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-rw-r--r--libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics.dev118
-rw-r--r--libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics.vcproj326
-rw-r--r--libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics_vc10.vcxproj460
-rw-r--r--libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics_vc11.vcxproj468
-rw-r--r--libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics_vc8.vcproj462
-rw-r--r--libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics_vc9.vcproj460
-rw-r--r--libraries/irrlicht-1.8/examples/06.2DGraphics/Makefile76
-rw-r--r--libraries/irrlicht-1.8/examples/06.2DGraphics/main.cpp332
-rw-r--r--libraries/irrlicht-1.8/examples/06.2DGraphics/tutorial.html326
9 files changed, 1514 insertions, 1514 deletions
diff --git a/libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics.dev b/libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics.dev
index 93694f1..4611114 100644
--- a/libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics.dev
+++ b/libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics.dev
@@ -1,59 +1,59 @@
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diff --git a/libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics.vcproj b/libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics.vcproj
index b21c351..9adfb54 100644
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+++ b/libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics.vcproj
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diff --git a/libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics_vc10.vcxproj b/libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics_vc10.vcxproj
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+++ b/libraries/irrlicht-1.8/examples/06.2DGraphics/2DGraphics_vc10.vcxproj
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141 RuntimeLibrary="1" 141 RuntimeLibrary="1"
142 UsePrecompiledHeader="0" 142 UsePrecompiledHeader="0"
143 PrecompiledHeaderFile=".\Debug/2DGraphics.pch" 143 PrecompiledHeaderFile=".\Debug/2DGraphics.pch"
144 AssemblerListingLocation=".\Debug/" 144 AssemblerListingLocation=".\Debug/"
145 ObjectFile=".\Debug/" 145 ObjectFile=".\Debug/"
146 ProgramDataBaseFileName=".\Debug/" 146 ProgramDataBaseFileName=".\Debug/"
147 WarningLevel="3" 147 WarningLevel="3"
148 SuppressStartupBanner="true" 148 SuppressStartupBanner="true"
149 DebugInformationFormat="4" 149 DebugInformationFormat="4"
150 CompileAs="0" 150 CompileAs="0"
151 /> 151 />
152 <Tool 152 <Tool
153 Name="VCManagedResourceCompilerTool" 153 Name="VCManagedResourceCompilerTool"
154 /> 154 />
155 <Tool 155 <Tool
156 Name="VCResourceCompilerTool" 156 Name="VCResourceCompilerTool"
157 PreprocessorDefinitions="_DEBUG" 157 PreprocessorDefinitions="_DEBUG"
158 Culture="3079" 158 Culture="3079"
159 /> 159 />
160 <Tool 160 <Tool
161 Name="VCPreLinkEventTool" 161 Name="VCPreLinkEventTool"
162 /> 162 />
163 <Tool 163 <Tool
164 Name="VCLinkerTool" 164 Name="VCLinkerTool"
165 OutputFile="..\..\bin\Win32-VisualStudio\06.2DGraphics.exe" 165 OutputFile="..\..\bin\Win32-VisualStudio\06.2DGraphics.exe"
166 LinkIncremental="0" 166 LinkIncremental="0"
167 SuppressStartupBanner="true" 167 SuppressStartupBanner="true"
168 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 168 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
169 GenerateDebugInformation="true" 169 GenerateDebugInformation="true"
170 ProgramDatabaseFile=".\Debug/2DGraphics.pdb" 170 ProgramDatabaseFile=".\Debug/2DGraphics.pdb"
171 SubSystem="1" 171 SubSystem="1"
172 RandomizedBaseAddress="1" 172 RandomizedBaseAddress="1"
173 DataExecutionPrevention="0" 173 DataExecutionPrevention="0"
174 TargetMachine="1" 174 TargetMachine="1"
175 /> 175 />
176 <Tool 176 <Tool
177 Name="VCALinkTool" 177 Name="VCALinkTool"
178 /> 178 />
179 <Tool 179 <Tool
180 Name="VCManifestTool" 180 Name="VCManifestTool"
181 /> 181 />
182 <Tool 182 <Tool
183 Name="VCXDCMakeTool" 183 Name="VCXDCMakeTool"
