#include "inc/irrlicht.h" #include #include using namespace irr; using namespace core; using namespace video; using namespace scene; using namespace gui; using namespace io; enum ENTITY_TYPE{ENT_ALLY,ENT_ENEMY,ENT_OBJECT,ENT_TEST,ENT_OTHER}; struct Entity { int x,y,z; c8 model; ENTITY_TYPE type; // 1 = AI, 2 = object, etc? }; struct Fragment { int x,y,z,size; c8 type; }; // entities int numEntities; std::vector Entities; // fragments int numFrags; std::vector frags; // start up the engine IrrlichtDevice *device; IVideoDriver* driver; ISceneManager* scenemgr; IGUIEnvironment* env; int main() { // IrrMaker pr0 // init here device = createDevice(EDT_OPENGL, dimension2d(640,480)); driver = device->getVideoDriver(); scenemgr = device->getSceneManager(); env = device->getGUIEnvironment(); device->setWindowCaption(L"IrrMaker: Drag 'n' Drop game maker!"); IGUIWindow* ent_select = env->addWindow( rect(150, 150, 350, 250), false, // modal? L"Entity Selector"); IGUIWindow* frag_select = env->addWindow( rect(150, 150, 350, 250), false, // modal? L"Fragment Selector"); env->addButton(rect(10,250,100,290), 0, 101, L"Tavor"); std::cout<< "Inited! XD XD XD XD XD XD XD" << std::endl; // draw everything while(device->run() && driver) { driver->beginScene(true, true, SColor(255,0,0,255)); scenemgr->drawAll(); env->drawAll(); driver->endScene(); } // delete device device->drop(); return 0; }