Avoid warning and make local variable lower-case.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2019-12-12 16:32:41 +00:00
commit 8310a3fbad
1909 changed files with 607639 additions and 0 deletions

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# 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
# Name of the executable created (.exe will be added automatically if necessary)
Target := 06.2DGraphics
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
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/** 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"
#include "exampleHelper.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();
const io::path mediaPath = getExampleMediaPath();
/*
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(mediaPath + "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(mediaPath + "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(video::ECBF_COLOR | video::ECBF_DEPTH, 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 color cycle
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.
**/

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<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<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>
<td bgcolor="#666699" width="100%">
<div align="center">
<div align="center"></div>
<div align="left"><b><font color="#FFFFFF">Tutorial 6. 2D Graphics</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<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 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.</p>
<p>The program which is described here will look like this:</p>
<p align="center"><img src="../../media/006shot.jpg" width="259" height="204"><br>
</p>
</div>
</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
<b><font color="#FFFFFF">Lets start!</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<p>As always, I include the header files, use the irr namespace, and tell
the linker to link with the .lib file. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br><br>using namespace irr;</pre>
<pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)
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<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>
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<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>
<pre> IrrlichtDevice *device = createDevice(driverType,
core::dimension2d&lt;s32&gt;(512, 384));</pre>
<pre> if (device == 0)
return 1;
<br> device-&gt;setWindowCaption(L&quot;Irrlicht Engine - 2D Graphics Demo&quot;);</pre>
<pre> video::IVideoDriver* driver = device-&gt;getVideoDriver();</pre></td>
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<p> 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 &quot;Hey Irrlicht Engine, you'll find the
color I want at position (0,0) on the texture.&quot;. Instead, it would
be also possible to call <font face="Courier New, Courier, mono">driver-&gt;makeColorKeyTexture(images,
video::SColor(0,0,0,0))</font>, to make e.g. all black pixels transparent.
Please note, that makeColorKeyTexture just creates an alpha channel
based on the color. </p>
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<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>
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<p>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.<br>
Also, we define two rectangles, which specify the position of the images
of the red imps (little flying creatures) in the texture.</p>
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<td> <pre>gui::IGUIFont* font = device-&gt;getGUIEnvironment()-&gt;getBuiltInFont();<br>gui::IGUIFont* font2 = device-&gt;getGUIEnvironment()-&gt;getFont(
&quot;../../media/fonthaettenschweiler.bmp&quot;);</pre>
<pre>core::rect&lt;s32&gt; imp1(349,15,385,78);
core::rect&lt;s32&gt; imp2(387,15,423,78);</pre></td>
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<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>
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<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));
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<p> 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. </p>
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<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>
<pre>// draw flying imp
driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(164,125),
(time/500 % 2) ? imp1 : imp2, 0,
video::SColor(255,255,255,255), true);</pre>
<pre>// draw second flying imp with colorcylce
driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(270,105),
(time/500 % 2) ? imp1 : imp2, 0,
video::SColor(255,(time) % 255,255,255), true);</pre></td>
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<p> Drawing text is really simple. The code should be self explanatory.</p>
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<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>
<pre>// draw some other text
if (font2)
font2-&gt;draw(L&quot;This is some other text.&quot;,
core::rect&lt;s32&gt;(130,20,300,60),
video::SColor(255,time % 255,time % 255,255));</pre></td>
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<p>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.</p>
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<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>
<pre> // draw transparent rect under cursor
core::position2d&lt;s32&gt; m = device-&gt;getCursorControl()-&gt;getPosition();
driver-&gt;draw2DRectangle(video::SColor(100,255,255,255),
core::rect&lt;s32&gt;(m.X-20, m.Y-20, m.X+20, m.Y+20));</pre>
<pre> driver-&gt;endScene();
}
}</pre></td>
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<p>That's all, it was not really difficult, I hope.</p>
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<td> <pre> device-&gt;drop();
return 0;
}</pre>
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<p>&nbsp;</p></td>
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<p>&nbsp;</p>
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