184 /> 184 />
185 <Tool 185 <Tool
186 Name="VCBscMakeTool" 186 Name="VCBscMakeTool"
187 /> 187 />
188 <Tool 188 <Tool
189 Name="VCFxCopTool" 189 Name="VCFxCopTool"
190 /> 190 />
191 <Tool 191 <Tool
192 Name="VCAppVerifierTool" 192 Name="VCAppVerifierTool"
193 /> 193 />
194 <Tool 194 <Tool
195 Name="VCPostBuildEventTool" 195 Name="VCPostBuildEventTool"
196 /> 196 />
197 </Configuration> 197 </Configuration>
198 </Configurations> 198 </Configurations>
199 <References> 199 <References>
200 </References> 200 </References>
201 <Files> 201 <Files>
202 <File 202 <File
203 RelativePath="main.cpp" 203 RelativePath="main.cpp"
204 > 204 >
205 <FileConfiguration 205 <FileConfiguration
206 Name="Release|Win32" 206 Name="Release|Win32"
207 > 207 >
208 <Tool 208 <Tool
209 Name="VCCLCompilerTool" 209 Name="VCCLCompilerTool"
210 Optimization="2" 210 Optimization="2"
211 AdditionalIncludeDirectories="" 211 AdditionalIncludeDirectories=""
212 PreprocessorDefinitions="" 212 PreprocessorDefinitions=""
213 /> 213 />
214 </FileConfiguration> 214 </FileConfiguration>
215 <FileConfiguration 215 <FileConfiguration
216 Name="Debug|Win32" 216 Name="Debug|Win32"
217 > 217 >
218 <Tool 218 <Tool
219 Name="VCCLCompilerTool" 219 Name="VCCLCompilerTool"
220 Optimization="0" 220 Optimization="0"
221 AdditionalIncludeDirectories="" 221 AdditionalIncludeDirectories=""
222 PreprocessorDefinitions="" 222 PreprocessorDefinitions=""
223 BasicRuntimeChecks="3" 223 BasicRuntimeChecks="3"
224 /> 224 />
225 </FileConfiguration> 225 </FileConfiguration>
226 </File> 226 </File>
227 </Files> 227 </Files>
228 <Globals> 228 <Globals>
229 </Globals> 229 </Globals>
230</VisualStudioProject> 230</VisualStudioProject>
diff --git a/libraries/irrlicht-1.8/examples/06.2DGraphics/Makefile b/libraries/irrlicht-1.8/examples/06.2DGraphics/Makefile
index 6e62b2b..2964356 100644
--- a/libraries/irrlicht-1.8/examples/06.2DGraphics/Makefile
+++ b/libraries/irrlicht-1.8/examples/06.2DGraphics/Makefile
@@ -1,38 +1,38 @@
1# Makefile for Irrlicht Examples 1# Makefile for Irrlicht Examples
2# It's usually sufficient to change just the target name and source file list 2# It's usually sufficient to change just the target name and source file list
3# and be sure that CXX is set to a valid compiler 3# and be sure that CXX is set to a valid compiler
4Target = 06.2DGraphics 4Target = 06.2DGraphics
5Sources = main.cpp 5Sources = main.cpp
6 6
7# general compiler settings 7# general compiler settings
8CPPFLAGS = -I../../include -I/usr/X11R6/include 8CPPFLAGS = -I../../include -I/usr/X11R6/include
9CXXFLAGS = -O3 -ffast-math 9CXXFLAGS = -O3 -ffast-math
10#CXXFLAGS = -g -Wall 10#CXXFLAGS = -g -Wall
11 11
12#default target is Linux 12#default target is Linux
13all: all_linux 13all: all_linux
14 14
15ifeq ($(HOSTTYPE), x86_64) 15ifeq ($(HOSTTYPE), x86_64)
16LIBSELECT=64 16LIBSELECT=64
17endif 17endif
18 18
19# target specific settings 19# target specific settings
20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor 20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
21all_linux clean_linux: SYSTEM=Linux 21all_linux clean_linux: SYSTEM=Linux
22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm 22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
23all_win32 clean_win32: SYSTEM=Win32-gcc 23all_win32 clean_win32: SYSTEM=Win32-gcc
24all_win32 clean_win32: SUF=.exe 24all_win32 clean_win32: SUF=.exe
25# name of the binary - only valid for targets which set SYSTEM 25# name of the binary - only valid for targets which set SYSTEM
26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) 26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
27 27
28all_linux all_win32: 28all_linux all_win32:
29 $(warning Building...) 29 $(warning Building...)
30 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) 30 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
31 31
32clean: clean_linux clean_win32 32clean: clean_linux clean_win32
33 $(warning Cleaning...) 33 $(warning Cleaning...)
