| Irrlicht 3D Engine |

Namespaces | Typedefs | Functions
irrlicht.h File Reference

Main header file of the irrlicht, the only file needed to include. More...

`#include "IrrCompileConfig.h"`
`#include "aabbox3d.h"`
`#include "CDynamicMeshBuffer.h"`
`#include "CIndexBuffer.h"`
`#include "CMeshBuffer.h"`
`#include "coreutil.h"`
`#include "CVertexBuffer.h"`
`#include "dimension2d.h"`
`#include "ECullingTypes.h"`
`#include "EDebugSceneTypes.h"`
`#include "EDriverFeatures.h"`
`#include "EDriverTypes.h"`
`#include "EGUIAlignment.h"`
`#include "EGUIElementTypes.h"`
`#include "EHardwareBufferFlags.h"`
`#include "EMaterialFlags.h"`
`#include "EMaterialTypes.h"`
`#include "EMeshWriterEnums.h"`
`#include "EMessageBoxFlags.h"`
`#include "ESceneNodeAnimatorTypes.h"`
`#include "ESceneNodeTypes.h"`
`#include "ETerrainElements.h"`
`#include "fast_atof.h"`
`#include "heapsort.h"`
`#include "IAnimatedMesh.h"`
`#include "IAnimatedMeshMD2.h"`
`#include "IAnimatedMeshMD3.h"`
`#include "IAnimatedMeshSceneNode.h"`
`#include "IAttributeExchangingObject.h"`
`#include "IAttributes.h"`
`#include "IBillboardSceneNode.h"`
`#include "IBillboardTextSceneNode.h"`
`#include "IBoneSceneNode.h"`
`#include "ICameraSceneNode.h"`
`#include "ICursorControl.h"`
`#include "IDummyTransformationSceneNode.h"`
`#include "IDynamicMeshBuffer.h"`
`#include "IEventReceiver.h"`
`#include "IFileList.h"`
`#include "IFileSystem.h"`
`#include "IGeometryCreator.h"`
`#include "IGPUProgrammingServices.h"`
`#include "IGUIButton.h"`
`#include "IGUICheckBox.h"`
`#include "IGUIColorSelectDialog.h"`
`#include "IGUIComboBox.h"`
`#include "IGUIContextMenu.h"`
`#include "IGUIEditBox.h"`
`#include "IGUIElement.h"`
`#include "IGUIElementFactory.h"`
`#include "IGUIEnvironment.h"`
`#include "IGUIFileOpenDialog.h"`
`#include "IGUIFont.h"`
`#include "IGUIFontBitmap.h"`
`#include "IGUIImage.h"`
`#include "IGUIInOutFader.h"`
`#include "IGUIListBox.h"`
`#include "IGUIMeshViewer.h"`
`#include "IGUIScrollBar.h"`
`#include "IGUISkin.h"`
`#include "IGUISpinBox.h"`
`#include "IGUISpriteBank.h"`
`#include "IGUIStaticText.h"`
`#include "IGUITabControl.h"`
`#include "IGUITable.h"`
`#include "IGUIToolbar.h"`
`#include "IGUIWindow.h"`
`#include "IGUITreeView.h"`
`#include "IImage.h"`
`#include "IImageLoader.h"`
`#include "IImageWriter.h"`
`#include "IIndexBuffer.h"`
`#include "ILightSceneNode.h"`
`#include "ILogger.h"`
`#include "IMaterialRenderer.h"`
`#include "IMaterialRendererServices.h"`
`#include "IMesh.h"`
`#include "IMeshBuffer.h"`
`#include "IMeshCache.h"`
`#include "IMeshLoader.h"`
`#include "IMeshManipulator.h"`
`#include "IMeshSceneNode.h"`
`#include "IMeshWriter.h"`
`#include "IColladaMeshWriter.h"`
`#include "IMetaTriangleSelector.h"`
`#include "IOSOperator.h"`
`#include "IParticleSystemSceneNode.h"`
`#include "IQ3LevelMesh.h"`
`#include "IQ3Shader.h"`
`#include "IReadFile.h"`
`#include "IReferenceCounted.h"`
`#include "irrArray.h"`
`#include "IRandomizer.h"`
`#include "IrrlichtDevice.h"`
`#include "irrList.h"`
`#include "irrMap.h"`
`#include "irrMath.h"`
`#include "irrString.h"`
`#include "irrTypes.h"`
`#include "path.h"`
`#include "irrXML.h"`
`#include "ISceneCollisionManager.h"`
`#include "ISceneLoader.h"`
`#include "ISceneManager.h"`
`#include "ISceneNode.h"`
`#include "ISceneNodeAnimator.h"`
`#include "ISceneNodeAnimatorCameraFPS.h"`
`#include "ISceneNodeAnimatorCameraMaya.h"`
`#include "ISceneNodeAnimatorCollisionResponse.h"`
`#include "ISceneNodeAnimatorFactory.h"`
`#include "ISceneNodeFactory.h"`
`#include "ISceneUserDataSerializer.h"`
`#include "IShaderConstantSetCallBack.h"`
`#include "IShadowVolumeSceneNode.h"`
`#include "ISkinnedMesh.h"`
`#include "ITerrainSceneNode.h"`
`#include "ITextSceneNode.h"`
`#include "ITexture.h"`
`#include "ITimer.h"`
`#include "ITriangleSelector.h"`
`#include "IVertexBuffer.h"`
`#include "IVideoDriver.h"`
`#include "IVideoModeList.h"`
`#include "IVolumeLightSceneNode.h"`
`#include "IWriteFile.h"`
`#include "IXMLReader.h"`
`#include "IXMLWriter.h"`
`#include "ILightManager.h"`
`#include "Keycodes.h"`
`#include "line2d.h"`
`#include "line3d.h"`
`#include "matrix4.h"`
`#include "plane3d.h"`
`#include "position2d.h"`
`#include "quaternion.h"`
`#include "rect.h"`
`#include "S3DVertex.h"`
`#include "SAnimatedMesh.h"`
`#include "SceneParameters.h"`
`#include "SColor.h"`
`#include "SExposedVideoData.h"`
`#include "SIrrCreationParameters.h"`
`#include "SKeyMap.h"`
`#include "SLight.h"`
`#include "SMaterial.h"`
`#include "SMesh.h"`
`#include "SMeshBuffer.h"`
`#include "SMeshBufferLightMap.h"`
`#include "SMeshBufferTangents.h"`
`#include "SParticle.h"`
`#include "SSharedMeshBuffer.h"`
`#include "SSkinMeshBuffer.h"`
`#include "SVertexIndex.h"`
`#include "SViewFrustum.h"`
`#include "triangle3d.h"`
`#include "vector2d.h"`
`#include "vector3d.h"`

