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164 lines
9.6 KiB
HTML
164 lines
9.6 KiB
HTML
<html>
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<head>
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<title>Irrlicht Engine Tutorial</title>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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</head>
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<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<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>
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<td bgcolor="#666699" width="100%">
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<div align="center">
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<div align="center"></div>
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<div align="left"><b><font color="#FFFFFF">Tutorial 6. 2D Graphics</font></b></div>
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</div>
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</td>
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</tr>
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<tr bgcolor="#eeeeff">
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<td height="90" colspan="2">
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<div align="left">
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<p>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, transparent rectangles
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and different fonts. You will may consider this useful if you want to
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make a 2d game with the engine, or if you want to draw a cool interface
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or head up display for your 3d game.</p>
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<p>The program which is described here will look like this:</p>
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<p align="center"><img src="../../media/006shot.jpg" width="259" height="204"><br>
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</p>
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</div>
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</td>
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</tr>
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</table>
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
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<b><font color="#FFFFFF">Lets start!</font></b></td>
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</tr>
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<tr>
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<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
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<p>As always, I include the header files, use the irr namespace, and tell
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the linker to link with the .lib file. </p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>#include <irrlicht.h><br>#include <iostream><br><br>using namespace irr;</pre>
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<pre>#pragma comment(lib, "Irrlicht.lib")
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</pre></td>
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</tr>
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</table>
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<p>At first, we let the user select the driver type, then start up the
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engine, set a caption, and get a pointer to the video driver.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>int main()<br>{<br> // let user select driver type<br> video::E_DRIVER_TYPE driverType;<br><br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> 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>
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<pre> IrrlichtDevice *device = createDevice(driverType,
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core::dimension2d<s32>(512, 384));</pre>
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<pre> if (device == 0)
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return 1;
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<br> device->setWindowCaption(L"Irrlicht Engine - 2D Graphics Demo");</pre>
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<pre> video::IVideoDriver* driver = device->getVideoDriver();</pre></td>
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</tr>
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</table>
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<p> All 2d graphics in this example are put together into one texture,
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2ddemo.bmp. Because we want to draw colorkey based sprites, we need
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to load this texture and tell the engine, which part of it should be
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transparent based on a colorkey. In this example, we don't tell it the
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color directly, we just say "Hey Irrlicht Engine, you'll find the
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color I want at position (0,0) on the texture.". Instead, it would
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be also possible to call <font face="Courier New, Courier, mono">driver->makeColorKeyTexture(images,
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video::SColor(0,0,0,0))</font>, to make e.g. all black pixels transparent.
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Please note, that makeColorKeyTexture just creates an alpha channel
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based on the color. </p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>video::ITexture* images = driver->getTexture("../../media/2ddemo.bmp");<br>driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));</pre></td>
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</tr>
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</table>
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<p>To be able to draw some text with two different fonts, we load them.
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Ok, we load just one, as first font we just use the default font which
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is built into the engine.<br>
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Also, we define two rectangles, which specify the position of the images
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of the red imps (little flying creatures) in the texture.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();<br>gui::IGUIFont* font2 = device->getGUIEnvironment()->getFont(
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"../../media/fonthaettenschweiler.bmp");</pre>
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<pre>core::rect<s32> imp1(349,15,385,78);
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core::rect<s32> imp2(387,15,423,78);</pre></td>
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</tr>
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</table>
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<p>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
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3d graphics. Just try it out, and draw some 3d vertices or set up a
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scene with the scene manager and draw it.</p>
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</div>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>while(device->run() && driver)<br>{<br> if (device->isWindowActive())<br> {<br> u32 time = device->getTimer()->getTime();<br> driver->beginScene(true, true, video::SColor(0,120,102,136));
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</pre></td>
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</tr>
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</table>
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<p> First, we draw 3 sprites, using the alpha channel we created with makeColorKeyTexture.
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The last parameter specifiys that the drawing method should use thiw alpha
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channel. The parameter before the last one specifies a color, with wich
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the sprite should be colored. (255,255,255,255) is full white, so the
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sprite will look like the original. The third sprite is drawed colored
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based on the time. </p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre>// draw fire & dragons background world<br>driver->draw2DImage(images, core::position2d<s32>(50,50),<br> core::rect<s32>(0,0,342,224), 0, <br> video::SColor(255,255,255,255), true);</pre>
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<pre>// 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);</pre>
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<pre>// draw second flying imp with colorcylce
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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);</pre></td>
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</tr>
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</table>
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<p> Drawing text is really simple. The code should be self explanatory.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre>// draw some text<br>if (font)<br> font->draw(L"This is some text.",<br> core::rect<s32>(130,10,300,50),<br> video::SColor(255,255,255,255));</pre>
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<pre>// draw some other text
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if (font2)
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font2->draw(L"This is some other text.",
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core::rect<s32>(130,20,300,60),
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video::SColor(255,time % 255,time % 255,255));</pre></td>
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</tr>
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</table>
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<p>At last, we draw the Irrlicht Engine logo (without using a color or an
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alpha channel) and a transparent 2d Rectangle at the position of the mouse
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cursor.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre> // draw logo<br> driver->draw2DImage(images, core::position2d<s32>(10,10),<br> core::rect<s32>(354,87,442,118));</pre>
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<pre> // draw transparent rect under cursor
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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));</pre>
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<pre> driver->endScene();
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}
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}</pre></td>
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</tr>
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</table>
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<p>That's all, it was not really difficult, I hope.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre> device->drop();
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return 0;
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}</pre>
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</td>
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</tr>
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</table>
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<p> </p></td>
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</tr>
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</table>
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<p> </p>
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</body>
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</html>
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