<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to Home</title><link>https://sourceforge.net/p/beos/wiki/Home/</link><description>Recent changes to Home</description><atom:link href="https://sourceforge.net/p/beos/wiki/Home/feed" rel="self"/><language>en</language><lastBuildDate>Fri, 01 Dec 2023 14:41:23 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/beos/wiki/Home/feed" rel="self" type="application/rss+xml"/><item><title>Home modified by Benedict Jäggi</title><link>https://sourceforge.net/p/beos/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v28
+++ v29
@@ -1,4 +1,6 @@
-#Welcome to BeOS!
+#Welcome to the Q Engine!
+Intended to be a Level editor/game engine like Half-Life 2 and its glorious Hammer Editor.
+
 This shall be a little game engine/graphics engine wrapper, in C++.
 It's done in one header file so you don't have to link something or include other stuff than `engine.hpp`.
 Except of course for all the graphics engine stuff where I cannot do anything.
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Benedict Jäggi</dc:creator><pubDate>Fri, 01 Dec 2023 14:41:23 -0000</pubDate><guid>https://sourceforge.net7ddf84bd24356d9d59bfa93a197dd6fb395d94f1</guid></item><item><title>Home modified by Benedict Jäggi</title><link>https://sourceforge.net/p/beos/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v27
+++ v28
@@ -10,6 +10,7 @@
 To compile, you need to copy the irrlicht folder into your main folder.
 You should have a folder named `irrlicht-1.8.5` then.

+##Classes, Variables and Stuff
 [qEngine] - The main class which you use all over. It's a singleton, look below how to use it.
 [qEventReceiver] - derive a class from that and set it with `engine-&amp;gt;setEventReceiver(...) `to receive clicks on GUI buttons, single key presses, mouse events, listbox changes and other stuff.

@@ -19,6 +20,7 @@

 [typedefs] - some typedefs which you can use, and which change when you change the (now Irrlicht-) engine.

+##Examples
 [example_01] - a main loop with two entities.
 [example_02] - learn how to use the GUI.
 [example_03] - a little editor. (No saving right now, though)
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Benedict Jäggi</dc:creator><pubDate>Wed, 29 Nov 2023 15:11:07 -0000</pubDate><guid>https://sourceforge.net9bf34ec7e70d1daf4f2c36bc204631428e73b823</guid></item><item><title>Home modified by Benedict Jäggi</title><link>https://sourceforge.net/p/beos/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v26
+++ v27
@@ -11,11 +11,11 @@
 You should have a folder named `irrlicht-1.8.5` then.

 [qEngine] - The main class which you use all over. It's a singleton, look below how to use it.
+[qEventReceiver] - derive a class from that and set it with `engine-&amp;gt;setEventReceiver(...) `to receive clicks on GUI buttons, single key presses, mouse events, listbox changes and other stuff.
+
 [qEntity] - The objects of this engine.
 [qMeshNodeEntity] - An object with a node (mesh, cube, spere or something). Derived from qEntity.
 Create them with `engine-&amp;gt;createNodeEntity(...)`, NOT with `new`.
-
-[qEventReceiver] - derive a class from that and set it with `engine-&amp;gt;setEventReceiver(...) `to receive clicks on GUI buttons, single key presses, mouse events, listbox changes and other stuff.

 [typedefs] - some typedefs which you can use, and which change when you change the (now Irrlicht-) engine.

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Benedict Jäggi</dc:creator><pubDate>Sun, 26 Nov 2023 21:17:35 -0000</pubDate><guid>https://sourceforge.net552308bbeea63ba55bc1b1d64496df3e9c8901c9</guid></item><item><title>Home modified by Benedict Jäggi</title><link>https://sourceforge.net/p/beos/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v25
+++ v26
@@ -13,7 +13,7 @@
 [qEngine] - The main class which you use all over. It's a singleton, look below how to use it.
 [qEntity] - The objects of this engine.
 [qMeshNodeEntity] - An object with a node (mesh, cube, spere or something). Derived from qEntity.
-Create them with `engine-&amp;gt;createEntity(...)`, NOT with `new`.
+Create them with `engine-&amp;gt;createNodeEntity(...)`, NOT with `new`.

 [qEventReceiver] - derive a class from that and set it with `engine-&amp;gt;setEventReceiver(...) `to receive clicks on GUI buttons, single key presses, mouse events, listbox changes and other stuff.

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Benedict Jäggi</dc:creator><pubDate>Sun, 26 Nov 2023 21:16:39 -0000</pubDate><guid>https://sourceforge.net3c1f0743b26977dc2fae7a6e557963c00eaf2539</guid></item><item><title>Home modified by Benedict Jäggi</title><link>https://sourceforge.net/p/beos/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v24
+++ v25
@@ -12,7 +12,7 @@

 [qEngine] - The main class which you use all over. It's a singleton, look below how to use it.
 [qEntity] - The objects of this engine.
-[qNodeEntity] - An object with a node (mesh, cube, spere or something). Derived from qEntity.
+[qMeshNodeEntity] - An object with a node (mesh, cube, spere or something). Derived from qEntity.
 Create them with `engine-&amp;gt;createEntity(...)`, NOT with `new`.

