<HTML> <HEAD> <TITLE>ClanLib Game SDK: ClanLib 2D API - Overview</TITLE> <STYLE TYPE="text/css"><!-- HTML BODY { font-family: verdana, helvetica, sans-serif; font-size: 14px; border-style: solid; } H1 { font-size: 22px; } H2 { font-size: 18px; } H3 { font-size: 16px; } H4 { font-size: 14px; } P { font-size: 14px; } LI { font-size: 14px; } --></STYLE> </HEAD> <body bgcolor=white text=black> <center> <table width=70%> <tr> <td> <center><table><tr><td> <img SRC="Images/clanlib_logo_small.gif" alt="ClanLib logo"><br> </td></tr></table></center> <h1>ClanLib 2D API - Overview</h1> <p>Displaying 2D graphics, setting a videomode and drawing on the screen are very basic features of any game. The ClanLib 2D api provides support for this and several other things, including;</p> <ul> <li>Setting a videomode</li> <li>Clearing the screen</li> <li>Drawing sprites</li> <li>Drawing lines/rectangles</li> <li>Clipping</li> <li>Printing text</li> <li>Modifying sprites</li> </ul> <h3>The CL_Display class</h3> <p>The CL_Display class is the main class in the 2d graphics subsystem of ClanLib. All functions in the CL_Display class are static, so you don't have to keep a pointer to an instance of CL_Display. You can use CL_Display for setting a videomode by calling CL_Display::set_videomode(). You can flip the display (switching between backbuffer and frontbuffer) by calling CL_Display::flip_display(), clear the display by calling CL_Display::clear_display(), retrieve screen dimensions, modify the clipping stack which controls what gets drawn on the screen and draw rectangles and lines by calling CL_Display::fill_rect() and CL_Display::draw_line().</p> <p>ClanLib has integrated support for supporting multiple displaycards/monitors. The CL_Display class is actually just routing calls to the currently selected displaycard. This system is used throughout ClanLib, so you can add multimonitor support to your game in no time; by adding a few lines changing between monitors in single location in your game.</p> <p>All ClanLib display primitives, including lines, rectangles, surfaces and fonts have built-in support for alpha-blending. Always keep in mind that alpha blending is very slow (you should consider using OpenGL if you use alot of alpha blending), and that alpha-values in ClanLib go from 0.0 as being totally transparent, to 1.0 being totally opaque.</p> <h4>The clipping stack</h4> <p>Sometimes it's practical to limit the drawing of items to a specific area of the screen. ClanLib always uses the screen boundary as a clipping rectangle, so you never have to worry about showing objects outside the screen - just call the show-function and they are trivially rejected by the clipper. Like many other clipping systems, the ClanLib clipping system uses a stack principle. It's not possible to create polygonal clipping areas this way. Instead, if you push a new clipping rectangle upon the clipping stack, the single clipping rectangle used to clip further graphics is defined as the area shared by the previous clipping rectangle and the newly pushed one (the intersection). The previous clipping rectangle is stored and brought back to use when the clipping rectangle in action is pop'ed off the clipping stack. However, it's also possible to set the clipping rectangle in absolute terms, disregarding any previous clipping rectangles.</p> <h3>Surfaces in ClanLib</h3> <p>One very used aspect in any game is drawing 2D images. To do this, ClanLib provides three lowlevel interfaces:</p> <ul> <li>CL_Target</li> <li>CL_Surface</li> <li>CL_SurfaceProvider</li> </ul> <h4>Targets</h4> <p>The CL_Target class in ClanLib represents some image data that can be accessed and modified.</p> <p>To access the memory, you must call CL_Target::lock() and then afterwards use CL_Target::get_data() to get a pointer to the image data. When you are done modifying the image, you must call CL_Target::unlock().</p> <p>Besides the above data access mechanism, the CL_Target interface also contain a set of commonly used drawing functions. Examples of this is drawing lines, boxes and blitting from target to target. All of those functions respect the clipping functions also included in CL_Target.</p> <p>To implement your own target, you have to inherit all the abstract functions and implement them - but in most cases you will probably prefer to use the CL_Canvas implementation. It simply creates a target in the size and format that you specify in the constructor.</p> <h4>Surfaces</h4> <p>In order to draw images to the screen, you have to load them into a surface. A surface analyzes and stores the image in a format more suitable for the graphics card. This is done to maximize the performance and take advantage of whatever technology a platform offers.</p> <p>A surface loads its image data from a surface provider. A surface provider is actually just a CL_Target with some additonal functions that describe how it should blit this data. For instance, a surface provider also contain a function that describe if one of the colors in the image is transparent (source colorkey), and should be handled as transparent when being blitted.</p> <p>It is not possible to access the data in a surface. If you need to alter the data in a surface, change it using the CL_Target and CL_Canvas interfaces and reload it into the surface. Unlike most surfaces in other 2D libraries, we simply do not allow this because we need the freedom to store the image in whatever format(s) that suits the platform. This is done for performance reasons, and allows us to upload the surface to Pixmap, OpenGL textures and seperate alpha from the other color components in an image.</p> <p>On some platforms it can be a rather expensive thing to create or reload a surface. This can either be caused by our image analysis or the display target being used. For images that changes frequently, you may want to use a dynamic surface instead (use CL_Surface::create_dynamic() instead of CL_Surface::create()). The difference is that a dynamic surface doesn't analyze the image, and doesn't try to store it in a smarter format. A dynamic surface will instead access the surface provider in every blit and just try to draw it as quickly as possible.</p> <p>The downside of dynamic surfaces is that if you draw an image often without changes, it will be significantly slower.</p> <h4>Fonts in ClanLib</h4> <p>ClanLib has built-in support for fonts. Using fonts starts with the CL_Font class. Like surfaces, fonts are loaded from image files. Consult the reference documentation to see how you get your font loaded. When loaded, fonts can be shown using functions the CL_Font class that provides support for drawing fonts left- and right-aligned as well as centered. ClanLib also supports true type fonts through the ClanTTF library (not a part of clanCore).</p> <p>If you want more information about fonts, have a look at the <a href="font_overview.html">font overview</a>.</p> </TD> </TR> </TABLE> <BR> <BR> <FONT COLOR="#a0a0a0">Questions or comments, write to the <a href="mailto:clanlib-user.x.dtu.dk">ClanLib mailing list</a>.</FONT> </CENTER> </BODY> </HTML>