Go to the source code of this file.

## Namespaces

- namespace irr

    Everything in the Irrlicht Engine can be found in this namespace.

- namespace irr::core

    Basic classes such as vectors, planes, arrays, lists, and so on can be found in this namespace.

- namespace irr::gui

    The gui namespace contains useful classes for easy creation of a graphical user interface.

- namespace irr::io

    This namespace provides interfaces for input/output: Reading and writing files, accessing zip archives, xml files, ...

- namespace irr::scene

    All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...

- namespace irr::video

    The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done here.

## Typedefs

- typedef IrrlichtDevice
  *IRRCALLCONV * irr::funcptr_createDevice (video::E_DRIVER_TYPE deviceType, const core::dimension2d< u32 > &windowSize, u32 bits, bool fullscreen, bool stencilbuffer, bool vsync, IEventReceiver *receiver)
    typedef for Function Pointer
- typedef IrrlichtDevice
  *IRRCALLCONV * irr::funcptr_createDeviceEx (const SIrrlichtCreationParameters &parameters)
    typedef for Function Pointer

## Functions

- IRRLICHT_API IrrlichtDevice
  *IRRCALLCONV irr::createDevice (video::E_DRIVER_TYPE deviceType=video::EDT_SOFTWARE, const core::dimension2d< u32 > &windowSize=(core::dimension2d< u32 >(640, 480)), u32 bits=16, bool fullscreen=false, bool stencilbuffer=false, bool vsync=false, IEventReceiver *receiver=0)
    Creates an Irrlicht device. The Irrlicht device is the root object for using the engine.
- IRRLICHT_API IrrlichtDevice
  *IRRCALLCONV irr::createDeviceEx (const SIrrlichtCreationParameters &parameters)
    Creates an Irrlicht device with the option to specify advanced parameters.

## Detailed Description

Main header file of the irrlicht, the only file needed to include.

Definition in file irrlicht.h.