34 34
35clean_linux clean_win32: 35clean_linux clean_win32:
36 @$(RM) $(DESTPATH) 36 @$(RM) $(DESTPATH)
37 37
38.PHONY: all all_win32 clean clean_linux clean_win32 38.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/libraries/irrlicht-1.8/examples/06.2DGraphics/main.cpp b/libraries/irrlicht-1.8/examples/06.2DGraphics/main.cpp
index 40e311a..5b6a8df 100644
--- a/libraries/irrlicht-1.8/examples/06.2DGraphics/main.cpp
+++ b/libraries/irrlicht-1.8/examples/06.2DGraphics/main.cpp
@@ -1,166 +1,166 @@
1/** Example 006 2D Graphics 1/** Example 006 2D Graphics
2 2
3This Tutorial shows how to do 2d graphics with the Irrlicht Engine. 3This Tutorial shows how to do 2d graphics with the Irrlicht Engine.
4It shows how to draw images, keycolor based sprites, 4It shows how to draw images, keycolor based sprites,
5transparent rectangles, and different fonts. You may consider 5transparent rectangles, and different fonts. You may consider
6this useful if you want to make a 2d game with the engine, or if 6this useful if you want to make a 2d game with the engine, or if
7you want to draw a cool interface or head up display for your 3d game. 7you want to draw a cool interface or head up display for your 3d game.
8 8
9As always, I include the header files, use the irr namespace, 9As always, I include the header files, use the irr namespace,
10and tell the linker to link with the .lib file. 10and tell the linker to link with the .lib file.
11*/ 11*/
12#include <irrlicht.h> 12#include <irrlicht.h>
13#include "driverChoice.h" 13#include "driverChoice.h"
14 14
15using namespace irr; 15using namespace irr;
16 16
17#ifdef _MSC_VER 17#ifdef _MSC_VER
18#pragma comment(lib, "Irrlicht.lib") 18#pragma comment(lib, "Irrlicht.lib")
19#endif 19#endif
20 20
21/* 21/*
22At first, we let the user select the driver type, then start up the engine, set 22At first, we let the user select the driver type, then start up the engine, set
23a caption, and get a pointer to the video driver. 23a caption, and get a pointer to the video driver.
24*/ 24*/
25int main() 25int main()
26{ 26{
27 // ask user for driver 27 // ask user for driver
28 video::E_DRIVER_TYPE driverType=driverChoiceConsole(); 28 video::E_DRIVER_TYPE driverType=driverChoiceConsole();
29 if (driverType==video::EDT_COUNT) 29 if (driverType==video::EDT_COUNT)
30 return 1; 30 return 1;
31 31
32 // create device 32 // create device
33 33
34 IrrlichtDevice *device = createDevice(driverType, 34 IrrlichtDevice *device = createDevice(driverType,
35 core::dimension2d<u32>(512, 384)); 35 core::dimension2d<u32>(512, 384));
36 36
37 if (device == 0) 37 if (device == 0)
38 return 1; // could not create selected driver. 38 return 1; // could not create selected driver.
39 39
40 device->setWindowCaption(L"Irrlicht Engine - 2D Graphics Demo"); 40 device->setWindowCaption(L"Irrlicht Engine - 2D Graphics Demo");
41 41
42 video::IVideoDriver* driver = device->getVideoDriver(); 42 video::IVideoDriver* driver = device->getVideoDriver();
43 43
44 /* 44 /*
45 All 2d graphics in this example are put together into one texture, 45 All 2d graphics in this example are put together into one texture,
46 2ddemo.png. Because we want to draw colorkey based sprites, we need to 46 2ddemo.png. Because we want to draw colorkey based sprites, we need to
47 load this texture and tell the engine, which part of it should be 47 load this texture and tell the engine, which part of it should be
48 transparent based on a colorkey. 48 transparent based on a colorkey.
49 49
50 In this example, we don't tell it the color directly, we just say "Hey 50 In this example, we don't tell it the color directly, we just say "Hey
51 Irrlicht Engine, you'll find the color I want at position (0,0) on the 51 Irrlicht Engine, you'll find the color I want at position (0,0) on the
52 texture.". Instead, it would be also possible to call 52 texture.". Instead, it would be also possible to call
53 driver->makeColorKeyTexture(images, video::SColor(0,0,0,0)), to make 53 driver->makeColorKeyTexture(images, video::SColor(0,0,0,0)), to make
54 e.g. all black pixels transparent. Please note that 54 e.g. all black pixels transparent. Please note that
55 makeColorKeyTexture just creates an alpha channel based on the color. 55 makeColorKeyTexture just creates an alpha channel based on the color.
56 */ 56 */
57 video::ITexture* images = driver->getTexture("../../media/2ddemo.png"); 57 video::ITexture* images = driver->getTexture("../../media/2ddemo.png");
58 driver->makeColorKeyTexture(images, core::position2d<s32>(0,0)); 58 driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));
59 59
60 /* 60 /*
61 To be able to draw some text with two different fonts, we first load 61 To be able to draw some text with two different fonts, we first load
62 them. Ok, we load just one. As the first font we just use the default 62 them. Ok, we load just one. As the first font we just use the default
63 font which is built into the engine. Also, we define two rectangles 63 font which is built into the engine. Also, we define two rectangles
64 which specify the position of the images of the red imps (little flying 64 which specify the position of the images of the red imps (little flying
65 creatures) in the texture. 65 creatures) in the texture.