 [qEventReceiver] - derive a class from that and set it with `engine-&amp;gt;setEventReceiver(...) `to receive clicks on GUI buttons, single key presses, mouse events, listbox changes and other stuff.
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Benedict Jäggi</dc:creator><pubDate>Sun, 26 Nov 2023 21:15:02 -0000</pubDate><guid>https://sourceforge.net4856bdb7844bf51d1d7c2f704ac7301f0c86ae24</guid></item><item><title>Home modified by Benedict Jäggi</title><link>https://sourceforge.net/p/beos/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Benedict Jäggi</dc:creator><pubDate>Sun, 26 Nov 2023 21:14:13 -0000</pubDate><guid>https://sourceforge.netd7d9d83cb71d9730acc6050951fc64776b900a4f</guid></item><item><title>Home modified by Benedict Jäggi</title><link>https://sourceforge.net/p/beos/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v22
+++ v23
@@ -1,6 +1,14 @@
 #Welcome to BeOS!
 This shall be a little game engine/graphics engine wrapper, in C++.
 It's done in one header file so you don't have to link something or include other stuff than `engine.hpp`.
+Except of course for all the graphics engine stuff where I cannot do anything.
+Just use the makefile provided with the source. (or the `build` file).
+
+IIt's currently running with the Irrlicht engine:
+https://sourceforge.net/projects/irrlicht/
+
+To compile, you need to copy the irrlicht folder into your main folder.
+You should have a folder named `irrlicht-1.8.5` then.

 [qEngine] - The main class which you use all over. It's a singleton, look below how to use it.
 [qEntity] - The objects of this engine.
@@ -15,10 +23,7 @@
 [example_02] - learn how to use the GUI.
 [example_03] - a little editor. (No saving right now, though)

-It's currently running with the Irrlicht engine:
-https://sourceforge.net/projects/irrlicht/
-
-Installation:
+##Installation:
 Download the Irrlicht engine and put it into the repository folder.
 My version is 1.8.5 - you should have a folder called irrlicht-1.8.5 then.

@@ -30,11 +35,30 @@
 cd source
 make
 ~~~
+##Source
 First include the engine:
 `#include "engine.hpp"`

-Then get an instance to the engine with:
-`qEngine* e = qEngine::getInstance();`
+Maybe you need to set up an event receiver:
+See [qEventReceiver] for more information.
+~~~
+class cevt : public qEventReceiver
+{
+    virtual void OnClick(qEMouseButton b, int x, int y)
+    {
+        printf("Mouse clicked at %d, %d",x,y);
+    }
+    ...
+}
+~~~
+Get an instance to the engine with:
+~~~
+qEngine* e = qEngine::getInstance();
+
+// register the event receiver
+cevt ce;
+e-&amp;gt;setEventReceiver(&amp;amp;ce);
+~~~

 Then call createWindow:
 ~~~
@@ -53,6 +77,7 @@
     e-&amp;gt;update();
 }
 ~~~
+
 After that you can call quit and end the program:
 `e-&amp;gt;quit();`

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Benedict Jäggi</dc:creator><pubDate>Sun, 26 Nov 2023 20:46:37 -0000</pubDate><guid>https://sourceforge.net7077ef1d9c42df96c097b0a46c68baf9c317686f</guid></item><item><title>Home modified by Benedict Jäggi</title><link>https://sourceforge.net/p/beos/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v21
+++ v22
@@ -7,7 +7,7 @@
 [qNodeEntity] - An object with a node (mesh, cube, spere or something). Derived from qEntity.
 Create them with `engine-&amp;gt;createEntity(...)`, NOT with `new`.

-[qClickReceiver] - derive a class from that and set it with `engine-&amp;gt;setGUIClickReceiver(...) `to receive clicks on GUI buttons, single key presses, mouse events and other stuff, listbox changes and other stuff.
+[qEventReceiver] - derive a class from that and set it with `engine-&amp;gt;setEventReceiver(...) `to receive clicks on GUI buttons, single key presses, mouse events, listbox changes and other stuff.

 [typedefs] - some typedefs which you can use, and which change when you change the (now Irrlicht-) engine.

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Benedict Jäggi</dc:creator><pubDate>Sun, 26 Nov 2023 20:36:02 -0000</pubDate><guid>https://sourceforge.net9c58b8047a997fdf6abae4852f2025cdfb52f96a</guid></item><item><title>Home modified by Benedict Jäggi</title><link>https://sourceforge.net/p/beos/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Benedict Jäggi</dc:creator><pubDate>Fri, 24 Nov 2023 11:45:23 -0000</pubDate><guid>https://sourceforge.nete0a0869b1a6d92248e75985c26e90ae0a8763d99</guid></item><item><title>Home modified by Benedict Jäggi</title><link>https://sourceforge.net/p/beos/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v19
+++ v20
@@ -1,11 +1,13 @@
 #Welcome to BeOS!
+This shall be a little game engine/graphics engine wrapper, in C++.
+It's done in one header file so you don't have to link something or include other stuff than `engine.hpp`.

 [qEngine] - The main class which you use all over. It's a singleton, look below how to use it.
 [qEntity] - The objects of this engine.
 [qNodeEntity] - An object with a node (mesh, cube, spere or something). Derived from qEntity.
 Create them with `engine-&amp;gt;createEntity(...)`, NOT with `new`.

-[qClickReceiver] - derive a class from that and set it with `engine-&amp;gt;setGUIClickReceiver(...) `to receive clicks on GUI buttons, single key presses, mouse events and other stuff.
+[qClickReceiver] - derive a class from that and set it with `engine-&amp;gt;setGUIClickReceiver(...) `to receive clicks on GUI buttons, single key presses, mouse events and other stuff, listbox changes and other stuff.

 [typedefs] - some typedefs which you can use, and which change when you change the (now Irrlicht-) engine.

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Benedict Jäggi</dc:creator><pubDate>Fri, 24 Nov 2023 11:10:27 -0000</pubDate><guid>https://sourceforge.net88c868e28fd607d80441028ab0e54a46fda23030</guid></item></channel></rss>