Topic: I am stuck with setup and compilation of the irrlicht modules, please

Re: I am stuck with setup and compilation of the irrlicht modules, please

greetings!  my apologies for the delayed response. 


1) i tried running XEffects as well and couldnt get it to go.  I will see if i can find where it is crashing. 

3) my apologies for the confusion.  The B3D mod is meant to run under BlitzMax only but provide a command set similar to Blitz3D.  Note it is unfortunately not complete but is quite functional and a great way to see how B3D commands can be translated to Irrlicht.

4) BlitzMax comes with sound support.  check on TSound and TChannel in the manual

5) I'm not sure if anyone has a mod out there for physics or not.  I would check on the BMAX forums.

2) currently there is an error in one of the wrapper files.  to rebuild the Irrlicht module please replace the contents of iguiskin_wrap.h with the following code:

//------------------------------------------------------------------------------------
// irr::gui::IGUISkin wrappers
// do not delete a pointer to this
//------------------------------------------------------------------------------------

extern "C" 
{
    s32 IrrGUI_IGUISkin_getSize(IGUISkin* skin,EGUI_DEFAULT_SIZE which)
    {
        if (skin)
            return skin->getSize(which);
        else return 0;
    }
    
    void IrrGUI_IGUISkin_setSize(IGUISkin* skin,EGUI_DEFAULT_SIZE which, s32 size)
    {
        if (skin)
            skin->setSize(which,size);
    }
    
    SColor* IrrGUI_IGUISkin_getColor(IGUISkin* skin,EGUI_DEFAULT_COLOR which)
    {
        if (skin)
            return new SColor(skin->getColor(which));
        else return 0;
    }
    
    void IrrGUI_IGUISkin_setColor(IGUISkin* skin,EGUI_DEFAULT_COLOR which,SColor* newColor)
    {
        if (skin)
            skin->setColor(which,*newColor);
    }
            
    const c8* IrrGUI_IGUISkin_getDefaultText(IGUISkin* skin,EGUI_DEFAULT_TEXT which)
    {
        if (skin) {
            stringc* text=new stringc(skin->getDefaultText(which));
            return text->c_str();
        } else return 0;
    }
    
    void IrrGUI_IGUISkin_setDefaultText(IGUISkin* skin,EGUI_DEFAULT_TEXT which, const c8* newText)
    {
        stringw w_text = newText;
        if (skin)
            skin->setDefaultText(which,w_text.c_str());
    }
    
    void IrrGUI_IGUISkin_draw3DButtonPaneStandard(IGUISkin* skin,IGUIElement* element,const core::rect<s32>* rect,const core::rect<s32>* clip=0)
    {
        if (skin)
            skin->draw3DButtonPaneStandard(element,*rect,clip);
    }
    
    void IrrGUI_IGUISkin_draw3DButtonPanePressed(IGUISkin* skin,IGUIElement* element, 
                const core::rect<s32>* rect,
                const core::rect<s32>* clip=0)
    {
        if (skin)
            skin->draw3DButtonPanePressed(element,*rect,clip);
    }
    
    void IrrGUI_IGUISkin_draw3DSunkenPane(IGUISkin* skin,IGUIElement* element,
                video::SColor* bgcolor, bool flat, bool fillBackGround,
                const core::rect<s32>* rect,
                const core::rect<s32>* clip=0)
    {
        if (skin)
            skin->draw3DSunkenPane(element,*bgcolor,flat,fillBackGround,*rect,clip);
    }
    
    // must delete return value
    rect<s32>* IrrGUI_IGUISkin_draw3DWindowBackground(IGUISkin* skin,IGUIElement* element,
                bool drawTitleBar, SColor* titleBarColor,
                const core::rect<s32>* rect,
                const core::rect<s32>* clip = 0, core::rect<s32>* checkClientArea = 0)
    {
        if (skin)
            return new core::rect<s32>(skin->draw3DWindowBackground(element,drawTitleBar,*titleBarColor,*rect, clip, checkClientArea));
        else return 0;
    }
    
    void IrrGUI_IGUISkin_draw3DMenuPane(IGUISkin* skin,IGUIElement* element,
                const core::rect<s32>* rect,
                const core::rect<s32>* clip=0)
    {
        if (skin)
            skin->draw3DMenuPane(element,*rect,clip);
    }
    
    void IrrGUI_IGUISkin_draw3DToolBar(IGUISkin* skin,IGUIElement* element,
                const core::rect<s32>* rect,
                const core::rect<s32>* clip=0)
    {
        if (skin)
            skin->draw3DToolBar(element,*rect,clip);
    }
        
