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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
169 lines
5.6 KiB
C++
169 lines
5.6 KiB
C++
/** Example 006 2D Graphics
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This tutorial shows how to do 2d graphics with the Irrlicht Engine.
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It shows how to draw images, keycolor based sprites,
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transparent rectangles, and different fonts. You may consider
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this useful if you want to make a 2d game with the engine, or if
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you want to draw a cool interface or head up display for your 3d game.
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As always, I include the header files, use the irr namespace,
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and tell the linker to link with the .lib file.
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*/
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#include <irrlicht.h>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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using namespace irr;
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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/*
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At first, we let the user select the driver type, then start up the engine, set
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a caption, and get a pointer to the video driver.
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*/
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int main()
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{
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// ask user for driver
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video::E_DRIVER_TYPE driverType=driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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// create device
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IrrlichtDevice *device = createDevice(driverType,
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core::dimension2d<u32>(512, 384));
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if (device == 0)
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return 1; // could not create selected driver.
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device->setWindowCaption(L"Irrlicht Engine - 2D Graphics Demo");
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video::IVideoDriver* driver = device->getVideoDriver();
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const io::path mediaPath = getExampleMediaPath();
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/*
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All 2d graphics in this example are put together into one texture,
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2ddemo.png. Because we want to draw colorkey based sprites, we need to
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load this texture and tell the engine, which part of it should be
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transparent based on a colorkey.
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In this example, we don't tell it the color directly, we just say "Hey
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Irrlicht Engine, you'll find the color I want at position (0,0) on the
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texture.". Instead, it would be also possible to call
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driver->makeColorKeyTexture(images, video::SColor(0,0,0,0)), to make
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e.g. all black pixels transparent. Please note that
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makeColorKeyTexture just creates an alpha channel based on the color.
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*/
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video::ITexture* images = driver->getTexture(mediaPath + "2ddemo.png");
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driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));
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/*
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To be able to draw some text with two different fonts, we first load
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them. OK, we load just one. As the first font we just use the default
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font which is built into the engine. Also, we define two rectangles
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which specify the position of the images of the red imps (little flying
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creatures) in the texture.
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*/
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gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();
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gui::IGUIFont* font2 =
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device->getGUIEnvironment()->getFont(mediaPath + "fonthaettenschweiler.bmp");
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core::rect<s32> imp1(349,15,385,78);
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core::rect<s32> imp2(387,15,423,78);
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/*
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Prepare a nicely filtering 2d render mode for special cases.
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*/
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driver->getMaterial2D().TextureLayer[0].BilinearFilter=true;
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driver->getMaterial2D().AntiAliasing=video::EAAM_FULL_BASIC;
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/*
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Everything is prepared, now we can draw everything in the draw loop,
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between the begin scene and end scene calls. In this example, we are
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just doing 2d graphics, but it would be no problem to mix them with 3d
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graphics. Just try it out, and draw some 3d vertices or set up a scene
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with the scene manager and draw it.
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*/
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while(device->run() && driver)
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{
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if (device->isWindowActive())
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{
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u32 time = device->getTimer()->getTime();
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,120,102,136));
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/*
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First, we draw 3 sprites, using the alpha channel we
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created with makeColorKeyTexture. The last parameter
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specifies that the drawing method should use this alpha
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channel. The last-but-one parameter specifies a
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color, with which the sprite should be colored.
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(255,255,255,255) is full white, so the sprite will
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look like the original. The third sprite is drawn
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with the red channel modulated based on the time.
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*/
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// draw fire & dragons background world
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driver->draw2DImage(images, core::position2d<s32>(50,50),
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core::rect<s32>(0,0,342,224), 0,
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video::SColor(255,255,255,255), true);
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// draw flying imp
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driver->draw2DImage(images, core::position2d<s32>(164,125),
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(time/500 % 2) ? imp1 : imp2, 0,
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video::SColor(255,255,255,255), true);
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// draw second flying imp with color cycle
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driver->draw2DImage(images, core::position2d<s32>(270,105),
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(time/500 % 2) ? imp1 : imp2, 0,
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video::SColor(255,(time) % 255,255,255), true);
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/*
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Drawing text is really simple. The code should be self
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explanatory.
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*/
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// draw some text
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if (font)
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font->draw(L"This demo shows that Irrlicht is also capable of drawing 2D graphics.",
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core::rect<s32>(130,10,300,50),
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video::SColor(255,255,255,255));
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// draw some other text
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if (font2)
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font2->draw(L"Also mixing with 3d graphics is possible.",
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core::rect<s32>(130,20,300,60),
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video::SColor(255,time % 255,time % 255,255));
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/*
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Next, we draw the Irrlicht Engine logo (without
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using a color or an alpha channel). Since we slightly scale
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the image we use the prepared filter mode.
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*/
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driver->enableMaterial2D();
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driver->draw2DImage(images, core::rect<s32>(10,10,108,48),
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core::rect<s32>(354,87,442,118));
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driver->enableMaterial2D(false);
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/*
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Finally draw a half-transparent rect under the mouse cursor.
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*/
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core::position2d<s32> m = device->getCursorControl()->getPosition();
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driver->draw2DRectangle(video::SColor(100,255,255,255),
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core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20));
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driver->endScene();
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}
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}
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device->drop();
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return 0;
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}
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/*
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That's all. I hope it was not too difficult.
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**/
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