Some typedefs, enums and structs which you should change when you change the engine.
They are broadly used.
An enum with the mouse buttons.
Contains LEFT_BUTTON
, MIDDLE_BUTTON
and RIGHT_BUTTON
A string.
std::string
A vector with 3 float values.
irr::core::vector3f
The enum with all the keycodes.
Used for getting a keyboard key status.
irr::EKEY_CODE
A color with ints for alpha, red, green, blue
Note that alpha comes first here.
irr::video::SColor
A rectangle with int values.
irr::core::recti
A texture with a loaded image.
irr::video::ITexture
A general scene node of the graphics engine.
irr::scene::ISceneNode
A scene node representing a camera.
irr::scene::ICameraSceneNode
A basic GUI element.
irr::gui::IGUIElement
A GUI window which can hold more GUI elements.
irr::gui::IGUIWindow
A GUI button which can be clicked.
irr::gui::IGUIButton
A GUI text which is displayed in a rectangle.
irr::gui::IGUIStaticText
A menu where you can add items and sub items.
Note that all texts are wide strings here, so you need to convert them with _ to_ wstring(std::string) or add an L before the ".
To add sub menu items, you need to give the return value as parameter, which you become with addItem
.
That is graphics engine specific and cannot be changed.
irr::gui::IGUIContextMenu
A file dialog where you can select a file and press OK or Cancel.
You need to select a file, so it cannot be used for saving files, only for loading.
This is graphics engine specific and cannot be changed right now.
A list with entities. Note that entity->getID() can vary from the index.
std::list<qEntity*>
An animated mesh.
Use only internally if possible.
irr::scene::IAnimatedMesh
A scene node with an animated mesh.
Use only internally if possible.
irr::scene::IAnimatedMeshSceneNode
The scene manager of the graphics engine.
Use only internall if possible.
irr::scene::ISceneManager
The gui environment of the graphics engine.
Use only internally if possible.
irr::gui::IGUIEnvironment