Help Me Convert C++ To C#

Irrlicht.Net is no longer developed or supported, Irrlicht.Net Cross Platform is a much more complete wrapper. Please ask your C# related questions on their forums first.
Locked
kdotnet
Posts: 5
Joined: Mon Aug 28, 2006 2:12 pm

Help Me Convert C++ To C#

Post by kdotnet »

// This is a Demo of the Irrlicht Engine (c) 2005 by N.Gebhardt.
// This file is not documentated.

#include "CMainMenu.h"

CMainMenu::CMainMenu()
: startButton(0), device(0), start(false), fullscreen(true), selected(2),
music(true), shadows(false), additive(false), transparent(true), vsync(true)
{
}



bool CMainMenu::run(bool& outFullscreen, bool& outMusic, bool& outShadows,
bool& outAdditive, bool &outVSync, video::E_DRIVER_TYPE& outDriver)
{
device = createDevice(video::EDT_SOFTWARE2,
core::dimension2d<s32>(512, 384), 16, false, false, false, this);

device->getFileSystem()->addZipFileArchive("irrlicht.dat");
device->getFileSystem()->addZipFileArchive("../../media/irrlicht.dat");

video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();

core::stringw str = "Irrlicht Engine Demo v";
str += device->getVersion();
device->setWindowCaption(str.c_str());

// load font

gui::IGUIFont* font = guienv->getFont("../../media/fonthaettenschweiler.bmp");
if (font)
guienv->getSkin()->setFont(font);

// add images

//gui::IGUIImage* img = guienv->addImage(core::rect<int>(0,0,512,384));
//img->setImage(driver->getTexture("../../media/demoback.bmp"));

const s32 leftX = 260;

// add tab control
gui::IGUITabControl* tabctrl = guienv->addTabControl(core::rect<int>(leftX,10,512-10,384-10),
0, true, true);
gui::IGUITab* optTab = tabctrl->addTab(L"Demo");
gui::IGUITab* aboutTab = tabctrl->addTab(L"About");

// add list box

gui::IGUIListBox* box = guienv->addListBox(core::rect<int>(10,10,220,105), optTab, 1);
box->addItem(L"OpenGL 1.5");
box->addItem(L"Direct3D 8.1");
box->addItem(L"Direct3D 9.0c");
box->addItem(L"Apfelbaum Software Renderer 1.0");
box->addItem(L"Irrlicht Software Renderer 1.0");
box->setSelected(selected);

// add button

startButton = guienv->addButton(core::rect<int>(30,295,200,324), optTab, 2, L"Start Demo");

// add checkbox

const s32 d = 50;

guienv->addCheckBox(fullscreen, core::rect<int>(20,85+d,130,110+d),
optTab, 3, L"Fullscreen");
guienv->addCheckBox(music, core::rect<int>(20,110+d,130,135+d),
optTab, 4, L"Music & Sfx");
guienv->addCheckBox(shadows, core::rect<int>(20,135+d,230,160+d),
optTab, 5, L"Realtime shadows");
guienv->addCheckBox(additive, core::rect<int>(20,160+d,230,185+d),
optTab, 6, L"Old HW compatible blending");
guienv->addCheckBox(vsync, core::rect<int>(20,185+d,230,210+d),
optTab, 7, L"Vertical synchronisation");

// add text

/*wchar_t* text = L"Welcome to the Irrlicht Engine. Please select "\
L"the settings you prefer and press 'Start Demo'. "\
L"Right click for changing menu style.";

guienv->addStaticText(text, core::rect<int>(10, 220, 220, 280),
true, true, optTab);*/

// add about text

wchar_t* text2 = L"This is the tech demo of the Irrlicht engine. To start, "\
L"select a device which works best with your hardware and press 'start demo'. "\
L"What you currently see is displayed using the Software Renderer, but this would be too slow "\
L"for the demo. The Irrlicht Engine was written by me, Nikolaus Gebhardt. The models, "\
L"maps and textures were placed at my disposal by B.Collins, M.Cook and J.Marton. The music was created by "\
L"M.Rohde and is played back by Audiere.\n"\
L"For more informations, please visit the homepage of the Irrlicht engine:\nhttp://www.irrlicht.sourceforge.net";

guienv->addStaticText(text2, core::rect<int>(20, 40, 220, 300),
true, true, aboutTab);


// add md2 model

scene::IAnimatedMesh* mesh = smgr->getMesh("../../media/faerie.md2");
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
if (node)
{
node->setMaterialTexture(0, driver->getTexture("../../media/faerie2.bmp"));
node->setMaterialFlag(video::EMF_LIGHTING, true);
node->setMD2Animation ( scene::EMAT_STAND );
}

// set ambient light
driver->setAmbientLight ( video::SColorf ( 0x005F6613 ) );

// add light 1 (nearly red)
scene::ILightSceneNode* light1 =
smgr->addLightSceneNode(0, core::vector3df(0,0,0),
video::SColorf(0.8f, 0.0f, 0.f, 0.0f), 200.0f);

light1->getLightData().Type = video::ELT_DIRECTIONAL;

// add fly circle animator to light 1
scene::ISceneNodeAnimator* anim =
smgr->createFlyCircleAnimator (core::vector3df(0,18,0),14.0f, -0.003f);
light1->addAnimator(anim);
anim->drop();

