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 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/examples/06.2DGraphics/tutorial.html (limited to 'src/others/irrlicht-1.8.1/examples/06.2DGraphics/tutorial.html') diff --git a/src/others/irrlicht-1.8.1/examples/06.2DGraphics/tutorial.html b/src/others/irrlicht-1.8.1/examples/06.2DGraphics/tutorial.html new file mode 100644 index 0000000..ea6291a --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/06.2DGraphics/tutorial.html @@ -0,0 +1,163 @@ + + +Irrlicht Engine Tutorial + + + + +
+ + + + + + + + +
+
+
+
Tutorial 6. 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 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;
+}
+
+

 

+

 

+ + -- cgit v1.1