MinimalApplication         Minimal application not using the example app

Please edit/add to this if you spot something wrong.
This is from here.
I've applied the changes in the comments, check the thread.
See Newbie Tutorial 2 for another example.

  • Link to OgreMain_d.lib, OIS_d.lib in debug mode, and OgreMain.lib, OIS.lib in release mode.

/* 
---------------------------------------------------------------- 
This is a mini Ogre Application. It does nothing. 
by Mythma (mythma@126.com)
--------------------------
Eihort porting: stoneCold
---------------------------------------------------------------- 
*/ 

#define OIS_DYNAMIC_LIB

#include "Ogre.h" 
#include "OgreFrameListener.h" 
#include <OIS/OIS.h>

using namespace Ogre; 

////////////////////////////////////////////////////////////////////////// 
// class SimpleFrameListener 
////////////////////////////////////////////////////////////////////////// 
class SimpleFrameListener : public FrameListener 
{ 
public: 
    SimpleFrameListener(OIS::Keyboard* keyboard, OIS::Mouse* mouse) 
    { 
        mKeyboard = keyboard; 
        mMouse = mouse; 
    } 
    // This gets called before the next frame is beeing rendered.
    bool frameStarted(const FrameEvent& evt) 
    {
        //update the input devices
        mKeyboard->capture();
        mMouse->capture();

        //exit if key KC_ESCAPE pressed 
        if(mKeyboard->isKeyDown(OIS::KC_ESCAPE)) 
            return false; 

        return true; 
    } 
    // This gets called at the end of a frame.
    bool frameEnded(const FrameEvent& evt) 
    { 
        return true; 
    } 
private: 
    OIS::Keyboard* mKeyboard; 
    OIS::Mouse* mMouse; 
}; 

////////////////////////////////////////////////////////////////////////// 
// class SimpleKeyListener 
////////////////////////////////////////////////////////////////////////// 
class SimpleKeyListener : public OIS::KeyListener 
{ 
public: 
    bool keyPressed(const OIS::KeyEvent& e){ return true; }

    bool keyReleased(const OIS::KeyEvent& e){ return true; }
};

////////////////////////////////////////////////////////////////////////// 
// class SimpleMouseListener 
////////////////////////////////////////////////////////////////////////// 
class SimpleMouseListener : public OIS::MouseListener
{
public: 
    bool mouseMoved(const OIS::MouseEvent& e){ return true; }

    bool mousePressed(const OIS::MouseEvent& e, OIS::MouseButtonID id){ return true; }

    bool mouseReleased(const OIS::MouseEvent& e, OIS::MouseButtonID id){ return true; }
};

////////////////////////////////////////////////////////////////////////// 
// main 
////////////////////////////////////////////////////////////////////////// 
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
    #define WIN32_LEAN_AND_MEAN
    #include "windows.h"
    INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT)
#else
    int main(int argc, char **argv)
#endif
{
    //-----------------------------------------------------
    // 1 enter ogre
    //-----------------------------------------------------
    Root* root = new Root;

    //-----------------------------------------------------
    // 2 configure resource paths
    //-----------------------------------------------------
    // Load resource paths from config file

    // File format is:
    //  [ResourceGroupName]
    //  ArchiveType=Path
    //  .. repeat
    // For example:
    //  [General]
    //  FileSystem=media/
    //  Zip=packages/level1.zip

    ConfigFile cf;
    cf.load("resources.cfg");

    // Go through all sections & settings in the file
    ConfigFile::SectionIterator seci = cf.getSectionIterator();

    String secName, typeName, archName;
    while (seci.hasMoreElements())
    {
        secName = seci.peekNextKey();
        ConfigFile::SettingsMultiMap *settings = seci.getNext();
        ConfigFile::SettingsMultiMap::iterator i;
        for (i = settings->begin(); i != settings->end(); ++i)
        {
            typeName = i->first;
            archName = i->second;
            ResourceGroupManager::getSingleton().addResourceLocation(
                archName, typeName, secName);
        }
    }
    //-----------------------------------------------------
    // 3 Configures the application and creates the window
    //-----------------------------------------------------
    if(!root->showConfigDialog())
    {
        //Ogre
        delete root;
        return false; // Exit the application on cancel
    }

    RenderWindow* window = root->initialise(true, "Simple Ogre App");

    ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

    //-----------------------------------------------------
    // 4 Create the SceneManager
    //
    //        ST_GENERIC = octree
    //        ST_EXTERIOR_CLOSE = simple terrain
    //        ST_EXTERIOR_FAR = nature terrain (depreciated)
    //        ST_EXTERIOR_REAL_FAR = paging landscape
    //        ST_INTERIOR = Quake3 BSP
    //----------------------------------------------------- 
    SceneManager* sceneMgr = root->createSceneManager(ST_GENERIC); 

    //----------------------------------------------------- 
    // 5 Create the camera 
    //----------------------------------------------------- 
    Camera* camera = sceneMgr->createCamera("SimpleCamera"); 

    //----------------------------------------------------- 
    // 6 Create one viewport, entire window 
    //----------------------------------------------------- 
    Viewport* viewPort = window->addViewport(camera);

    //---------------------------------------------------- 
    // 7 add OIS input handling 
    //----------------------------------------------------
    OIS::ParamList pl;
    size_t windowHnd = 0;
    std::ostringstream windowHndStr;

    //tell OIS about the Ogre window
    window->getCustomAttribute("WINDOW", &windowHnd);
    windowHndStr << windowHnd;
    pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));

    //setup the manager, keyboard and mouse to handle input
    OIS::InputManager* inputManager = OIS::InputManager::createInputSystem(pl);
    OIS::Keyboard* keyboard = static_cast<OIS::Keyboard*>(inputManager->createInputObject(OIS::OISKeyboard, true));
    OIS::Mouse*    mouse = static_cast<OIS::Mouse*>(inputManager->createInputObject(OIS::OISMouse, true));

    //tell OIS about the window's dimensions
    unsigned int width, height, depth;
    int top, left;
    window->getMetrics(width, height, depth, left, top);
    const OIS::MouseState &ms = mouse->getMouseState();
    ms.width = width;
    ms.height = height;

    // everything is set up, now we listen for input and frames (replaces while loops)
    //key events
    SimpleKeyListener* keyListener = new SimpleKeyListener();
    keyboard->setEventCallback(keyListener);
    //mouse events
    SimpleMouseListener* mouseListener = new SimpleMouseListener();
    mouse->setEventCallback(mouseListener);
    //render events
    SimpleFrameListener* frameListener = new SimpleFrameListener(keyboard, mouse);
    root->addFrameListener(frameListener); 

    //----------------------------------------------------
    // 8 start rendering 
    //----------------------------------------------------
    root->startRendering(); // blocks until a frame listener returns false. eg from pressing escape in this example

    //----------------------------------------------------
    // 9 clean 
    //----------------------------------------------------
    //OIS
    inputManager->destroyInputObject(mouse); mouse = 0;
    inputManager->destroyInputObject(keyboard); keyboard = 0;
    OIS::InputManager::destroyInputSystem(inputManager); inputManager = 0;
    //listeners
    delete frameListener; 
    delete mouseListener; 
    delete keyListener;
    //Ogre
    delete root;

    return 0; 
}