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| author | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
|---|---|---|
| committer | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
| commit | 71e94ee161447b84c0eaabf6567f8fa62262cd3e (patch) | |
| tree | 391064cc6173a6fe75069af2fdc1978af12f623e /examples/06.2DGraphics | |
| download | irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.tar.gz irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.tar.bz2 irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.zip | |
Diffstat (limited to 'examples/06.2DGraphics')
| -rw-r--r-- | examples/06.2DGraphics/2DGraphics.cbp | 55 | ||||
| -rw-r--r-- | examples/06.2DGraphics/2DGraphics.dev | 59 | ||||
| -rw-r--r-- | examples/06.2DGraphics/2DGraphics.vcproj | 163 | ||||
| -rw-r--r-- | examples/06.2DGraphics/2DGraphics_vc10.vcxproj | 235 | ||||
| -rw-r--r-- | examples/06.2DGraphics/2DGraphics_vc11.vcxproj | 235 | ||||
| -rw-r--r-- | examples/06.2DGraphics/2DGraphics_vc12.vcxproj | 235 | ||||
| -rw-r--r-- | examples/06.2DGraphics/2DGraphics_vc8.vcproj | 231 | ||||
| -rw-r--r-- | examples/06.2DGraphics/2DGraphics_vc9.vcproj | 230 | ||||
| -rw-r--r-- | examples/06.2DGraphics/Makefile | 38 | ||||
| -rw-r--r-- | examples/06.2DGraphics/main.cpp | 166 | ||||
| -rw-r--r-- | examples/06.2DGraphics/tutorial.html | 208 |
11 files changed, 1855 insertions, 0 deletions
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+ Name="VCPreLinkEventTool"
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+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\06.2DGraphics.exe"
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+ SuppressStartupBanner="true"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ GenerateDebugInformation="true"
+ ProgramDatabaseFile=".\Debug/2DGraphics.pdb"
+ SubSystem="1"
+ TargetMachine="1"
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+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCWebDeploymentTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath="main.cpp"
+ >
+ <FileConfiguration
+ Name="Release|Win32"
+ >
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="2"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""
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+ </FileConfiguration>
+ <FileConfiguration
+ Name="Debug|Win32"
+ >
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""
+ BasicRuntimeChecks="3"
+ />
+ </FileConfiguration>
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/examples/06.2DGraphics/2DGraphics_vc9.vcproj b/examples/06.2DGraphics/2DGraphics_vc9.vcproj new file mode 100644 index 0000000..e78f8a0 --- /dev/null +++ b/examples/06.2DGraphics/2DGraphics_vc9.vcproj @@ -0,0 +1,230 @@ +<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="06.2DGraphics_vc9"
+ ProjectGUID="{E71B6F18-10DC-4101-A541-F6D33F71B2BD}"
+ RootNamespace="2DGraphics_vc9"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory=".\Release"
+ IntermediateDirectory=".\Release"
+ ConfigurationType="1"
+ InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
+ UseOfMFC="0"
+ ATLMinimizesCRunTimeLibraryUsage="false"
+ CharacterSet="2"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ TypeLibraryName=".\Release/2DGraphics.tlb"
+ HeaderFileName=""
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="2"
+ InlineFunctionExpansion="1"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
+ StringPooling="true"
+ RuntimeLibrary="0"
+ EnableFunctionLevelLinking="true"
+ UsePrecompiledHeader="0"
+ PrecompiledHeaderFile=".\Release/2DGraphics.pch"
+ AssemblerListingLocation=".\Release/"
+ ObjectFile=".\Release/"
+ ProgramDataBaseFileName=".\Release/"
+ WarningLevel="3"
+ SuppressStartupBanner="true"
+ CompileAs="0"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ PreprocessorDefinitions="NDEBUG"
+ Culture="3079"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\06.2DGraphics.exe"
+ LinkIncremental="0"
+ SuppressStartupBanner="true"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ ProgramDatabaseFile=".\Release/2DGraphics.pdb"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory=".\Debug"
+ IntermediateDirectory=".\Debug"
+ ConfigurationType="1"
+ InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
