OpenLayer Offline Manual

OpenLayer | Bitmap | BlitDistorted BlitDistorted
void BlitDistorted( | float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float opacity = 1.0 ) const;
Draws the bitmap such that the given coordinates describe the positions of the corner points of the bitmap in the screen. Coordinates are given in a clockwise order starting from the top-left coordinate. The bitmap will be stretched to fill the quadrate area inside the corner points.
void BlitDistorted( | float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float opacity = 1.0, const RenderMode &mode ) const;
The same as above but the specified RenderMode affects the way the Bitmap is rendered. Coordinates are in pixels. Opacity should be between 0.0 and 1.0, where 1.0 is completely opaque and 0.0 completely transparent. Notice that if you don't pass any opacity parameter the bitmap will be rendered fully opaque. If you pass true to horizontallyFlipped the bitmap will be drawn to the screen horizontally flipped. All transformations like stretching use anti-aliased routines by default. Use the Settings if you prefer aliased transformations instead. BlitDistorted, like any other bitmap rendering function, will take the alpha channel of the bitmap in account. With the default blender the alpha channel describes the opacity of every single pixel in the bitmap. The higher alpha value, the more visible the pixel is. Read more about the alpha channel in the definition of Bitmap. Examples // Load a bitmap from an image file // Bitmap playerBmp( "Player.png" ); // Draw the bitmap to the screen such that the top-left coordinate // // of the bitmap will be at x = 200, y = 100, the top-right coordinate // // will be at x = 300, y = 100, the bottom-right coordinate will be at // // x = 330, y = 200 and the bottom-left coordinate will be at x = 170, y = 200 // // The bitmap will look like this: /_\ // playerBmp.BlitDistorted( 200.0, 100.0, 300.0, 100.0, 330.0, 200.0, 170.0, 200.0 ); Other functions of the class Bitmap
Load | Loads the bitmap
Blit | Draws the Bitmap to the screen
BlitRotated | Draws the Bitmap to the screen rotated along a point
BlitStretched | Draws the Bitmap to the screen stretched to the specified size
BlitTransformed | Draws the Bitmap to the screen rotated and stretched
BlitDistorted | Draws the Bitmap to the screen with the given corner points
Width | Returns the width of the Bitmap
Height | Returns the height of the Bitmap
LoadListOfBitmaps | Loads a list of bitmaps from the disk
GetPixel | Returns the color value of a pixel
Destroy | Destroys the Bitmap
IsValid | Checks if the Bitmap was loaded correctly
Save | Saves the Bitmap to disk with the specified filename
CopyFromScreen | Copies a region of the game window to the Bitmap
GetMemoryBitmap | Returns a memory bitmap copy of (part of) the Bitmap
GetCollisionPoly | Returns the generated collision polygon for the Bitmap
SetDefaultPivot | Sets the default pivot point
GetDefaultPivot | Returns the default pivot point
Advanced functions
GetPixelPacked | Returns the color value of the specified pixel in a packed integer
SendToGPU | Sends the Bitmap to the graphics card
UnloadFromGPU | Unloads the Bitmap from the graphics card
Select | Selects the Bitmap as the active texture of OpenGL
UseAutoDelete | Chooses the Bitmap to be automatically deleted when the program quits
HasAlphaChannel | Checks if the Bitmap has an alpha channel
StartFastBlitting | This function should be called right before using FastBlit
FastBlit | A faster version of Blit
FinishFastBlitting | This function should be called after calling FastBlit
UnloadToMemory | Unloads the Bitmap from the graphics card keeping the image data saved in the Bitmap
TexturedQuad | Outputs a raw textured quad to the video card
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