66 */ 66 */
67 gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont(); 67 gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();
68 gui::IGUIFont* font2 = 68 gui::IGUIFont* font2 =
69 device->getGUIEnvironment()->getFont("../../media/fonthaettenschweiler.bmp"); 69 device->getGUIEnvironment()->getFont("../../media/fonthaettenschweiler.bmp");
70 70
71 core::rect<s32> imp1(349,15,385,78); 71 core::rect<s32> imp1(349,15,385,78);
72 core::rect<s32> imp2(387,15,423,78); 72 core::rect<s32> imp2(387,15,423,78);
73 73
74 /* 74 /*
75 Prepare a nicely filtering 2d render mode for special cases. 75 Prepare a nicely filtering 2d render mode for special cases.
76 */ 76 */
77 driver->getMaterial2D().TextureLayer[0].BilinearFilter=true; 77 driver->getMaterial2D().TextureLayer[0].BilinearFilter=true;
78 driver->getMaterial2D().AntiAliasing=video::EAAM_FULL_BASIC; 78 driver->getMaterial2D().AntiAliasing=video::EAAM_FULL_BASIC;
79 79
80 /* 80 /*
81 Everything is prepared, now we can draw everything in the draw loop, 81 Everything is prepared, now we can draw everything in the draw loop,
82 between the begin scene and end scene calls. In this example, we are 82 between the begin scene and end scene calls. In this example, we are
83 just doing 2d graphics, but it would be no problem to mix them with 3d 83 just doing 2d graphics, but it would be no problem to mix them with 3d
84 graphics. Just try it out, and draw some 3d vertices or set up a scene 84 graphics. Just try it out, and draw some 3d vertices or set up a scene
85 with the scene manager and draw it. 85 with the scene manager and draw it.
86 */ 86 */
87 while(device->run() && driver) 87 while(device->run() && driver)
88 { 88 {
89 if (device->isWindowActive()) 89 if (device->isWindowActive())
90 { 90 {
91 u32 time = device->getTimer()->getTime(); 91 u32 time = device->getTimer()->getTime();
92 92
93 driver->beginScene(true, true, video::SColor(255,120,102,136)); 93 driver->beginScene(true, true, video::SColor(255,120,102,136));
94 94
95 /* 95 /*
96 First, we draw 3 sprites, using the alpha channel we 96 First, we draw 3 sprites, using the alpha channel we
97 created with makeColorKeyTexture. The last parameter 97 created with makeColorKeyTexture. The last parameter
98 specifies that the drawing method should use this alpha 98 specifies that the drawing method should use this alpha
99 channel. The last-but-one parameter specifies a 99 channel. The last-but-one parameter specifies a
100 color, with which the sprite should be colored. 100 color, with which the sprite should be colored.
101 (255,255,255,255) is full white, so the sprite will 101 (255,255,255,255) is full white, so the sprite will
102 look like the original. The third sprite is drawn 102 look like the original. The third sprite is drawn
103 with the red channel modulated based on the time. 103 with the red channel modulated based on the time.
104 */ 104 */
105 105
106 // draw fire & dragons background world 106 // draw fire & dragons background world
107 driver->draw2DImage(images, core::position2d<s32>(50,50), 107 driver->draw2DImage(images, core::position2d<s32>(50,50),
108 core::rect<s32>(0,0,342,224), 0, 108 core::rect<s32>(0,0,342,224), 0,
109 video::SColor(255,255,255,255), true); 109 video::SColor(255,255,255,255), true);
110 110
111 // draw flying imp 111 // draw flying imp
112 driver->draw2DImage(images, core::position2d<s32>(164,125), 112 driver->draw2DImage(images, core::position2d<s32>(164,125),
113 (time/500 % 2) ? imp1 : imp2, 0, 113 (time/500 % 2) ? imp1 : imp2, 0,
114 video::SColor(255,255,255,255), true); 114 video::SColor(255,255,255,255), true);
115 115
116 // draw second flying imp with colorcylce 116 // draw second flying imp with colorcylce
117 driver->draw2DImage(images, core::position2d<s32>(270,105), 117 driver->draw2DImage(images, core::position2d<s32>(270,105),
118 (time/500 % 2) ? imp1 : imp2, 0, 118 (time/500 % 2) ? imp1 : imp2, 0,
119 video::SColor(255,(time) % 255,255,255), true); 119 video::SColor(255,(time) % 255,255,255), true);
120 120
121 /* 121 /*
122 Drawing text is really simple. The code should be self 122 Drawing text is really simple. The code should be self
123 explanatory. 123 explanatory.
