-BA92-4C5B-96FD-72D4FE8BD7FA}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GUI Editor", "..\tools\GUIEditor\GUI Editor_v7.vcproj", "{853A396E-C031-4C26-A716-5B4E176BE11D}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Font Tool", "..\tools\IrrFontTool\newFontTool\irrFontTool_v7.vcproj", "{853A396E-C031-4C26-A716-5B4E176BE11D}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
@ -175,6 +211,26 @@ Global
{16007FE2-142B-47F8-93E1-519BA3F39E71}.Debug.Build.0 = Debug|Win32
{16007FE2-142B-47F8-93E1-519BA3F39E71}.Release.ActiveCfg = Release|Win32
{16007FE2-142B-47F8-93E1-519BA3F39E71}.Release.Build.0 = Release|Win32
{1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}.Debug.ActiveCfg = Debug|Win32
{1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}.Debug.Build.0 = Debug|Win32
{1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}.Release.ActiveCfg = Release|Win32
{1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}.Release.Build.0 = Release|Win32
{6AEC2AA2-C9FF-4B7D-B07A-94A9D34B41D7}.Debug.ActiveCfg = Debug|Win32
{6AEC2AA2-C9FF-4B7D-B07A-94A9D34B41D7}.Debug.Build.0 = Debug|Win32
{6AEC2AA2-C9FF-4B7D-B07A-94A9D34B41D7}.Release.ActiveCfg = Release|Win32
{6AEC2AA2-C9FF-4B7D-B07A-94A9D34B41D7}.Release.Build.0 = Release|Win32
{4E6C2F8D-BA92-4C5B-96FD-72D4FE8BD7FA}.Debug.ActiveCfg = Debug|Win32
{4E6C2F8D-BA92-4C5B-96FD-72D4FE8BD7FA}.Debug.Build.0 = Debug|Win32
{4E6C2F8D-BA92-4C5B-96FD-72D4FE8BD7FA}.Release.ActiveCfg = Release|Win32
{4E6C2F8D-BA92-4C5B-96FD-72D4FE8BD7FA}.Release.Build.0 = Release|Win32
{853A396E-C031-4C26-A716-5B4E176BE11D}.Debug.ActiveCfg = Debug|Win32
{853A396E-C031-4C26-A716-5B4E176BE11D}.Debug.Build.0 = Debug|Win32
{853A396E-C031-4C26-A716-5B4E176BE11D}.Release.ActiveCfg = Release|Win32
{853A396E-C031-4C26-A716-5B4E176BE11D}.Release.Build.0 = Release|Win32
{853A396E-C031-4C26-A716-5B4E176BE11D}.Debug.ActiveCfg = Debug|Win32
{853A396E-C031-4C26-A716-5B4E176BE11D}.Debug.Build.0 = Debug|Win32
{853A396E-C031-4C26-A716-5B4E176BE11D}.Release.ActiveCfg = Release|Win32
{853A396E-C031-4C26-A716-5B4E176BE11D}.Release.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
EndGlobalSection