+ UseOfMFC="0"
+ ATLMinimizesCRunTimeLibraryUsage="false"
+ CharacterSet="2"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ TypeLibraryName=".\Debug/2DGraphics.tlb"
+ HeaderFileName=""
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ UsePrecompiledHeader="0"
+ PrecompiledHeaderFile=".\Debug/2DGraphics.pch"
+ AssemblerListingLocation=".\Debug/"
+ ObjectFile=".\Debug/"
+ ProgramDataBaseFileName=".\Debug/"
+ WarningLevel="3"
+ SuppressStartupBanner="true"
+ DebugInformationFormat="4"
+ CompileAs="0"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ PreprocessorDefinitions="_DEBUG"
+ Culture="3079"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\06.2DGraphics.exe"
+ LinkIncremental="0"
+ SuppressStartupBanner="true"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ GenerateDebugInformation="true"
+ ProgramDatabaseFile=".\Debug/2DGraphics.pdb"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath="main.cpp"
+ >
+ <FileConfiguration
+ Name="Release|Win32"
+ >
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="2"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""
+ />
+ </FileConfiguration>
+ <FileConfiguration
+ Name="Debug|Win32"
+ >
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""
+ BasicRuntimeChecks="3"
+ />
+ </FileConfiguration>
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/examples/06.2DGraphics/Makefile b/examples/06.2DGraphics/Makefile new file mode 100644 index 0000000..6e62b2b --- /dev/null +++ b/examples/06.2DGraphics/Makefile @@ -0,0 +1,38 @@ +# Makefile for Irrlicht Examples
+# It's usually sufficient to change just the target name and source file list
+# and be sure that CXX is set to a valid compiler
+Target = 06.2DGraphics
+Sources = main.cpp
+
+# general compiler settings
+CPPFLAGS = -I../../include -I/usr/X11R6/include
+CXXFLAGS = -O3 -ffast-math
+#CXXFLAGS = -g -Wall
+
+#default target is Linux
+all: all_linux
+
+ifeq ($(HOSTTYPE), x86_64)
+LIBSELECT=64
+endif
+
+# target specific settings
+all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
+all_linux clean_linux: SYSTEM=Linux
+all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
+all_win32 clean_win32: SYSTEM=Win32-gcc
+all_win32 clean_win32: SUF=.exe
+# name of the binary - only valid for targets which set SYSTEM
+DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
+
+all_linux all_win32:
+ $(warning Building...)
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
+
+clean: clean_linux clean_win32
+ $(warning Cleaning...)
+
+clean_linux clean_win32:
+ @$(RM) $(DESTPATH)
+
+.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/examples/06.2DGraphics/main.cpp b/examples/06.2DGraphics/main.cpp new file mode 100644 index 0000000..40e311a --- /dev/null +++ b/examples/06.2DGraphics/main.cpp @@ -0,0 +1,166 @@ +/** Example 006 2D Graphics
+
+This Tutorial shows how to do 2d graphics with the Irrlicht Engine.
+It shows how to draw images, keycolor based sprites,
+transparent rectangles, and different fonts. You may consider
+this useful if you want to make a 2d game with the engine, or if
+you want to draw a cool interface or head up display for your 3d game.
+
+As always, I include the header files, use the irr namespace,
+and tell the linker to link with the .lib file.
+*/
+#include <irrlicht.h>
+#include "driverChoice.h"
+
+using namespace irr;
+
+#ifdef _MSC_VER
+#pragma comment(lib, "Irrlicht.lib")
+#endif
+
+/*
+At first, we let the user select the driver type, then start up the engine, set
+a caption, and get a pointer to the video driver.
+*/
+int main()
+{
+ // ask user for driver
+ video::E_DRIVER_TYPE driverType=driverChoiceConsole();
+ if (driverType==video::EDT_COUNT)
+ return 1;
+
+ // create device
+
+ IrrlichtDevice *device = createDevice(driverType,
+ core::dimension2d<u32>(512, 384));
+
+ if (device == 0)
+ return 1; // could not create selected driver.
+
+ device->setWindowCaption(L"Irrlicht Engine - 2D Graphics Demo");
+
+ video::IVideoDriver* driver = device->getVideoDriver();
+
+ /*
+ All 2d graphics in this example are put together into one texture,
+ 2ddemo.png. Because we want to draw colorkey based sprites, we need to
+ load this texture and tell the engine, which part of it should be
+ transparent based on a colorkey.
