Hi all,
I was trying to add GUI to Irrlicht's tech demo. What I did was to merge Example 9, Mesh Viewer with the demo. Menus and buttons were all shown up and rendered correctly. But I run on the problem that a GUI event was never created when I clicked on these menus and buttons. I set up a conditional break point in
CIrrDeviceStub::postEventFromUser(SEvent event)
method to make the program stop when event.EventType == EET_GUI_EVENT was true. The breakpoint was never reached.
Here is what I did:
I created a method in CDemo.cpp:
void CDemo::createMenuAndToolbar(gui::IGUIEnvironment* env){
video::IVideoDriver* driver = device->getVideoDriver();
gui::IGUISkin* skin = env->getSkin();
gui::IGUIFont* font = env->getFont("../../media/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"Help", -1, true, true);
gui::IGUIContextMenu* submenu;
submenu = menu->getSubMenu(0);
submenu->addItem(L"Open Model File ...", 100);
submenu->addSeparator();
submenu->addItem(L"Quit", 200);
submenu = menu->getSubMenu(1);
submenu->addItem(L"toggle sky box visibility", 300);
submenu->addItem(L"toggle model debug information", 400);
submenu->addItem(L"model material", -1, true, true);
submenu = submenu->getSubMenu(2);
submenu->addItem(L"Solid", 610);
submenu->addItem(L"Transparent", 620);
submenu->addItem(L"Reflection", 630);
submenu = menu->getSubMenu(2);
submenu->addItem(L"About", 500);
// Create toolbar
gui::IGUIToolBar* bar = env->addToolBar();
bar->addButton(1102, 0, driver->getTexture("../../media/open.bmp"));
bar->addButton(1103, 0, driver->getTexture("../../media/help.bmp"));
bar->addButton(1104, 0, driver->getTexture("../../media/tools.bmp"));
// Create a combo box
gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(100,5,200,25), bar);
box->addItem(L"Bilinear");
box->addItem(L"Trilinear");
box->addItem(L"Anisotropic");
box->addItem(L"Isotropic");
box->addItem(L"Psychedelic");
box->addItem(L"No filtering");
}
Then in run(), I called the above method
void CDemo::run()
{
eventDispatcher = CEventDispatcher;
device = createDevice(driverType,
core::dimension2d<s32>(640, 480), 32, fullscreen, shadows, vsync, eventDispatcher);;
eventDispatcher->addEventReceiver(this);
device->getFileSystem()->addZipFileArchive("irrlicht.dat");
device->getFileSystem()->addZipFileArchive("../../media/irrlicht.dat");
device->getFileSystem()->addZipFileArchive("map-20kdm2.pk3");
device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
createMenuAndToolbar(guienv);
device->setWindowCaption(L"Irrlicht Engine Demo");
wchar_t tmp[255];
while(device->run() && driver)
{
if (device->isWindowActive())
{
// load next scene if necessary
u32 now = device->getTimer()->getTime();
if (now - sceneStartTime > timeForThisScene && timeForThisScene!=-1)
switchToNextScene();
createParticleImpacts();
// draw everything
driver->beginScene(true, true, backColor);
smgr->drawAll();
guienv->drawAll();
driver->endScene();
// write statistics
swprintf(tmp, 255, L"%s fps:%d", driver->getName(), driver->getFPS());
statusText->setText(tmp);
}
}
device->drop();
}
CEventDispatcher is used to store multiple event receivers and dispatch events to them.
I found GUI event was never created inside the engine when GUI components were clicked.
Any suggestions?
GUI Event Never Created When GUI Is Added to Irr Tech Demo
CIrrDeviceSutb::postEventFromUser is rarely called for GUI-Events, so you won't get them by setting a breakpoint there.
You set an eventreceiver here:
But i can't help you, because i don't know what CEventDispatcher looks like (it sounds rather like a class name than a variable name to me, maybe you wanted "eventDispatcher = new CEventDispatcher"). I can only tell you what it should look like. It should be a variable to an object from a class which is derived from IEventReceiver. And in that class you should have an OnEvent member (it probably is that way already, otherewise it wouldn't compile). And this member is the place to check for gui-events. If you have that and it doesn't work it might help to post the OnEvent function of that class and maybe the point where you declare CEventDispatcher (maybe it is just 0?).