// attach billboard to the light
scene::ISceneNode* bill =
smgr->addBillboardSceneNode(light1, core::dimension2d<f32>(10, 10));

bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp"));

// add light 2 (nearly green)
scene::ILightSceneNode* light2 =
smgr->addLightSceneNode(0, core::vector3df(0,0,0),
video::SColorf(0.f, 0.f, 0.8f, 0.0f), 200.0f);

light2->getLightData().Type = video::ELT_DIRECTIONAL;

// add fly circle animator to light 2
anim = smgr->createFlyCircleAnimator (core::vector3df(0,-10.f,0),10.0f, 0.003f);
light2->addAnimator(anim);
anim->drop();

// attach billboard to the light
bill = smgr->addBillboardSceneNode(light2, core::dimension2d<f32>(10, 10));

bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
bill->setMaterialTexture(0, driver->getTexture("../../media/portal1.bmp"));

smgr->addCameraSceneNode(0, core::vector3df(45,0,0), core::vector3df(0,0,10));

// irrlicht logo
// add irrlicht logo
guienv->addImage(driver->getTexture("../../media/irrlichtlogoalpha2.tga"),
core::position2d<s32>(5,5));

video::ITexture* irrlichtBack = driver->getTexture("../../media/demoback.bmp");

// set transparency
setTransparency();

// draw all

while(device->run())
{
if (device->isWindowActive())
{
driver->beginScene(false, true, video::SColor(0,0,0,0));

if ( irrlichtBack )
driver->draw2DImage(irrlichtBack,
core::position2d<int>(0,0)
);

smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
}

device->drop();

outFullscreen = fullscreen;
outMusic = music;
outShadows = shadows;
outAdditive = additive;
outVSync = vsync;

switch(selected)
{
case 0: outDriver = video::EDT_OPENGL; break;
case 1: outDriver = video::EDT_DIRECT3D8; break;
case 2: outDriver = video::EDT_DIRECT3D9; break;
case 3: outDriver = video::EDT_SOFTWARE2; break;
case 4: outDriver = video::EDT_SOFTWARE; break;
}

return start;
}



bool CMainMenu::OnEvent(SEvent event)
{
if (event.EventType == irr::EET_MOUSE_INPUT_EVENT &&
event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP )
{
core::rect<s32> r(event.MouseInput.X, event.MouseInput.Y, 0, 0);
gui::IGUIContextMenu* menu = device->getGUIEnvironment()->addContextMenu(r, 0, 45);
menu->addItem(L"transparent menus", 666, transparent == false);
menu->addItem(L"solid menus", 666, transparent == true);
menu->addSeparator();
menu->addItem(L"Cancel");
}
else
if (event.EventType == EET_GUI_EVENT)
{
s32 id = event.GUIEvent.Caller->getID();
switch(id)
{
case 45: // context menu
if (event.GUIEvent.EventType == gui::EGET_MENU_ITEM_SELECTED)
{
s32 s = ((gui::IGUIContextMenu*)event.GUIEvent.Caller)->getSelectedItem();
if (s == 0 || s == 1)
{
transparent = !transparent;
setTransparency();
}
}
break;
case 1:
if (event.GUIEvent.EventType == gui::EGET_LISTBOX_CHANGED ||
event.GUIEvent.EventType == gui::EGET_LISTBOX_SELECTED_AGAIN)
{
selected = ((gui::IGUIListBox*)event.GUIEvent.Caller)->getSelected();
startButton->setEnabled(selected != 4);
}
break;
case 2:
if (event.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
{
device->closeDevice();
start = true;
}
case 3:
if (event.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
fullscreen = ((gui::IGUICheckBox*)event.GUIEvent.Caller)->isChecked();
break;
case 4:
if (event.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
music = ((gui::IGUICheckBox*)event.GUIEvent.Caller)->isChecked();
break;
case 5:
if (event.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
shadows = ((gui::IGUICheckBox*)event.GUIEvent.Caller)->isChecked();
break;
case 6:
if (event.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
additive = ((gui::IGUICheckBox*)event.GUIEvent.Caller)->isChecked();
break;
case 7:
if (event.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
vsync = ((gui::IGUICheckBox*)event.GUIEvent.Caller)->isChecked();
break;
}
}

return false;
}


void CMainMenu::setTransparency()
{
for (s32 i=0; i<gui::EGDC_COUNT ; ++i)
{
video::SColor col = device->getGUIEnvironment()->getSkin()->
getColor((gui::EGUI_DEFAULT_COLOR)i);
col.setAlpha(transparent ? 201 : 255);
device->getGUIEnvironment()->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col);
}
}
Perceval
Posts: 158
Joined: Tue May 30, 2006 2:42 pm

Post by Perceval »

4 threads for one question. You shouldn't multiply posts like that, there's many people who don't like.
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
Contact:

Post by buhatkj »

please somebody ban this joker. this thread duplication stuff is ridiculous. most of the tutorials are included in C# or VB.NET in the SDK under the examples.net\Examples_CSharp folder. you didn't even need web access to find the answer to your question.
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
kdotnet
Posts: 5
Joined: Mon Aug 28, 2006 2:12 pm

thank you very much

Post by kdotnet »

i'm sorry

thank you very much for every thing.
Locked