rendered paste body#include "inc/irrlicht.h"
#include <vector>
#include <iostream>
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<Entity> Entities;
// fragments
int numFrags;
std::vector<Fragment> frags;
// start up the engine
IrrlichtDevice *device;
IVideoDriver* driver;
ISceneManager* scenemgr;
IGUIEnvironment* env;
int main() {
// IrrMaker pr0
// init here
device = createDevice(EDT_OPENGL,
dimension2d<s32>(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<s32>(150, 150, 350, 250),
false, // modal?
L"Entity Selector");
IGUIWindow* frag_select = env->addWindow(
rect<s32>(150, 150, 350, 250),
false, // modal?
L"Fragment Selector");
env->addButton(rect<s32>(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;
}