You set an eventreceiver here:
Code: Select all
eventDispatcher = CEventDispatcher;
device = createDevice(driverType,
core::dimension2d<s32>(640, 480), 32, fullscreen, shadows, vsync, eventDispatcher);;
Hi CuteAlien,
Thank you for your replay. But the problem is not in eventDispatcher. I finally found that device->getSceneManager()->getActiveCamera() is keeping GUI events from being fired up.
Please see the following for the OnEvent method in CDemo.cpp:
bool CDemo::OnEvent(SEvent event)
{
if (!device)
return false;
if(event.EventType == EET_GUI_EVENT)
{
// GUI Event
#ifdef _DEBUG
char tmp[255];
sprintf(tmp, "GUI Eventevent.GUIEvent.EventType = %d\n", event.GUIEvent.EventType);
OutputDebugString(tmp);
#endif
s32 id = event.GUIEvent.Caller->getID();
gui::IGUIEnvironment* env = device->getGUIEnvironment();
bool obsorbed = false;
switch(event.GUIEvent.EventType)
{
case gui::EGET_MENU_ITEM_SELECTED:
{
//a menu item was clicked
gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*) event.GUIEvent.Caller;
s32 menuId = menu->getItemCommandId(menu->getSelectedItem());
switch(menuId)
{
case 100: // File->Open Model
env->addFileOpenDialog(L"Please select a model file to open");
obsorbed = true;
break;
case 200: // File->Quit
device->closeDevice();
obsorbed = true;
break;
case 300: // View->Skybox
skyboxNode->setVisible(!skyboxNode->isVisible());
obsorbed = true;
break;
case 400: // View->Debugging Information
obsorbed = true;
break;
case 500:
obsorbed = true;
break;
case 610:
obsorbed = true;
break;
case 620:
obsorbed = true;
break;
case 630:
obsorbed = true;
break;
}
}
case gui::EGET_FILE_SELECTED:
{
// load the model file, selected in the file open dialog
gui::IGUIFileOpenDialog* dialog = (gui::IGUIFileOpenDialog*) event.GUIEvent.Caller;
// loadModel(core::stringc(dialog->getFilename()).c_str());
obsorbed = true;
break;
}
case gui::EGET_BUTTON_CLICKED:
{
switch(id)
{
case 1101:
{
gui::IGUIElement* root = env->getRootGUIElement();
core::vector3df scale;
core::stringc s;
s = root->getElementFromId(901, true)->getText();
scale.X = (f32)atof(s.c_str());
s = root->getElementFromId(902, true)->getText();
scale.Y = (f32)atof(s.c_str());
s = root->getElementFromId(903, true)->getText();
scale.Z = (f32)atof(s.c_str());
}
obsorbed = true;
break;
case 1102:
env->addFileOpenDialog(L"Please select a model file to upload");
obsorbed = true;
break;
case 1103:
obsorbed = true;
break;
case 1104:
obsorbed = true;
break;
}
}
}
if(obsorbed)
return true;
}else if (event.EventType == EET_KEY_INPUT_EVENT &&
event.KeyInput.Key == KEY_ESCAPE &&
event.KeyInput.PressedDown == false)
{
device->closeDevice();
}
/*
else
if (device->getSceneManager()->getActiveCamera())
{
device->getSceneManager()->getActiveCamera()->OnEvent(event);
return true;
}
*/
return false;
}
Please be noted lines that I commented out at the bottom. If these lines were uncommented, GUI events were never fired up.
I think this is a bug inside the engine.
Thank you for your replay. But the problem is not in eventDispatcher. I finally found that device->getSceneManager()->getActiveCamera() is keeping GUI events from being fired up.