    // do not delete
    IGUISpriteBank* IrrGUI_IGUISkin_getSpriteBank(IGUISkin* skin)
    {
        if (skin)
            return skin->getSpriteBank();
        else return 0;
    }
    
    void IrrGUI_IGUISkin_setSpriteBank(IGUISkin* skin,IGUISpriteBank* bank)
    {
        if (skin)
            skin->setSpriteBank(bank);
    }
    
    u32 IrrGUI_IGUISkin_getIcon(IGUISkin* skin,EGUI_DEFAULT_ICON icon)
    {
        if (skin)
            return skin->getIcon(icon);
        else return 0;
    }
    
    void IrrGUI_IGUISkin_setIcon(IGUISkin* skin,EGUI_DEFAULT_ICON icon, u32 index)
    {
        if (skin)
            skin->setIcon(icon,index);
    }
    
    s32 IrrGUI_IGUISkin_getType(IGUISkin* skin)
    {
        if (skin)
            return skin->getType();
        else return -1;
    }
    
    void IrrGUI_IGUISkin_drawIcon(IGUISkin* skin,IGUIElement* element, EGUI_DEFAULT_ICON icon,
        position2di* position, u32 starttime=0, u32 currenttime=0, 
        bool loop=false, recti* clip=0)
    {
        if (skin)
            skin->drawIcon(element,icon,*position,starttime,currenttime,loop,clip);
    }

    // do not delete
    IGUIFont* IrrGUI_IGUISkin_getFont(IGUISkin* skin,EGUI_DEFAULT_FONT which=EGDF_DEFAULT)
    {
        if (skin)
            return skin->getFont(which);
        else return 0;
    }

    void IrrGUI_IGUISkin_setFont(IGUISkin* skin,IGUIFont* font, EGUI_DEFAULT_FONT which=EGDF_DEFAULT)
    {
        if (skin)
            skin->setFont(font,which);
    }

    void IrrGUI_IGUISkin_draw2DRectangle(IGUISkin* skin, IGUIElement* element, SColor* color, rect<s32>* pos, rect<s32>* clip = 0)
    {
        if (skin)
            skin->draw2DRectangle(element, *color, *pos, clip);
    }
    
    void IrrGUI_IGUISkin_draw3DTabButton(IGUISkin* skin, IGUIElement* element, bool active, const core::rect<s32>* rect, const core::rect<s32>* clip=0, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT)
    {
        if (skin)
            skin->draw3DTabButton(element, active, *rect, clip, alignment);
    }

    void IrrGUI_IGUISkin_draw3DTabBody(IGUISkin* skin, IGUIElement* element, bool border, bool background, const core::rect<s32>* rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT )
    {
        if (skin)
            skin->draw3DTabBody(element, border, background, *rect, clip, tabHeight, alignment); 
    }
}

Re: I am stuck with setup and compilation of the irrlicht modules, please

Re: I am stuck with setup and compilation of the irrlicht modules, please

Any update Sir ?

Re: I am stuck with setup and compilation of the irrlicht modules, please

greetings Juggernaut.  My sincere apologies on the delay.  I have been unable to get v1.8 to talk to BMAX.  I will continue to work on it as I have time.  I have not changed my setup so there is something with the new Irrlicht release causing it.

Re: I am stuck with setup and compilation of the irrlicht modules, please

Hello gman!
I'm glad you're willing to update the irrlicht mod!
As said here:http://www.gprogs.com/viewtopic.php?id=481
I would add doc comments to the module if you will upload it afterwards.

bye

7 (edited by unz 2014-01-21 18:43:00)

Re: I am stuck with setup and compilation of the irrlicht modules, please

any updates?

I'm having issues using the addons.mod.
The application does nothing or crashes. sucks...
You only need to import the module.

EDIT:
Nevermind. I'm using Unity3D now.