//----------------------------------------------------------------------------- void ExampleInit() { // Startapp: if (s3eDeviceGetInt(S3E_DEVICE_OS) == S3E_OS_ID_ANDROID) { if(startappAvailable()) { initSDK(STARTAPP_DEVID, STARTAPP_APPID); } } //Initialise the IwUI module IwUIInit(); //Instantiate the view and controller singletons. //IwUI will not instantiate these itself, since they can be subclassed to add functionality. new CIwUIController; new CIwUIView; //Load group which contains the ui specifications IwGetResManager()->LoadGroup("IwUIBasicButtonEvents.group"); //Load button s_Button = (CIwUIButton*) CIwUIElement::CreateFromResource("EventButton"); //Attach eventhandler to button s_Button->AddEventHandler(new MyButtonEventHandler); //Add the label to the UIView singleton IwGetUIView()->AddElement(s_Button); }
//----------------------------------------------------------------------------- void ExampleShutDown() { delete IwGetUIController(); delete IwGetUIView(); //Terminate the IwUI module IwUITerminate(); }
int main() { //s3eInetAddress addr; //memset(&addr, 0, sizeof(addr)); //s3eInetLookup("localhost", &addr, NULL, NULL); //addr.m_Port = s3eInetHtons(81); //s3eSocket* pSock = s3eSocketCreate(S3E_SOCKET_UDP, 0); //char szData[20000]; //for (int i=0; i <20000;++i) //{ // szData[i] = i; //} //while (true) //{ // int sent = s3eSocketSendTo(pSock, szData, 20000, 0, &addr); // s3eDeviceYield(0); //} s3eLocationStart(); //IwGx can be initialised in a number of different configurations to help the linker eliminate unused code. //For the examples we link in all of IwGx's possible functionality. //You can see the code size reduce if you remove any of the IwGxInit calls following IwGxInit_Base. //Note that, for demonstration purposes, some examples call IwGxInit() themselves - this will link in the //standard renderer and the GL renderer, so on those examples these features cannot be excluded from the build. //IwGxInit_Base(); //IwGxInit_GLRender(); IwGxInit(); Iw2DInit(); IwUIInit(); //Instantiate the view and controller singletons. //IwUI will not instantiate these itself, since they can be subclassed to add functionality. new CIwUIView; CIwUIController2* pController = new CIwUIController2; IwDebugTraceLinePrintf("Creating Game Object"); FireflyGameEngine* pGameEngine = new FireflyGameEngine; IwDebugTraceLinePrintf("Entering Main"); int result = GameMain(pGameEngine); delete pGameEngine; Iw2DTerminate(); delete IwGetUIView(); delete pController; IwUITerminate(); IwGxTerminate(); s3eLocationStop(); return result; }
//----------------------------------------------------------------------------- void ExampleRender() { //Render the UI IwGetUIView()->Render(); //Flush IwGx IwGxFlush(); //Display the rendered frame IwGxSwapBuffers(); }
//----------------------------------------------------------------------------- bool ExampleUpdate() { //Update the controller (this will generate control events etc.) IwGetUIController()->Update(); //Update the view (this will do animations etc.) The example framework has //a fixed framerate of 20fps, so we pass that duration to the update function. IwGetUIView()->Update(1000/20); return true; }