Please see the following for the OnEvent method in CDemo.cpp:
bool CDemo::OnEvent(SEvent event)
{
if (!device)
return false;
if(event.EventType == EET_GUI_EVENT)
{
// GUI Event
#ifdef _DEBUG
char tmp[255];
sprintf(tmp, "GUI Eventevent.GUIEvent.EventType = %d\n", event.GUIEvent.EventType);
OutputDebugString(tmp);
#endif
s32 id = event.GUIEvent.Caller->getID();
gui::IGUIEnvironment* env = device->getGUIEnvironment();
bool obsorbed = false;
switch(event.GUIEvent.EventType)
{
case gui::EGET_MENU_ITEM_SELECTED:
{
//a menu item was clicked
gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*) event.GUIEvent.Caller;
s32 menuId = menu->getItemCommandId(menu->getSelectedItem());
switch(menuId)
{
case 100: // File->Open Model
env->addFileOpenDialog(L"Please select a model file to open");
obsorbed = true;
break;
case 200: // File->Quit
device->closeDevice();
obsorbed = true;
break;
case 300: // View->Skybox
skyboxNode->setVisible(!skyboxNode->isVisible());
obsorbed = true;
break;
case 400: // View->Debugging Information
obsorbed = true;
break;
case 500:
obsorbed = true;
break;
case 610:
obsorbed = true;
break;
case 620:
obsorbed = true;
break;
case 630:
obsorbed = true;
break;
}
}
case gui::EGET_FILE_SELECTED:
{
// load the model file, selected in the file open dialog
gui::IGUIFileOpenDialog* dialog = (gui::IGUIFileOpenDialog*) event.GUIEvent.Caller;
// loadModel(core::stringc(dialog->getFilename()).c_str());
obsorbed = true;
break;
}
case gui::EGET_BUTTON_CLICKED:
{
switch(id)
{
case 1101:
{
gui::IGUIElement* root = env->getRootGUIElement();
core::vector3df scale;
core::stringc s;
s = root->getElementFromId(901, true)->getText();
scale.X = (f32)atof(s.c_str());
s = root->getElementFromId(902, true)->getText();
scale.Y = (f32)atof(s.c_str());
s = root->getElementFromId(903, true)->getText();
scale.Z = (f32)atof(s.c_str());
}
obsorbed = true;
break;
case 1102:
env->addFileOpenDialog(L"Please select a model file to upload");
obsorbed = true;
break;
case 1103:
obsorbed = true;
break;
case 1104:
obsorbed = true;
break;
}
}
}
if(obsorbed)
return true;
}else if (event.EventType == EET_KEY_INPUT_EVENT &&
event.KeyInput.Key == KEY_ESCAPE &&
event.KeyInput.PressedDown == false)
{
device->closeDevice();
}
/*
else
if (device->getSceneManager()->getActiveCamera())
{
device->getSceneManager()->getActiveCamera()->OnEvent(event);
return true;
}
*/
return false;
}
Please be noted lines that I commented out at the bottom. If these lines were uncommented, GUI events were never fired up.
I think this is a bug inside the engine.
-
hybrid
- Admin
- Posts: 14144
- Joined: Wed Apr 19, 2006 9:20 pm
- Location: Oldenburg(Oldb), Germany
- Contact:
I think it should be
such that non-handled events are correctly passed on. But this is not a bug in the engine, but a bug in the demo 
Code: Select all
return device->getSceneManager()->getActiveCamera()->OnEvent(event);Hi Hybrid,
Thank you for your post. But changing to
does not fix the problem. To isolate the problem, I changed the mesh viewer example and I reproduced the same problem there. The following is the code. The footprint of this test case is really small. You may get a handle of this problem if you can copy and paste this code into your debugger. Uncommenting
/*
else
if (Device->getSceneManager()->getActiveCamera())
{
return Device->getSceneManager()->getActiveCamera()->OnEvent(event);
}
*/
results in no GUI event is fired up when GUI elements are clicked.
Thanks.
[/code]
Thank you for your post. But changing to
Code: Select all
return device->getSceneManager()->getActiveCamera()->OnEvent(event);/*
else
if (Device->getSceneManager()->getActiveCamera())
{
return Device->getSceneManager()->getActiveCamera()->OnEvent(event);
}
*/
results in no GUI event is fired up when GUI elements are clicked.
Thanks.
Code: Select all
/*
This tutorial show how to create a more complex application with the engine. We construct
a simple mesh viewer using the user interface API and the scenemanagement of Irrlicht.
The tutorial show how to create and use Buttons, Windows, Toolbars, Menus, ComboBoxes,
Tabcontrols, Editboxes, Images, MessageBoxes, SkyBoxes, and how to parse XML files
with the integrated XML reader of the engine.