View File

@ -1,9 +1,17 @@

Microsoft Visual Studio Solution File, Format Version 9.00
# Visual Studio 2005
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Irrlicht", "..\source\Irrlicht\Irrlicht8.0.vcproj", "{E08E042A-6C45-411B-92BE-3CC31331019F}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "01.HelloWorld_vc8", "01.HelloWorld\HelloWorld_vc8.vcproj", "{5AD4C95C-BA38-4692-BA4B-8C25A86208F9}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "02.Quake3Map_vc8", "02.Quake3Map\Quake3Map_vc8.vcproj", "{D1A464A2-D479-458C-98A2-60965D823CD1}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "03.CustomSceneNode_vc8", "03.CustomSceneNode\CustomSceneNode_vc8.vcproj", "{171CCDFA-C140-4956-8EB7-F0168F4521D3}"
ProjectSection(ProjectDependencies) = postProject
@ -11,12 +19,24 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "03.CustomSceneNode_vc8", "0
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "04.Movement_vc8", "04.Movement\Movement_vc8.vcproj", "{7BDBB7E8-E0C9-4A0D-83C1-D389D6140FEF}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "05.UserInterface_vc8", "05.UserInterface\UserInterface_vc8.vcproj", "{622C9DD7-0391-49FF-AF53-24F9D5A8EC53}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "06.2DGraphics_vc8", "06.2DGraphics\2DGraphics_vc8.vcproj", "{E71B6F18-10DC-4101-A541-F6D33F71B2BD}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "07.Collision_vc8", "07.Collision\Collision_vc8.vcproj", "{3E30297B-5BE3-4A5C-B31E-08A28ADDB29E}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "08.SpecialFX_vc8", "08.SpecialFX\SpecialFX_vc8.vcproj", "{C869BF55-B9D6-4980-BC92-60FA0CF8411A}"
ProjectSection(ProjectDependencies) = postProject
@ -24,12 +44,24 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "08.SpecialFX_vc8", "08.Spec
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "09.Meshviewer_vc8", "09.Meshviewer\Meshviewer_vc8.vcproj", "{2AE24484-22FC-481B-9A40-7CD0DA5C8E06}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "10.Shaders_vc8", "10.Shaders\Shaders_vc8.vcproj", "{27158C82-CD15-4A9B-9848-35E7065B209F}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "11.PerPixelLighting_vc8", "11.PerPixelLighting\PerPixelLighting_vc8.vcproj", "{C4B42409-542D-4EFC-9E6B-44713FD47A33}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "12.TerrainRendering_vc8", "12.TerrainRendering\TerrainRendering_vc8.vcproj", "{3A5B74E5-6390-43B0-A459-2793B81FFD31}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "13.RenderToTexture_vc8", "13.RenderToTexture\RenderToTexture_vc8.vcproj", "{0914E5C8-5352-467B-8421-C9EB35BD5596}"
ProjectSection(ProjectDependencies) = postProject
@ -37,22 +69,29 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "13.RenderToTexture_vc8", "1
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "14.Win32Window_vc8", "14.Win32Window\Win32Window_vc8.vcproj", "{772FBE05-D05A-467B-9842-BEC409EEA8D0}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "15.LoadIrrFile_vc8", "15.LoadIrrFile\LoadIrrFile_vc8.vcproj", "{78C9F424-523C-49AC-94B7-823AA4A26BF9}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Irrlicht", "..\source\Irrlicht\Irrlicht8.0.vcproj", "{E08E042A-6C45-411B-92BE-3CC31331019F}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Demo_vc8", "Demo\Demo_vc8.vcproj", "{6F076455-D955-45D4-9C68-4AD4E45F2D47}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "16.Quake3MapShader_vc8", "16.Quake3MapShader\Quake3MapShader_vc8.vcproj", "{EB3B38EA-5CE7-4983-845B-880661E69D09}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "16.Quake3MapShader_vc8", "16.Quake3MapShader\Quake3MapShader_vc8.vcproj", "{EB3B38EA-5CE7-4983-845B-880661E69D09}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "17.HelloWorld for Windows Mobile on PC", "17.HelloWorld_Mobile\17. HelloWorld for Windows Mobile on PC_v8.vcproj", "{2A29B6B1-AFC4-46C7-9944-7052AAE66F7B}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "19.MouseAndJoystick_vc8", "19.MouseAndJoystick\MouseAndJoystick_vc8.vcproj", "{FE853A36-E0D1-4AC5-A792-B643E70D2953}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "20.ManagedLights_vc8", "20.ManagedLights\ManagedLights_vc8.vcproj", "{16007FE2-142B-47F8-93E1-519BA3F39E71}"
ProjectSection(ProjectDependencies) = postProject
@ -64,13 +103,25 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "21.Quake3Explorer_vc8", "21
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "17.HelloWorld for Windows Mobile on PC", "17.HelloWorld_Mobile\17. HelloWorld for Windows Mobile on PC_v8.vcproj", "{2A29B6B1-AFC4-46C7-9944-7052AAE66F7B}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "22.MaterialViewer_vc8", "22.MaterialViewer\MaterialViewer_vc8.vcproj", "{2856AB41-9BC5-4716-9B35-762A65F6F5D1}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "23.SMeshHandling_vc8", "23.SMeshHandling\SMeshHandling_vc8.vcproj", "{08D2F676-9DEB-4443-AEF7-52CC6F7D5F7C}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "24.CursorControl_vc8", "24.CursorControl\CursorControl_vc8.vcproj", "{02B67A37-50E1-49DB-BECF-905BC029C2FE}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Demo_vc8", "Demo\Demo_vc8.vcproj", "{6F076455-D955-45D4-9C68-4AD4E45F2D47}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution

View File

@ -88,6 +88,11 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "16.Quake3MapShader_vc9", "1
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "17.HelloWorld_Mobile_v9", "17.HelloWorld_Mobile\17. HelloWorld for Windows Mobile on PC_v9.vcproj", "{2A29B6B1-AFC4-46C7-9944-7052AAE66F7B}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "18.SplitScreen_vc9", "18.SplitScreen\SplitScreen_vc9.vcproj", "{1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
@ -118,7 +123,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "23.SMeshHandling_vc9", "23.
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "17.HelloWorld_Mobile_v9", "17.HelloWorld_Mobile\17. HelloWorld for Windows Mobile on PC_v9.vcproj", "{2A29B6B1-AFC4-46C7-9944-7052AAE66F7B}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "24.CursorControl_vc9", "24.CursorControl\CursorControl_vc9.vcproj", "{02B67A37-50E1-49DB-BECF-905BC029C2FE}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
@ -138,8 +143,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Mesh Converter", "..\tools\
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "24.CursorControl_vc9", "24.CursorControl\CursorControl_vc9.vcproj", "{02B67A37-50E1-49DB-BECF-905BC029C2FE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32

View File

@ -0,0 +1,263 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Irrlicht", "..\source\Irrlicht\Irrlicht10.0.vcxproj", "{E08E042A-6C45-411B-92BE-3CC31331019F}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "01.HelloWorld", "01.HelloWorld\HelloWorld_vc10.vcxproj", "{5AD4C95C-BA38-4692-BA4B-8C25A86208F9}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "02.Quake3Map", "02.Quake3Map\Quake3Map_vc10.vcxproj", "{D1A464A2-D479-458C-98A2-60965D823CD1}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "03.CustomSceneNode", "03.CustomSceneNode\CustomSceneNode_vc10.vcxproj", "{171CCDFA-C140-4956-8EB7-F0168F4521D3}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "04.Movement", "04.Movement\Movement_vc10.vcxproj", "{7BDBB7E8-E0C9-4A0D-83C1-D389D6140FEF}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "05.UserInterface", "05.UserInterface\UserInterface_vc10.vcxproj", "{622C9DD7-0391-49FF-AF53-24F9D5A8EC53}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "06.2DGraphics", "06.2DGraphics\2DGraphics_vc10.vcxproj", "{E71B6F18-10DC-4101-A541-F6D33F71B2BD}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "07.Collision", "07.Collision\Collision_vc10.vcxproj", "{3E30297B-5BE3-4A5C-B31E-08A28ADDB29E}"
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View File

@ -620,7 +620,7 @@ void CDemo::shoot()
core::line3d<f32> line(start, end);
// get intersection point with map
const scene::ISceneNode* hitNode;
scene::ISceneNode* hitNode;
if (sm->getSceneCollisionManager()->getCollisionPoint(
line, mapSelector, end, triangle, hitNode))
{

