[C/C++] Irrlicht-engine

Dieses Thema im Forum "Programmierung & Entwicklung" wurde erstellt von Ktm123, 6. August 2007 .

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  1. #1 6. August 2007
    Irrlicht-engine

    Moin,

    ich habe ein kleines problem mit der irrlicht engine (http://irrlicht.sourceforge.net/)

    Es geht um dieses Tutorial:

    Code:
    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.
    
    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) Burning's 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; // could not create selected driver.
    
     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 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 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 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));
    
     /*
     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 logo
     driver->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;
    }
    

    Das einzige, was ich nicht verstehe, ist das hier:

    Code:
     core::rect<s32> imp1(349,15,385,78);
     core::rect<s32> imp2(387,15,423,78);
    
    Könnte mir jemand sagen, was in diesen 2 zeilen gemacht wird?
    im tutorial steht jedenfalls nichts darüber drin.
     

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  3. #2 6. August 2007
    AW: Irrlicht-engine

    Es legt zwei variablen vom Typ rect an. die <> sagen aus, dass dafür ein Template benutzt wird. s32 is der Datentyp dafür, sieht aus als ob das ein eigener von der Irrlicht-Engine ist.

    imp1 bzw. imp2 sind die Variablennamen, und das in Klammern sind die Argumente für den Konstruktor
     
  4. #3 6. August 2007
    AW: Irrlicht-engine

    danke für die hilfe...

    hört sich eigentlich ziehmlich logisch an :]

    ~closed~
     

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