We start like in most other tutorials: Include all nesessary header files, add a
comment to let the engine be linked with the right .lib file in Visual Studio,
and deklare some global variables. We also add two 'using namespece' statements, so
we do not need to write the whole names of all classes. In this tutorial, we use a
lot stuff from the gui namespace.
*/
#include <irrlicht.h>
#include <iostream>
#include <windows.h>
using namespace irr;
using namespace gui;
#pragma comment(lib, "Irrlicht.lib")
IrrlichtDevice *Device = 0;
scene::ISceneManager* smgr = 0;
core::stringc StartUpModelFile;
core::stringw MessageText;
core::stringw Caption;
scene::IAnimatedMeshSceneNode* Model = 0;
scene::ISceneNode* SkyBox = 0;
video::SColor backColor;
/*
The three following functions do several stuff used by the mesh viewer.
The first function showAboutText() simply displays a messagebox with a caption
and a message text. The texts will be stored in the MessageText and
Caption variables at startup.
*/
void showAboutText()
{
// create modal message box with the text
// loaded from the xml file.
Device->getGUIEnvironment()->addMessageBox(
Caption.c_str(), MessageText.c_str());
}
/*
The second function loadModel() loads a model and displays it using an
addAnimatedMeshSceneNode and the scene manager. Nothing difficult. It also
displays a short message box, if the model could not be loaded.
*/
void loadModel(const c8* fn)
{
// load quake level
Device->getFileSystem()->addZipFileArchive("irrlicht.dat");
Device->getFileSystem()->addZipFileArchive("../../media/irrlicht.dat");
Device->getFileSystem()->addZipFileArchive("map-20kdm2.pk3");
Device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");
video::IVideoDriver* driver = Device->getVideoDriver();
scene::ISceneManager* sm = Device->getSceneManager();
scene::IAnimatedMesh* quakeLevelMesh = sm->getMesh("20kdm2.bsp");
if (quakeLevelMesh)
{
scene::ISceneNode* quakeLevelNode = sm->addOctTreeSceneNode(quakeLevelMesh->getMesh(0));
if (quakeLevelNode)
{
quakeLevelNode->setPosition(core::vector3df(-10,-10,-10));
quakeLevelNode->setScale(core::vector3df(1,1,1));
quakeLevelNode->setVisible(true);
}
}
// set background color
backColor.set(0,0,0,0);
// scene::ICameraSceneNode* camera = 0;
// camera = sm->addCameraSceneNodeMaya(0, 10.0f, 10.0f, 10.0f, 1234);
// camera->setPosition(core::vector3df(0,0,0));
}
/*
Finally, the third function creates a toolbox window. In this simple mesh viewer,
this toolbox only contains a tab control with three edit boxes for changing
the scale of the displayed model.
*/
void createToolBox()
{
// remove tool box if already there
IGUIEnvironment* env = Device->getGUIEnvironment();
IGUIElement* root = env->getRootGUIElement();
IGUIElement* e = root->getElementFromId(5000, true);
if (e) e->remove();
// create the toolbox window
IGUIWindow* wnd = env->addWindow(core::rect<s32>(450,25,640,480),
false, L"Toolset", 0, 5000);
// create tab control and tabs
IGUITabControl* tab = env->addTabControl(
core::rect<s32>(2,20,640-452,480-7), wnd, true, true);
IGUITab* t1 = tab->addTab(L"Scale");
IGUITab* t2 = tab->addTab(L"Empty Tab");
// add some edit boxes and a button to tab one
env->addEditBox(L"1.0", core::rect<s32>(40,50,130,70), true, t1, 901);
env->addEditBox(L"1.0", core::rect<s32>(40,80,130,100), true, t1, 902);
env->addEditBox(L"1.0", core::rect<s32>(40,110,130,130), true, t1, 903);
env->addButton(core::rect<s32>(10,150,100,190), t1, 1101, L"set");
// add senseless checkbox
env->addCheckBox(true, core::rect<s32>(10,220,200,240), t1, -1, L"Senseless Checkbox");
// add undocumentated transparent control
env->addStaticText(L"Transparent Control:", core::rect<s32>(10,240,150,260), true, false, t1);
IGUIScrollBar* scrollbar = env->addScrollBar(true, core::rect<s32>(10,260,150,275), t1, 104);
scrollbar->setMax(255);
// bring irrlicht engine logo to front, because it
// now may be below the newly created toolbox
root->bringToFront(root->getElementFromId(666, true));
}
/*
To get all the events sent by the GUI Elements, we need to create an event
receiver. This one is really simple. If an event occurs, it checks the id
of the caller and the event type, and starts an action based on these values.