124 */ 124 */
125 125
126 // draw some text 126 // draw some text
127 if (font) 127 if (font)
128 font->draw(L"This demo shows that Irrlicht is also capable of drawing 2D graphics.", 128 font->draw(L"This demo shows that Irrlicht is also capable of drawing 2D graphics.",
129 core::rect<s32>(130,10,300,50), 129 core::rect<s32>(130,10,300,50),
130 video::SColor(255,255,255,255)); 130 video::SColor(255,255,255,255));
131 131
132 // draw some other text 132 // draw some other text
133 if (font2) 133 if (font2)
134 font2->draw(L"Also mixing with 3d graphics is possible.", 134 font2->draw(L"Also mixing with 3d graphics is possible.",
135 core::rect<s32>(130,20,300,60), 135 core::rect<s32>(130,20,300,60),
136 video::SColor(255,time % 255,time % 255,255)); 136 video::SColor(255,time % 255,time % 255,255));
137 137
138 /* 138 /*
139 Next, we draw the Irrlicht Engine logo (without 139 Next, we draw the Irrlicht Engine logo (without
140 using a color or an alpha channel). Since we slightly scale 140 using a color or an alpha channel). Since we slightly scale
141 the image we use the prepared filter mode. 141 the image we use the prepared filter mode.
142 */ 142 */
143 driver->enableMaterial2D(); 143 driver->enableMaterial2D();
144 driver->draw2DImage(images, core::rect<s32>(10,10,108,48), 144 driver->draw2DImage(images, core::rect<s32>(10,10,108,48),
145 core::rect<s32>(354,87,442,118)); 145 core::rect<s32>(354,87,442,118));
146 driver->enableMaterial2D(false); 146 driver->enableMaterial2D(false);
147 147
148 /* 148 /*
149 Finally draw a half-transparent rect under the mouse cursor. 149 Finally draw a half-transparent rect under the mouse cursor.
150 */ 150 */
151 core::position2d<s32> m = device->getCursorControl()->getPosition(); 151 core::position2d<s32> m = device->getCursorControl()->getPosition();
152 driver->draw2DRectangle(video::SColor(100,255,255,255), 152 driver->draw2DRectangle(video::SColor(100,255,255,255),
153 core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20)); 153 core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20));
154 154
155 driver->endScene(); 155 driver->endScene();
156 } 156 }
157 } 157 }
158 158
159 device->drop(); 159 device->drop();
160 160
161 return 0; 161 return 0;
162} 162}
163 163
164/* 164/*
165That's all. I hope it was not too difficult. 165That's all. I hope it was not too difficult.
166**/ 166**/
diff --git a/libraries/irrlicht-1.8/examples/06.2DGraphics/tutorial.html b/libraries/irrlicht-1.8/examples/06.2DGraphics/tutorial.html
index ea6291a..c8acea0 100644
--- a/libraries/irrlicht-1.8/examples/06.2DGraphics/tutorial.html
+++ b/libraries/irrlicht-1.8/examples/06.2DGraphics/tutorial.html
@@ -1,163 +1,163 @@
1<html> 1<html>
2<head> 2<head>
3<title>Irrlicht Engine Tutorial</title> 3<title>Irrlicht Engine Tutorial</title>
4<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> 4<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
5</head> 5</head>
6 6
7<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> 7<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
8<br> 8<br>
9<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> 9<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
10 <tr> 10 <tr>
11 <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td> 11 <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
12 <td bgcolor="#666699" width="100%"> 12 <td bgcolor="#666699" width="100%">
13<div align="center"> 13<div align="center">
14<div align="center"></div> 14<div align="center"></div>
15 <div align="left"><b><font color="#FFFFFF">Tutorial 6. 2D Graphics</font></b></div> 15 <div align="left"><b><font color="#FFFFFF">Tutorial 6. 2D Graphics</font></b></div>
16 </div> 16 </div>
17 </td> 17 </td>
18 </tr> 18 </tr>
19 <tr bgcolor="#eeeeff"> 19 <tr bgcolor="#eeeeff">
20 <td height="90" colspan="2"> 20 <td height="90" colspan="2">
21 <div align="left"> 21 <div align="left">
22 <p>This Tutorial shows how to do 2d graphics with the Irrlicht Engine. 22 <p>This Tutorial shows how to do 2d graphics with the Irrlicht Engine.
