From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../examples/06.2DGraphics/tutorial.html | 163 --------------------- 1 file changed, 163 deletions(-) delete mode 100644 libraries/irrlicht-1.8.1/examples/06.2DGraphics/tutorial.html (limited to 'libraries/irrlicht-1.8.1/examples/06.2DGraphics/tutorial.html') diff --git a/libraries/irrlicht-1.8.1/examples/06.2DGraphics/tutorial.html b/libraries/irrlicht-1.8.1/examples/06.2DGraphics/tutorial.html deleted file mode 100644 index ea6291a..0000000 --- a/libraries/irrlicht-1.8.1/examples/06.2DGraphics/tutorial.html +++ /dev/null @@ -1,163 +0,0 @@ - - -Irrlicht Engine Tutorial - - - - -
- - - - - - - - -
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-
Tutorial 6. 2D Graphics
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-
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-

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 will 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.

-

The program which is described here will look like this:

-


-

-
-
-
- - - - - - - -
- Lets start!
-

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 <iostream>

using namespace irr;
-
#pragma comment(lib, "Irrlicht.lib")
-               
-

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()
{
// let user select driver type
video::E_DRIVER_TYPE driverType;

printf("Please select the driver you want for this example:\n"\
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n");

char i;
std::cin >> i;

switch(i)
{
case 'a': driverType = video::EDT_DIRECT3D9;break;
case 'b': driverType = video::EDT_DIRECT3D8;break;
case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_SOFTWARE; break;
case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
case 'f': driverType = video::EDT_NULL; break;
default: return 0;
}

// create device
-
  IrrlichtDevice *device = createDevice(driverType,
-         core::dimension2d<s32>(512, 384));
-
  if (device == 0)
-      return 1;
- 
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.bmp. 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.bmp");
driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));
-

To be able to draw some text with two different fonts, we load them. - Ok, we load just one, as 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);
-

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(0,120,102,136)); -
-

First, we draw 3 sprites, using the alpha channel we created with makeColorKeyTexture. - The last parameter specifiys that the drawing method should use thiw alpha - channel. The parameter before the last one specifies a color, with wich - the sprite should be colored. (255,255,255,255) is full white, so the - sprite will look like the original. The third sprite is drawed colored - 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 is some text.",
core::rect<s32>(130,10,300,50),
video::SColor(255,255,255,255));
-
// draw some other text
-if (font2)
-   font2->draw(L"This is some other text.", 
-       core::rect<s32>(130,20,300,60),
-       video::SColor(255,time % 255,time % 255,255));
-

At last, we draw the Irrlicht Engine logo (without using a color or an - alpha channel) and a transparent 2d Rectangle at the position of the mouse - cursor.

- - - - -
    // draw logo
driver->draw2DImage(images, core::position2d<s32>(10,10),
core::rect<s32>(354,87,442,118));
-
    // draw transparent rect under 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();
-  }
-}
-

That's all, it was not really difficult, I hope.

- - - - -
   device->drop();
-   return 0;
-}
-
-

 

-

 

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