For example, if a menu item with id 100 was selected, if opens a file-open-dialog.
*/
class MyEventReceiver : public IEventReceiver
{
public:
virtual bool OnEvent(SEvent event)
{
if(!Device)
printf("Device is null and event = %d\n" + event.EventType);
if (!Device)
return false;
if(event.EventType == EET_GUI_EVENT)
{
// GUI Event
#ifdef _DEBUG
char tmp[255];
sprintf(tmp, "GUI Eventevent.GUIEvent.EventType = %d\n", event.GUIEvent.EventType);
OutputDebugString(tmp);
#endif
s32 id = event.GUIEvent.Caller->getID();
gui::IGUIEnvironment* env = Device->getGUIEnvironment();
bool obsorbed = false;
switch(event.GUIEvent.EventType)
{
case gui::EGET_MENU_ITEM_SELECTED:
{
//a menu item was clicked
gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*) event.GUIEvent.Caller;
s32 menuId = menu->getItemCommandId(menu->getSelectedItem());
switch(menuId)
{
case 100: // File->Open Model
env->addFileOpenDialog(L"Please select a model file to open");
obsorbed = true;
break;
case 200: // File->Quit
Device->closeDevice();
obsorbed = true;
break;
case 300: // View->Skybox
SkyBox->setVisible(!SkyBox->isVisible());
obsorbed = true;
break;
case 400: // View->Debugging Information
obsorbed = true;
break;
case 500:
obsorbed = true;
break;
case 610:
obsorbed = true;
break;
case 620:
obsorbed = true;
break;
case 630:
obsorbed = true;
break;
}
}
case gui::EGET_FILE_SELECTED:
{
// load the model file, selected in the file open dialog
gui::IGUIFileOpenDialog* dialog = (gui::IGUIFileOpenDialog*) event.GUIEvent.Caller;
// loadModel(core::stringc(dialog->getFilename()).c_str());
obsorbed = true;
break;
}
case gui::EGET_BUTTON_CLICKED:
{
switch(id)
{
case 1101:
{
gui::IGUIElement* root = env->getRootGUIElement();
core::vector3df scale;
core::stringc s;
s = root->getElementFromId(901, true)->getText();
scale.X = (f32)atof(s.c_str());
s = root->getElementFromId(902, true)->getText();
scale.Y = (f32)atof(s.c_str());
s = root->getElementFromId(903, true)->getText();
scale.Z = (f32)atof(s.c_str());
}
obsorbed = true;
break;
case 1102:
env->addFileOpenDialog(L"Please select a model file to upload");
obsorbed = true;
break;
case 1103:
obsorbed = true;
break;
case 1104:
obsorbed = true;
break;
}
}
}
if(obsorbed)
return true;
}else if (event.EventType == EET_KEY_INPUT_EVENT &&
event.KeyInput.Key == KEY_ESCAPE &&
event.KeyInput.PressedDown == false)
{
Device->closeDevice();
}
/*
else
if (Device->getSceneManager()->getActiveCamera())
{
return Device->getSceneManager()->getActiveCamera()->OnEvent(event);
}
*/
return false;
}
};
/*
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. The #ifdef WIN32 preprocessor
commands are not necesarry, but I included them to make the tutorial use DirectX on
Windows and OpenGL on all other platforms like Linux.
As you can see, there is also a unusual call to IrrlichtDevice::setResizeAble().
This makes the render window resizeable, which is quite useful for a mesh viewer.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D8;
printf("Please select the driver you want for this example:\n"\
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n");
char key;
std::cin >> key;
switch(key)
{
case 'a': driverType = video::EDT_DIRECT3D9;break;
case 'b': driverType = video::EDT_DIRECT3D8;break;
case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_SOFTWARE; break;
case 'e': driverType = video::EDT_SOFTWARE2;break;
case 'f': driverType = video::EDT_NULL; break;
default: return 1;
}
// create device and exit if creation failed
MyEventReceiver receiver;
Device = createDevice(driverType, core::dimension2d<s32>(640, 480),
16, false, false, false, &receiver);
if (Device == 0)
return 1; // could not create selected driver.