23 It shows how to draw images, keycolor based sprites, transparent rectangles 23 It shows how to draw images, keycolor based sprites, transparent rectangles
24 and different fonts. You will may consider this useful if you want to 24 and different fonts. You will may consider this useful if you want to
25 make a 2d game with the engine, or if you want to draw a cool interface 25 make a 2d game with the engine, or if you want to draw a cool interface
26 or head up display for your 3d game.</p> 26 or head up display for your 3d game.</p>
27 <p>The program which is described here will look like this:</p> 27 <p>The program which is described here will look like this:</p>
28 <p align="center"><img src="../../media/006shot.jpg" width="259" height="204"><br> 28 <p align="center"><img src="../../media/006shot.jpg" width="259" height="204"><br>
29 </p> 29 </p>
30 </div> 30 </div>
31 </td> 31 </td>
32 </tr> 32 </tr>
33</table> 33</table>
34<br> 34<br>
35<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> 35<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
36 <tr> 36 <tr>
37 <td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div> 37 <td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
38 <b><font color="#FFFFFF">Lets start!</font></b></td> 38 <b><font color="#FFFFFF">Lets start!</font></b></td>
39 </tr> 39 </tr>
40 <tr> 40 <tr>
41 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> 41 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
42 <p>As always, I include the header files, use the irr namespace, and tell 42 <p>As always, I include the header files, use the irr namespace, and tell
43 the linker to link with the .lib file. </p> 43 the linker to link with the .lib file. </p>
44 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 44 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
45 <tr> 45 <tr>
46 <td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br><br>using namespace irr;</pre> 46 <td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br><br>using namespace irr;</pre>
47 <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;) 47 <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)
48 </pre></td> 48 </pre></td>
49 </tr> 49 </tr>
50 </table> 50 </table>
51 <p>At first, we let the user select the driver type, then start up the 51 <p>At first, we let the user select the driver type, then start up the
52 engine, set a caption, and get a pointer to the video driver.</p> 52 engine, set a caption, and get a pointer to the video driver.</p>
53 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 53 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
54 <tr> 54 <tr>
55 <td> <pre>int main()<br>{<br> // let user select driver type<br> video::E_DRIVER_TYPE driverType;<br><br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 0;<br> } <br><br> // create device</pre> 55 <td> <pre>int main()<br>{<br> // let user select driver type<br> video::E_DRIVER_TYPE driverType;<br><br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 0;<br> } <br><br> // create device</pre>
56 <pre> IrrlichtDevice *device = createDevice(driverType, 56 <pre> IrrlichtDevice *device = createDevice(driverType,
57 core::dimension2d&lt;s32&gt;(512, 384));</pre> 57 core::dimension2d&lt;s32&gt;(512, 384));</pre>
58 <pre> if (device == 0) 58 <pre> if (device == 0)
59 return 1; 59 return 1;
60 <br> device-&gt;setWindowCaption(L&quot;Irrlicht Engine - 2D Graphics Demo&quot;);</pre> 60 <br> device-&gt;setWindowCaption(L&quot;Irrlicht Engine - 2D Graphics Demo&quot;);</pre>
61 <pre> video::IVideoDriver* driver = device-&gt;getVideoDriver();</pre></td> 61 <pre> video::IVideoDriver* driver = device-&gt;getVideoDriver();</pre></td>
62 </tr> 62 </tr>
63 </table> 63 </table>
64 <p> All 2d graphics in this example are put together into one texture, 64 <p> All 2d graphics in this example are put together into one texture,
65 2ddemo.bmp. Because we want to draw colorkey based sprites, we need 65 2ddemo.bmp. Because we want to draw colorkey based sprites, we need
66 to load this texture and tell the engine, which part of it should be 66 to load this texture and tell the engine, which part of it should be
67 transparent based on a colorkey. In this example, we don't tell it the 67 transparent based on a colorkey. In this example, we don't tell it the
68 color directly, we just say &quot;Hey Irrlicht Engine, you'll find the 68 color directly, we just say &quot;Hey Irrlicht Engine, you'll find the
69 color I want at position (0,0) on the texture.&quot;. Instead, it would 69 color I want at position (0,0) on the texture.&quot;. Instead, it would
70 be also possible to call <font face="Courier New, Courier, mono">driver-&gt;makeColorKeyTexture(images, 70 be also possible to call <font face="Courier New, Courier, mono">driver-&gt;makeColorKeyTexture(images,
71 video::SColor(0,0,0,0))</font>, to make e.g. all black pixels transparent. 71 video::SColor(0,0,0,0))</font>, to make e.g. all black pixels transparent.