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@ -1,30 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 8.00
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Demo", "Demo.vcproj", "{5CFEB8FB-92BA-4FAD-A66C-EB53E3FD8DDA}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Irrlicht", "..\..\source\Irrlicht\Irrlicht7.1.vcproj", "{E08E042A-6C45-411B-92BE-3CC31331019F}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfiguration) = preSolution
Debug = Debug
Release = Release
EndGlobalSection
GlobalSection(ProjectConfiguration) = postSolution
{5CFEB8FB-92BA-4FAD-A66C-EB53E3FD8DDA}.Debug.ActiveCfg = Debug|Win32
{5CFEB8FB-92BA-4FAD-A66C-EB53E3FD8DDA}.Debug.Build.0 = Debug|Win32
{5CFEB8FB-92BA-4FAD-A66C-EB53E3FD8DDA}.Release.ActiveCfg = Release|Win32
{5CFEB8FB-92BA-4FAD-A66C-EB53E3FD8DDA}.Release.Build.0 = Release|Win32
{E08E042A-6C45-411B-92BE-3CC31331019F}.Debug.ActiveCfg = Debug|Win32
{E08E042A-6C45-411B-92BE-3CC31331019F}.Debug.Build.0 = Debug|Win32
{E08E042A-6C45-411B-92BE-3CC31331019F}.Release.ActiveCfg = Relase - Fast FPU|Win32
{E08E042A-6C45-411B-92BE-3CC31331019F}.Release.Build.0 = Relase - Fast FPU|Win32
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
EndGlobalSection
GlobalSection(ExtensibilityAddIns) = postSolution
EndGlobalSection
EndGlobal

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@ -0,0 +1,159 @@
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<PropertyGroup Label="Globals">
<ProjectGuid>{6F076455-D955-45D4-9C68-4AD4E45F2D47}</ProjectGuid>
<ProjectName>Demo</ProjectName>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
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<ConfigurationType>Application</ConfigurationType>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
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<TypeLibraryName>.\Release/Demo.tlb</TypeLibraryName>
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<ClCompile>
<Optimization>MaxSpeed</Optimization>
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<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
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<WarningLevel>Level3</WarningLevel>
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<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0c07</Culture>
</ResourceCompile>
<Link>
<OutputFile>..\..\bin\Win32-VisualStudio\Demo.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Windows</SubSystem>
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
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<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0c07</Culture>
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<Link>
<OutputFile>..\..\bin\Win32-VisualStudio\Demo.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<DataExecutionPrevention>
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<ItemGroup>
<ClCompile Include="CDemo.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
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<ClCompile Include="CMainMenu.cpp">
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</Project>

View File

@ -1,4 +1,4 @@
// Copyright (C) 2008-2009 Nikolaus Gebhardt
// Copyright (C) 2008-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2008-2009 Nikolaus Gebhardt
// Copyright (C) 2008-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2008-2009 Nikolaus Gebhardt
// Copyright (C) 2008-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -88,6 +88,9 @@ enum EGUI_ELEMENT_TYPE
//! Unknown type.
EGUIET_ELEMENT,
//! The root of the GUI
EGUIET_ROOT,
//! Not an element, amount of elements in there
EGUIET_COUNT,
@ -123,6 +126,7 @@ const c8* const GUIElementTypeNames[] =
"treeview",
"window",
"element",
"root",
0
};

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2007-2009 Nikolaus Gebhardt / Thomas Alten
// Copyright (C) 2007-2011 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -210,7 +210,7 @@ namespace scene
virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;
//! render mesh ignoring its transformation.
/** Used with ragdolls. Culling is unaffected. */
/** Culling is unaffected. */
virtual void setRenderFromIdentity( bool On )=0;
//! Creates a clone of this scene node and its children.

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -67,7 +67,7 @@ public:
virtual bool existsAttribute(const c8* attributeName) = 0;
//! Returns attribute index from name, -1 if not found
virtual s32 findAttribute(const c8* attributeName) = 0;
virtual s32 findAttribute(const c8* attributeName) const =0;
//! Removes all attributes
virtual void clear() = 0;
@ -102,11 +102,11 @@ public:
//! Gets an attribute as integer value
//! \param attributeName: Name of the attribute to get.
//! \return Returns value of the attribute previously set by setAttribute()
virtual s32 getAttributeAsInt(const c8* attributeName) = 0;
virtual s32 getAttributeAsInt(const c8* attributeName) const =0;
//! Gets an attribute as integer value
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual s32 getAttributeAsInt(s32 index) = 0;
virtual s32 getAttributeAsInt(s32 index) const =0;
//! Sets an attribute as integer value
virtual void setAttribute(s32 index, s32 value) = 0;

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

View File

@ -1,4 +1,4 @@
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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