+
+ In this example, we don't tell it the color directly, we just say "Hey
+ Irrlicht Engine, you'll find the color I want at position (0,0) on the
+ texture.". Instead, it would be also possible to call
+ driver->makeColorKeyTexture(images, video::SColor(0,0,0,0)), to make
+ e.g. all black pixels transparent. Please note that
+ makeColorKeyTexture just creates an alpha channel based on the color.
+ */
+ video::ITexture* images = driver->getTexture("../../media/2ddemo.png");
+ driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));
+
+ /*
+ To be able to draw some text with two different fonts, we first load
+ them. Ok, we load just one. As the first font we just use the default
+ font which is built into the engine. Also, we define two rectangles
+ which specify the position of the images of the red imps (little flying
+ creatures) in the texture.
+ */
+ gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();
+ gui::IGUIFont* font2 =
+ device->getGUIEnvironment()->getFont("../../media/fonthaettenschweiler.bmp");
+
+ core::rect<s32> imp1(349,15,385,78);
+ core::rect<s32> imp2(387,15,423,78);
+
+ /*
+ Prepare a nicely filtering 2d render mode for special cases.
+ */
+ driver->getMaterial2D().TextureLayer[0].BilinearFilter=true;
+ driver->getMaterial2D().AntiAliasing=video::EAAM_FULL_BASIC;
+
+ /*
+ Everything is prepared, now we can draw everything in the draw loop,
+ between the begin scene and end scene calls. In this example, we are
+ just doing 2d graphics, but it would be no problem to mix them with 3d
+ graphics. Just try it out, and draw some 3d vertices or set up a scene
+ with the scene manager and draw it.
+ */
+ while(device->run() && driver)
+ {
+ if (device->isWindowActive())
+ {
+ u32 time = device->getTimer()->getTime();
+
+ driver->beginScene(true, true, video::SColor(255,120,102,136));
+
+ /*
+ First, we draw 3 sprites, using the alpha channel we
+ created with makeColorKeyTexture. The last parameter
+ specifies that the drawing method should use this alpha
+ channel. The last-but-one parameter specifies a
+ color, with which the sprite should be colored.
+ (255,255,255,255) is full white, so the sprite will
+ look like the original. The third sprite is drawn
+ with the red channel modulated based on the time.
+ */
+
+ // draw fire & dragons background world
+ driver->draw2DImage(images, core::position2d<s32>(50,50),
+ core::rect<s32>(0,0,342,224), 0,
+ video::SColor(255,255,255,255), true);
+
+ // draw flying imp
+ driver->draw2DImage(images, core::position2d<s32>(164,125),
+ (time/500 % 2) ? imp1 : imp2, 0,
+ video::SColor(255,255,255,255), true);
+
+ // draw second flying imp with colorcylce
+ driver->draw2DImage(images, core::position2d<s32>(270,105),
+ (time/500 % 2) ? imp1 : imp2, 0,
+ video::SColor(255,(time) % 255,255,255), true);
+
+ /*
+ Drawing text is really simple. The code should be self
+ explanatory.
+ */
+
+ // draw some text
+ if (font)
+ font->draw(L"This demo shows that Irrlicht is also capable of drawing 2D graphics.",
+ core::rect<s32>(130,10,300,50),
+ video::SColor(255,255,255,255));
+
+ // draw some other text
+ if (font2)
+ font2->draw(L"Also mixing with 3d graphics is possible.",
+ core::rect<s32>(130,20,300,60),
+ video::SColor(255,time % 255,time % 255,255));
+
+ /*
+ Next, we draw the Irrlicht Engine logo (without
+ using a color or an alpha channel). Since we slightly scale
+ the image we use the prepared filter mode.
+ */
+ driver->enableMaterial2D();
+ driver->draw2DImage(images, core::rect<s32>(10,10,108,48),
+ core::rect<s32>(354,87,442,118));
+ driver->enableMaterial2D(false);
+
+ /*
+ Finally draw a half-transparent rect under the mouse cursor.