72 Please note, that makeColorKeyTexture just creates an alpha channel 72 Please note, that makeColorKeyTexture just creates an alpha channel
73 based on the color. </p> 73 based on the color. </p>
74 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 74 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
75 <tr> 75 <tr>
76 <td> <pre>video::ITexture* images = driver-&gt;getTexture(&quot;../../media/2ddemo.bmp&quot;);<br>driver-&gt;makeColorKeyTexture(images, core::position2d&lt;s32&gt;(0,0));</pre></td> 76 <td> <pre>video::ITexture* images = driver-&gt;getTexture(&quot;../../media/2ddemo.bmp&quot;);<br>driver-&gt;makeColorKeyTexture(images, core::position2d&lt;s32&gt;(0,0));</pre></td>
77 </tr> 77 </tr>
78 </table> 78 </table>
79 <p>To be able to draw some text with two different fonts, we load them. 79 <p>To be able to draw some text with two different fonts, we load them.
80 Ok, we load just one, as first font we just use the default font which 80 Ok, we load just one, as first font we just use the default font which
81 is built into the engine.<br> 81 is built into the engine.<br>
82 Also, we define two rectangles, which specify the position of the images 82 Also, we define two rectangles, which specify the position of the images
83 of the red imps (little flying creatures) in the texture.</p> 83 of the red imps (little flying creatures) in the texture.</p>
84 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 84 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
85 <tr> 85 <tr>
86 <td> <pre>gui::IGUIFont* font = device-&gt;getGUIEnvironment()-&gt;getBuiltInFont();<br>gui::IGUIFont* font2 = device-&gt;getGUIEnvironment()-&gt;getFont( 86 <td> <pre>gui::IGUIFont* font = device-&gt;getGUIEnvironment()-&gt;getBuiltInFont();<br>gui::IGUIFont* font2 = device-&gt;getGUIEnvironment()-&gt;getFont(
87 &quot;../../media/fonthaettenschweiler.bmp&quot;);</pre> 87 &quot;../../media/fonthaettenschweiler.bmp&quot;);</pre>
88 <pre>core::rect&lt;s32&gt; imp1(349,15,385,78); 88 <pre>core::rect&lt;s32&gt; imp1(349,15,385,78);
89core::rect&lt;s32&gt; imp2(387,15,423,78);</pre></td> 89core::rect&lt;s32&gt; imp2(387,15,423,78);</pre></td>
90 </tr> 90 </tr>
91 </table> 91 </table>
92 <p>Everything is prepared, now we can draw everything in the draw loop, 92 <p>Everything is prepared, now we can draw everything in the draw loop,
93 between the begin scene and end scene calls. In this example, we are 93 between the begin scene and end scene calls. In this example, we are
94 just doing 2d graphics, but it would be no problem to mix them with 94 just doing 2d graphics, but it would be no problem to mix them with
95 3d graphics. Just try it out, and draw some 3d vertices or set up a 95 3d graphics. Just try it out, and draw some 3d vertices or set up a
96 scene with the scene manager and draw it.</p> 96 scene with the scene manager and draw it.</p>
97 </div> 97 </div>
98 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 98 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
99 <tr> 99 <tr>
100 <td> <pre>while(device-&gt;run() &amp;&amp; driver)<br>{<br> if (device-&gt;isWindowActive())<br> {<br> u32 time = device-&gt;getTimer()-&gt;getTime();<br> driver-&gt;beginScene(true, true, video::SColor(0,120,102,136)); 100 <td> <pre>while(device-&gt;run() &amp;&amp; driver)<br>{<br> if (device-&gt;isWindowActive())<br> {<br> u32 time = device-&gt;getTimer()-&gt;getTime();<br> driver-&gt;beginScene(true, true, video::SColor(0,120,102,136));
101</pre></td> 101</pre></td>
102 </tr> 102 </tr>
103 </table> 103 </table>
104 <p> First, we draw 3 sprites, using the alpha channel we created with makeColorKeyTexture. 104 <p> First, we draw 3 sprites, using the alpha channel we created with makeColorKeyTexture.
