/* irrlicht.h -- interface of the 'Irrlicht Engine' Copyright (C) 2002-2009 Nikolaus Gebhardt This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Please note that the Irrlicht Engine is based in part on the work of the Independent JPEG Group, the zlib and the libPng. This means that if you use the Irrlicht Engine in your product, you must acknowledge somewhere in your documentation that you've used the IJG code. It would also be nice to mention that you use the Irrlicht Engine, the zlib and libPng. See the README files in the jpeglib, the zlib and libPng for further informations. */ #ifndef __IRRLICHT_H_INCLUDED__ #define __IRRLICHT_H_INCLUDED__ #include "IrrCompileConfig.h" #include "aabbox3d.h" #include "CDynamicMeshBuffer.h" #include "CIndexBuffer.h" #include "CMeshBuffer.h" #include "coreutil.h" #include "CVertexBuffer.h" #include "dimension2d.h" #include "ECullingTypes.h" #include "EDebugSceneTypes.h" #include "EDriverFeatures.h" #include "EDriverTypes.h" #include "EGUIAlignment.h" #include "EGUIElementTypes.h" #include "EHardwareBufferFlags.h" #include "EMaterialFlags.h" #include "EMaterialTypes.h" #include "EMeshWriterEnums.h" #include "EMessageBoxFlags.h" #include "ESceneNodeAnimatorTypes.h" #include "ESceneNodeTypes.h" #include "ETerrainElements.h" #include "fast_atof.h" #include "heapsort.h" #include "IAnimatedMesh.h" #include "IAnimatedMeshMD2.h" #include "IAnimatedMeshMD3.h" #include "IAnimatedMeshSceneNode.h" #include "IAttributeExchangingObject.h" #include "IAttributes.h" #include "IBillboardSceneNode.h" #include "IBillboardTextSceneNode.h" #include "IBoneSceneNode.h" #include "ICameraSceneNode.h" #include "ICursorControl.h" #include "IDummyTransformationSceneNode.h" #include "IDynamicMeshBuffer.h" #include "IEventReceiver.h" #include "IFileList.h" #include "IFileSystem.h" #include "IGeometryCreator.h" #include "IGPUProgrammingServices.h" #include "IGUIButton.h" #include "IGUICheckBox.h" #include "IGUIColorSelectDialog.h" #include "IGUIComboBox.h" #include "IGUIContextMenu.h" #include "IGUIEditBox.h" #include "IGUIElement.h" #include "IGUIElementFactory.h" #include "IGUIEnvironment.h" #include "IGUIFileOpenDialog.h" #include "IGUIFont.h" #include "IGUIFontBitmap.h" #include "IGUIImage.h" #include "IGUIInOutFader.h" #include "IGUIListBox.h" #include "IGUIMeshViewer.h" #include "IGUIScrollBar.h" #include "IGUISkin.h" #include "IGUISpinBox.h" #include "IGUISpriteBank.h" #include "IGUIStaticText.h" #include "IGUITabControl.h" #include "IGUITable.h" #include "IGUIToolbar.h" #include "IGUIWindow.h" #include "IGUITreeView.h" #include "IImage.h" #include "IImageLoader.h" #include "IImageWriter.h" #include "IIndexBuffer.h" #include "ILightSceneNode.h" #include "ILogger.h" #include "IMaterialRenderer.h" #include "IMaterialRendererServices.h" #include "IMesh.h" #include "IMeshBuffer.h" #include "IMeshCache.h" #include "IMeshLoader.h" #include "IMeshManipulator.h" #include "IMeshSceneNode.h" #include "IMeshWriter.h" #include "IMetaTriangleSelector.h" #include "IOSOperator.h" #include "IParticleSystemSceneNode.h" // also includes all emitters and attractors #include "IQ3LevelMesh.h" #include "IQ3Shader.h" #include "IReadFile.h" #include "IReferenceCounted.h" #include "irrArray.h" #include "IrrlichtDevice.h" #include "irrList.h" #include "irrMap.h" #include "irrMath.h" #include "irrString.h" #include "irrTypes.h" #include "path.h" #include "irrXML.h" #include "ISceneCollisionManager.h" #include "ISceneManager.h" #include "ISceneNode.h" #include "ISceneNodeAnimator.h" #include "ISceneNodeAnimatorCameraFPS.h" #include "ISceneNodeAnimatorCameraMaya.h" #include "ISceneNodeAnimatorCollisionResponse.h" #include "ISceneNodeAnimatorFactory.h" #include "ISceneNodeFactory.h" #include "ISceneUserDataSerializer.h" #include "IShaderConstantSetCallBack.h" #include "IShadowVolumeSceneNode.h" #include "ISkinnedMesh.h" #include "ITerrainSceneNode.h" #include "ITextSceneNode.h" #include "ITexture.h" #include "ITimer.h" #include "ITriangleSelector.h" #include "IVertexBuffer.h" #include "IVideoDriver.h" #include "IVideoModeList.h" #include "IVolumeLightSceneNode.h" #include "IWriteFile.h" #include "IXMLReader.h" #include "IXMLWriter.h" #include "ILightManager.h" #include "Keycodes.h" #include "line2d.h" #include "line3d.h" #include "matrix4.h" #include "plane3d.h" #include "position2d.h" #include "quaternion.h" #include "rect.h" #include "S3DVertex.h" #include "SAnimatedMesh.h" #include "SceneParameters.h" #include "SColor.h" #include "SExposedVideoData.h" #include "SIrrCreationParameters.h" #include "SKeyMap.h" #include "SLight.h" #include "SMaterial.h" #include "SMesh.h" #include "SMeshBuffer.h" #include "SMeshBufferLightMap.h" #include "SMeshBufferTangents.h" #include "SParticle.h" #include "SSharedMeshBuffer.h" #include "SSkinMeshBuffer.h" #include "SVertexIndex.h" #include "SViewFrustum.h" #include "triangle3d.h" #include "vector2d.h" #include "vector3d.h" /*! \mainpage Irrlicht Engine 1.6 API documentation * *
* * \section intro Introduction * * Welcome to the Irrlicht Engine API documentation. * Here you'll find any information you'll need to develop applications with * the Irrlicht Engine. If you are looking for a tutorial on how to start, you'll * find some on the homepage of the Irrlicht Engine at * irrlicht.sourceforge.net * or inside the SDK in the examples directory. * * The Irrlicht Engine is intended to be an easy-to-use 3d engine, so * this documentation is an important part of it. If you have any questions or * suggestions, just send a email to the author of the engine, Nikolaus Gebhardt * (niko (at) irrlicht3d.org). * * * \section links Links * * Namespaces: A very good place to start reading * the documentation.