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