105 The last parameter specifiys that the drawing method should use thiw alpha 105 The last parameter specifiys that the drawing method should use thiw alpha
106 channel. The parameter before the last one specifies a color, with wich 106 channel. The parameter before the last one specifies a color, with wich
107 the sprite should be colored. (255,255,255,255) is full white, so the 107 the sprite should be colored. (255,255,255,255) is full white, so the
108 sprite will look like the original. The third sprite is drawed colored 108 sprite will look like the original. The third sprite is drawed colored
109 based on the time. </p> 109 based on the time. </p>
110 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 110 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
111 <tr> 111 <tr>
112 <td><pre>// draw fire &amp; dragons background world<br>driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(50,50),<br> core::rect&lt;s32&gt;(0,0,342,224), 0, <br> video::SColor(255,255,255,255), true);</pre> 112 <td><pre>// draw fire &amp; dragons background world<br>driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(50,50),<br> core::rect&lt;s32&gt;(0,0,342,224), 0, <br> video::SColor(255,255,255,255), true);</pre>
113 <pre>// draw flying imp 113 <pre>// draw flying imp
114driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(164,125), 114driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(164,125),
115 (time/500 % 2) ? imp1 : imp2, 0, 115 (time/500 % 2) ? imp1 : imp2, 0,
116 video::SColor(255,255,255,255), true);</pre> 116 video::SColor(255,255,255,255), true);</pre>
117 <pre>// draw second flying imp with colorcylce 117 <pre>// draw second flying imp with colorcylce
118driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(270,105), 118driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(270,105),
119 (time/500 % 2) ? imp1 : imp2, 0, 119 (time/500 % 2) ? imp1 : imp2, 0,
120 video::SColor(255,(time) % 255,255,255), true);</pre></td> 120 video::SColor(255,(time) % 255,255,255), true);</pre></td>
121 </tr> 121 </tr>
122 </table> 122 </table>
123 <p> Drawing text is really simple. The code should be self explanatory.</p> 123 <p> Drawing text is really simple. The code should be self explanatory.</p>
124 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 124 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
125 <tr> 125 <tr>
126 <td><pre>// draw some text<br>if (font)<br> font-&gt;draw(L&quot;This is some text.&quot;,<br> core::rect&lt;s32&gt;(130,10,300,50),<br> video::SColor(255,255,255,255));</pre> 126 <td><pre>// draw some text<br>if (font)<br> font-&gt;draw(L&quot;This is some text.&quot;,<br> core::rect&lt;s32&gt;(130,10,300,50),<br> video::SColor(255,255,255,255));</pre>
127 <pre>// draw some other text 127 <pre>// draw some other text
128if (font2) 128if (font2)
129 font2-&gt;draw(L&quot;This is some other text.&quot;, 129 font2-&gt;draw(L&quot;This is some other text.&quot;,
130 core::rect&lt;s32&gt;(130,20,300,60), 130 core::rect&lt;s32&gt;(130,20,300,60),
131 video::SColor(255,time % 255,time % 255,255));</pre></td> 131 video::SColor(255,time % 255,time % 255,255));</pre></td>
132 </tr> 132 </tr>
133 </table> 133 </table>
134 <p>At last, we draw the Irrlicht Engine logo (without using a color or an 134 <p>At last, we draw the Irrlicht Engine logo (without using a color or an
135 alpha channel) and a transparent 2d Rectangle at the position of the mouse 135 alpha channel) and a transparent 2d Rectangle at the position of the mouse
136 cursor.</p> 136 cursor.</p>
137 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 137 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
138 <tr> 138 <tr>
139 <td> <pre> // draw logo<br> driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(10,10),<br> core::rect&lt;s32&gt;(354,87,442,118));</pre> 139 <td> <pre> // draw logo<br> driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(10,10),<br> core::rect&lt;s32&gt;(354,87,442,118));</pre>
140 <pre> // draw transparent rect under cursor 140 <pre> // draw transparent rect under cursor
141 core::position2d&lt;s32&gt; m = device-&gt;getCursorControl()-&gt;getPosition(); 141 core::position2d&lt;s32&gt; m = device-&gt;getCursorControl()-&gt;getPosition();
142 driver-&gt;draw2DRectangle(video::SColor(100,255,255,255), 142 driver-&gt;draw2DRectangle(video::SColor(100,255,255,255),
143 core::rect&lt;s32&gt;(m.X-20, m.Y-20, m.X+20, m.Y+20));</pre> 143 core::rect&lt;s32&gt;(m.X-20, m.Y-20, m.X+20, m.Y+20));</pre>
144 <pre> driver-&gt;endScene(); 144 <pre> driver-&gt;endScene();
145 } 145 }
146}</pre></td> 146}</pre></td>
147 </tr> 147 </tr>
148 </table> 148 </table>
149 <p>That's all, it was not really difficult, I hope.</p> 149 <p>That's all, it was not really difficult, I hope.</p>
150 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 150 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
151 <tr> 151 <tr>
152 <td> <pre> device-&gt;drop(); 152 <td> <pre> device-&gt;drop();
153 return 0; 153 return 0;
154}</pre> 154}</pre>
155 </td> 155 </td>
156 </tr> 156 </tr>
157 </table> 157 </table>
158 <p>&nbsp;</p></td> 158 <p>&nbsp;</p></td>
159 </tr> 159 </tr>
160</table> 160</table>
161<p>&nbsp;</p> 161<p>&nbsp;</p>
162 </body> 162 </body>
163</html> 163</html>