+ */
+ core::position2d<s32> m = device->getCursorControl()->getPosition();
+ driver->draw2DRectangle(video::SColor(100,255,255,255),
+ core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20));
+
+ driver->endScene();
+ }
+ }
+
+ device->drop();
+
+ return 0;
+}
+
+/*
+That's all. I hope it was not too difficult.
+**/
diff --git a/examples/06.2DGraphics/tutorial.html b/examples/06.2DGraphics/tutorial.html new file mode 100644 index 0000000..9a8ace6 --- /dev/null +++ b/examples/06.2DGraphics/tutorial.html @@ -0,0 +1,208 @@ +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> +<html> +<head> +<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/> +<meta http-equiv="X-UA-Compatible" content="IE=9"/> +<meta name="generator" content="Doxygen 1.8.13"/> +<meta name="viewport" content="width=device-width, initial-scale=1"/> +<title>Tutorial 6: 2D Graphics</title> +<html xmlns="http://www.w3.org/1999/xhtml"> +<!-- Wanted to avoid copying .css to each folder, so copied default .css from doxyen in here, kicked out most stuff we don't need for examples and modified some a little bit. + Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder. + Feel free to improve :) + --> +<style> +body, table, div, p, dl { + font: 400 14px/22px; +} +body { + background-color: #F0F0F0; + color: black; + margin-left: 5%; + margin-right: 5%; +} +p.reference, p.definition { + font: 400 14px/22px; +} +.title { + font: 400 14px/28px; + font-size: 150%; + font-weight: bold; + margin: 10px 2px; +} +h1, h2, h3, h4, h5, h6 { + -webkit-transition: text-shadow 0.5s linear; + -moz-transition: text-shadow 0.5s linear; + -ms-transition: text-shadow 0.5s linear; + -o-transition: text-shadow 0.5s linear; + transition: text-shadow 0.5s linear; + margin-right: 15px; +} +caption { + font-weight: bold; +} +h3.version { + font-size: 90%; + text-align: center; +} +a { + color: #3D578C; + font-weight: normal; + text-decoration: none; +} +.contents a:visited { + color: #4665A2; +} +a:hover { + text-decoration: underline; +} +a.el { + font-weight: bold; +} +a.code, a.code:visited, a.line, a.line:visited { + color: #4665A2; +} +a.codeRef, a.codeRef:visited, a.lineRef, a.lineRef:visited { + color: #4665A2; +} +pre.fragment { + border: 1px solid #C4CFE5; + background-color: #FBFCFD; + padding: 4px 6px; + margin: 4px 8px 4px 2px; + overflow: auto; + word-wrap: break-word; + font-size: 9pt; + line-height: 125%; + font-family: monospace, fixed; + font-size: 105%; +} +div.fragment { + padding: 0px; + margin: 4px 8px 4px 2px; + background-color: #FBFCFD; + border: 1px solid #C4CFE5; +} +div.line { + font-family: monospace, fixed; + font-size: 13px; + min-height: 13px; + line-height: 1.0; + text-wrap: unrestricted; + white-space: -moz-pre-wrap; /* Moz */ + white-space: -pre-wrap; /* Opera 4-6 */ + white-space: -o-pre-wrap; /* Opera 7 */ + white-space: pre-wrap; /* CSS3 */ + word-wrap: break-word; /* IE 5.5+ */ + text-indent: -53px; + padding-left: 53px; + padding-bottom: 0px; + margin: 0px; + -webkit-transition-property: background-color, box-shadow; + -webkit-transition-duration: 0.5s; + -moz-transition-property: background-color, box-shadow; + -moz-transition-duration: 0.5s; + -ms-transition-property: background-color, box-shadow; + -ms-transition-duration: 0.5s; + -o-transition-property: background-color, box-shadow; + -o-transition-duration: 0.5s; + transition-property: background-color, box-shadow; + transition-duration: 0.5s; +} +div.contents { + margin-top: 10px; + margin-left: 12px; + margin-right: 8px; +} +div.center { + text-align: center; + margin-top: 0px; + margin-bottom: 0px; + padding: 0px; +} +div.center img { + border: 0px; +} +span.keyword { + color: #008000 +} +span.keywordtype { + color: #604020 +} +span.keywordflow { + color: #e08000 +} +span.comment { + color: #800000 +} +span.preprocessor { + color: #806020 +} +span.stringliteral { + color: #002080 +} +span.charliteral { + color: #008080 +} +blockquote { + background-color: #F7F8FB; + border-left: 2px solid #9CAFD4; + margin: 0 24px 0 4px; + padding: 0 12px 0 16px; +} +hr { + height: 0px; + border: none; + border-top: 1px solid #4A6AAA; +} +address { + font-style: normal; + color: #2A3D61; +} +div.header { + background-image:url('nav_h.png'); + background-repeat:repeat-x; + background-color: #F9FAFC; + margin: 0px; + border-bottom: 1px solid #C4CFE5; +} +div.headertitle { + padding: 5px 5px 5px 10px; +} +.image { + text-align: center; +} +.caption { + font-weight: bold; +} +div.zoom { + border: 1px solid #90A5CE; +} +tr.heading h2 { + margin-top: 12px; + margin-bottom: 4px; +} +</style> +</head> +<div id="top"><!