| Tutorial 6. 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 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. The program which is described here will look like this:

Lets start!

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) Apfelbaum 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;

      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 is some text.",
    		core::rect<s32>(130,10,300,50),
    		video::SColor(255,255,255,255));

    // draw some other text
    if (font2)
       font2->draw(L"This is some other text.",
           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;
    }