Device->setResizeAble(true);
Device->setWindowCaption(L"Irrlicht Engine - Loading...");
video::IVideoDriver* driver = Device->getVideoDriver();
IGUIEnvironment* env = Device->getGUIEnvironment();
smgr = Device->getSceneManager();
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
/*
The next step is to read the configuration file. It is stored in the xml
format and looks a little bit like this:
<?xml version="1.0"?>
<config>
<startUpModel file="some filename" />
<messageText caption="Irrlicht Engine Mesh Viewer">
Hello!
</messageText>
</config>
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(
"../../media/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;
}
}
if (xml)
xml->drop(); // don't forget to delete the xml reader
/*
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("../../media/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"Help", -1, true, true);
gui::IGUIContextMenu* submenu;
submenu = menu->getSubMenu(0);
submenu->addItem(L"Open Model File...", 100);
submenu->addSeparator();
submenu->addItem(L"Quit", 200);
submenu = menu->getSubMenu(1);
submenu->addItem(L"toggle sky box visibility", 300);
submenu->addItem(L"toggle model debug information", 400);
submenu->addItem(L"model material", -1, true, true );
submenu = submenu->getSubMenu(2);
submenu->addItem(L"Solid", 610);
submenu->addItem(L"Transparent", 620);
submenu->addItem(L"Reflection", 630);
submenu = menu->getSubMenu(2);
submenu->addItem(L"About", 500);
/*
Below the toolbar, 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("../../media/open.bmp");
driver->makeColorKeyTexture(image, core::position2d<s32>(0,0));
bar->addButton(1102, 0, image, 0, false, true);
image = driver->getTexture("../../media/help.bmp");
driver->makeColorKeyTexture(image, core::position2d<s32>(0,0));
bar->addButton(1103, 0, image, 0, false, true);
image = driver->getTexture("../../media/tools.bmp");
driver->makeColorKeyTexture(image, core::position2d<s32>(0,0));
bar->addButton(1104, 0, image, 0, false, true);
// create a combobox with some senseless texts
gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(100,5,200,25), bar);
box->addItem(L"Bilinear");
box->addItem(L"Trilinear");
box->addItem(L"Anisotropic");
box->addItem(L"Isotropic");
box->addItem(L"Psychedelic");
box->addItem(L"No filtering");
/*
To make the editor look a little bit better, we disable transparent
gui elements, and add a Irrlicht Engine logo. In addition, a text,
which will show the current frame per second value is created, and
the window caption 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>(210,26,270,41), true);
// 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 drawed in a standard drawing loop.
*/
// show about message box and load default model
showAboutText();
loadModel(StartUpModelFile.c_str());
// add skybox
SkyBox = smgr->addSkyBoxSceneNode(
driver->getTexture("../../media/irrlicht2_up.jpg"),
driver->getTexture("../../media/irrlicht2_dn.jpg"),
driver->getTexture("../../media/irrlicht2_lf.jpg"),
driver->getTexture("../../media/irrlicht2_rt.jpg"),
driver->getTexture("../../media/irrlicht2_ft.jpg"),
driver->getTexture("../../media/irrlicht2_bk.jpg"));
// add a camera scene node
smgr->addCameraSceneNodeMaya();
// load the irrlicht engine logo
video::ITexture* irrLogo =
driver->getTexture("../../media/irrlichtlogoaligned.jpg");
// draw everything
while(Device->run() && driver)
if (Device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(150,50,50,50));
smgr->drawAll();
env->drawAll();
// draw irrlicht engine logo
driver->draw2DImage(irrLogo,
core::position2d<s32>(10, driver->getScreenSize().Height - 50),
core::rect<s32>(0,0,108-20,460-429));
driver->endScene();
core::stringw str = L"FPS: ";
str += driver->getFPS();
fpstext->setText(str.c_str());
}
Device->drop();
return 0;
}