-- do not remove this div, it is closed by doxygen! --> +<!--END TITLEAREA--> +<!-- end header part --> +<!-- Generated by Doxygen 1.8.13 --> +</div><!-- top --> +<div class="header"> + <div class="headertitle"> +<div class="title">Tutorial 6: 2D Graphics </div> </div> +</div><!--header--> +<div class="contents"> +<div class="textblock"><div class="image"> +<img src="../../media/006shot.jpg" alt="006shot.jpg"/> +</div> + <p>This Tutorial shows how to do 2d graphics with the Irrlicht Engine. It shows how to draw images, keycolor based sprites, transparent rectangles, and different fonts. You may consider this useful if you want to make a 2d game with the engine, or if you want to draw a cool interface or head up display for your 3d game.</p> +<p>As always, I include the header files, use the irr namespace, and tell the linker to link with the .lib file. </p><div class="fragment"><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div><div class="line"><span class="preprocessor">#include "driverChoice.h"</span></div><div class="line"></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"><span class="preprocessor">#endif</span></div></div><!-- fragment --><p> At first, we let the user select the driver type, then start up the engine, set a caption, and get a pointer to the video driver. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> <span class="comment">// create device</span></div><div class="line"></div><div class="line"> IrrlichtDevice *device = createDevice(driverType,</div><div class="line"> core::dimension2d<u32>(512, 384));</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1; <span class="comment">// could not create selected driver.</span></div><div class="line"></div><div class="line"> device->setWindowCaption(L<span class="stringliteral">"Irrlicht Engine - 2D Graphics Demo"</span>);</div><div class="line"></div><div class="line"> video::IVideoDriver* driver = device->getVideoDriver();</div></div><!-- fragment --><p> All 2d graphics in this example are put together into one texture, 2ddemo.png. Because we want to draw colorkey based sprites, we need to load this texture and tell the engine, which part of it should be transparent based on a colorkey.</p> +<p>In this example, we don't tell it the color directly, we just say "Hey Irrlicht Engine, you'll find the color I want at position (0,0) on the texture.". Instead, it would be also possible to call driver->makeColorKeyTexture(images, video::SColor(0,0,0,0)), to make e.g. all black pixels transparent. Please note that makeColorKeyTexture just creates an alpha channel based on the color. </p><div class="fragment"><div class="line">video::ITexture* images = driver->getTexture(<span class="stringliteral">"../../media/2ddemo.png"</span>);</div><div class="line">driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));</div></div><!-- fragment --><p> To be able to draw some text with two different fonts, we first load them. Ok, we load just one. As the first font we just use the default font which is built into the engine. Also, we define two rectangles which specify the position of the images of the red imps (little flying creatures) in the texture. </p><div class="fragment"><div class="line">gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();</div><div class="line">gui::IGUIFont* font2 =</div><div class="line"> device->getGUIEnvironment()->getFont(<span class="stringliteral">"../../media/fonthaettenschweiler.bmp"</span>);</div><div class="line"></div><div class="line">core::rect<s32> imp1(349,15,385,78);</div><div class="line">core::rect<s32> imp2(387,15,423,78);</div></div><!-- fragment --><p> Prepare a nicely filtering 2d render mode for special cases. </p><div class="fragment"><div class="line">driver->getMaterial2D().TextureLayer[0].BilinearFilter=<span class="keyword">true</span>;</div><div class="line">driver->getMaterial2D().AntiAliasing=video::EAAM_FULL_BASIC;</div></div><!