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Add some for newer examples which didn't have those so far. Only updating this once now as some were broken. Next time on release. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6204 dfc29bdd-3216-0410-991c-e03cc46cb475
209 lines
14 KiB
HTML
209 lines
14 KiB
HTML
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<title>Tutorial 6: 2D Graphics</title>
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Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder.
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<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
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<!-- Generated by Doxygen 1.8.13 -->
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</div><!-- top -->
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<div class="header">
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<div class="headertitle">
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<div class="title">Tutorial 6: 2D Graphics </div> </div>
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</div><!--header-->
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<div class="contents">
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<div class="textblock"><div class="image">
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<img src="../../media/example_screenshots/006shot.jpg" alt="006shot.jpg"/>
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</div>
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<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 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>
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<p>As always, I include the header files, use the irr namespace, and tell the linker to link with the .lib file. </p><div class="fragment"><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div><div class="line"><span class="preprocessor">#include "driverChoice.h"</span></div><div class="line"><span class="preprocessor">#include "exampleHelper.h"</span></div><div class="line"></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"><span class="preprocessor">#endif</span></div></div><!-- fragment --><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><div class="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> <span class="comment">// create device</span></div><div class="line"> IrrlichtDevice *device = createDevice(driverType,</div><div class="line"> core::dimension2d<u32>(512, 384));</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1; <span class="comment">// could not create selected driver.</span></div><div class="line"></div><div class="line"> device->setWindowCaption(L<span class="stringliteral">"Irrlicht Engine - 2D Graphics Demo"</span>);</div><div class="line"></div><div class="line"> video::IVideoDriver* driver = device->getVideoDriver();</div><div class="line"></div><div class="line"> <span class="keyword">const</span> io::path mediaPath = getExampleMediaPath();</div></div><!-- fragment --><p> 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.</p>
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<p>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. </p><div class="fragment"><div class="line">video::ITexture* images = driver->getTexture(mediaPath + <span class="stringliteral">"2ddemo.png"</span>);</div><div class="line">driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line">gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();</div><div class="line">gui::IGUIFont* font2 =</div><div class="line"> device->getGUIEnvironment()->getFont(mediaPath + <span class="stringliteral">"fonthaettenschweiler.bmp"</span>);</div><div class="line"></div><div class="line">core::rect<s32> imp1(349,15,385,78);</div><div class="line">core::rect<s32> imp2(387,15,423,78);</div></div><!-- fragment --><p> Prepare a nicely filtering 2d render mode for special cases. </p><div class="fragment"><div class="line">driver->getMaterial2D().TextureLayer[0].BilinearFilter=<span class="keyword">true</span>;</div><div class="line">driver->getMaterial2D().AntiAliasing=video::EAAM_FULL_BASIC;</div></div><!-- fragment --><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><div class="fragment"><div class="line"><span class="keywordflow">while</span>(device->run() && driver)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (device->isWindowActive())</div><div class="line"> {</div><div class="line"> u32 time = device->getTimer()->getTime();</div><div class="line"></div><div class="line"> driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,120,102,136));</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line"><span class="comment">// draw fire & dragons background world</span></div><div class="line">driver->draw2DImage(images, core::position2d<s32>(50,50),</div><div class="line"> core::rect<s32>(0,0,342,224), 0,</div><div class="line"> video::SColor(255,255,255,255), <span class="keyword">true</span>);</div><div class="line"></div><div class="line"><span class="comment">// draw flying imp</span></div><div class="line">driver->draw2DImage(images, core::position2d<s32>(164,125),</div><div class="line"> (time/500 % 2) ? imp1 : imp2, 0,</div><div class="line"> video::SColor(255,255,255,255), <span class="keyword">true</span>);</div><div class="line"></div><div class="line"><span class="comment">// draw second flying imp with color cycle</span></div><div class="line">driver->draw2DImage(images, core::position2d<s32>(270,105),</div><div class="line"> (time/500 % 2) ? imp1 : imp2, 0,</div><div class="line"> video::SColor(255,(time) % 255,255,255), <span class="keyword">true</span>);</div></div><!-- fragment --><p> Drawing text is really simple. The code should be self explanatory. </p><div class="fragment"><div class="line"><span class="comment">// draw some text</span></div><div class="line"><span class="keywordflow">if</span> (font)</div><div class="line"> font->draw(L<span class="stringliteral">"This demo shows that Irrlicht is also capable of drawing 2D graphics."</span>,</div><div class="line"> core::rect<s32>(130,10,300,50),</div><div class="line"> video::SColor(255,255,255,255));</div><div class="line"></div><div class="line"><span class="comment">// draw some other text</span></div><div class="line"><span class="keywordflow">if</span> (font2)</div><div class="line"> font2->draw(L<span class="stringliteral">"Also mixing with 3d graphics is possible."</span>,</div><div class="line"> core::rect<s32>(130,20,300,60),</div><div class="line"> video::SColor(255,time % 255,time % 255,255));</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line">driver->enableMaterial2D();</div><div class="line">driver->draw2DImage(images, core::rect<s32>(10,10,108,48),</div><div class="line"> core::rect<s32>(354,87,442,118));</div><div class="line">driver->enableMaterial2D(<span class="keyword">false</span>);</div></div><!-- fragment --><p> Finally draw a half-transparent rect under the mouse cursor. </p><div class="fragment"><div class="line"> core::position2d<s32> m = device->getCursorControl()->getPosition();</div><div class="line"> driver->draw2DRectangle(video::SColor(100,255,255,255),</div><div class="line"> core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20));</div><div class="line"></div><div class="line"> driver->endScene();</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> device->drop();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's all. I hope it was not too difficult. </p>
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