|  
        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 worlddriver->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 textif (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 logodriver->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;
} |    |