-- fragment --><p> Everything is prepared, now we can draw everything in the draw loop, between the begin scene and end scene calls. In this example, we are just doing 2d graphics, but it would be no problem to mix them with 3d graphics. Just try it out, and draw some 3d vertices or set up a scene with the scene manager and draw it. </p><div class="fragment"><div class="line"><span class="keywordflow">while</span>(device->run() && driver)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (device->isWindowActive())</div><div class="line"> {</div><div class="line"> u32 time = device->getTimer()->getTime();</div><div class="line"></div><div class="line"> driver->beginScene(<span class="keyword">true</span>, <span class="keyword">true</span>, video::SColor(255,120,102,136));</div></div><!-- fragment --><p> First, we draw 3 sprites, using the alpha channel we created with makeColorKeyTexture. The last parameter specifies that the drawing method should use this alpha channel. The last-but-one parameter specifies a color, with which the sprite should be colored. (255,255,255,255) is full white, so the sprite will look like the original. The third sprite is drawn with the red channel modulated based on the time. </p><div class="fragment"><div class="line"><span class="comment">// draw fire & dragons background world</span></div><div class="line">driver->draw2DImage(images, core::position2d<s32>(50,50),</div><div class="line"> core::rect<s32>(0,0,342,224), 0,</div><div class="line"> video::SColor(255,255,255,255), <span class="keyword">true</span>);</div><div class="line"></div><div class="line"><span class="comment">// draw flying imp</span></div><div class="line">driver->draw2DImage(images, core::position2d<s32>(164,125),</div><div class="line"> (time/500 % 2) ? imp1 : imp2, 0,</div><div class="line"> video::SColor(255,255,255,255), <span class="keyword">true</span>);</div><div class="line"></div><div class="line"><span class="comment">// draw second flying imp with colorcylce</span></div><div class="line">driver->draw2DImage(images, core::position2d<s32>(270,105),</div><div class="line"> (time/500 % 2) ? imp1 : imp2, 0,</div><div class="line"> video::SColor(255,(time) % 255,255,255), <span class="keyword">true</span>);</div></div><!-- fragment --><p> Drawing text is really simple. The code should be self explanatory. </p><div class="fragment"><div class="line"><span class="comment">// draw some text</span></div><div class="line"><span class="keywordflow">if</span> (font)</div><div class="line"> font->draw(L<span class="stringliteral">"This demo shows that Irrlicht is also capable of drawing 2D graphics."</span>,</div><div class="line"> core::rect<s32>(130,10,300,50),</div><div class="line"> video::SColor(255,255,255,255));</div><div class="line"></div><div class="line"><span class="comment">// draw some other text</span></div><div class="line"><span class="keywordflow">if</span> (font2)</div><div class="line"> font2->draw(L<span class="stringliteral">"Also mixing with 3d graphics is possible."</span>,</div><div class="line"> core::rect<s32>(130,20,300,60),</div><div class="line"> video::SColor(255,time % 255,time % 255,255));</div></div><!-- fragment --><p> Next, we draw the Irrlicht Engine logo (without using a color or an alpha channel). Since we slightly scale the image we use the prepared filter mode. </p><div class="fragment"><div class="line">driver->enableMaterial2D();</div><div class="line">driver->draw2DImage(images, core::rect<s32>(10,10,108,48),</div><div class="line"> core::rect<s32>(354,87,442,118));</div><div class="line">driver->enableMaterial2D(<span class="keyword">false</span>);</div></div><!-- fragment --><p> Finally draw a half-transparent rect under the mouse cursor. </p><div class="fragment"><div class="line"> core::position2d<s32> m = device->getCursorControl()->getPosition();</div><div class="line"> driver->draw2DRectangle(video::SColor(100,255,255,255),</div><div class="line"> core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20));</div><div class="line"></div><div class="line"> driver->endScene();</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> device->drop();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's all. I hope it was not too difficult. </p> +</div></div><!-- contents --> +<!-- HTML footer for doxygen 1.8.13--> +<!-- start footer part --> +<p> </p> +</body> +</html> |
