Ejemplo n.º 1
0
void ExamplesMainInit()
{
#ifdef EXAMPLE_DEBUG_ONLY
    // Test for Debug only examples
#ifndef IW_DEBUG
    DisplayMessage("This example is designed to run from a Debug build. Please build the example in Debug mode and run it again.");
    return 0;
#endif
#endif

    IwGxInit();

    //IwResManagerInit();
    //IwGxFontInit();

    // Set screen clear colour
    IwGxSetColClear(0xff, 0xff, 0xff, 0xff); // white background
    IwGxPrintSetColour(0, 0, 0);             // black font

    // Determine if the device has a keyboard
    if (s3eKeyboardGetInt(S3E_KEYBOARD_HAS_KEYPAD) || s3eKeyboardGetInt(S3E_KEYBOARD_HAS_ALPHA))
        g_DeviceHasKeyboard = true;

    // User code init
    ExampleInit();
}
int main()
{
	IwGxInit();
	IwGxSetColClear(0, 0, 0xff, 0xff);
	IwResManagerInit();
	Iw2DInit();
	setupTextures();
	registerInput();

    const int textWidth = s3eDebugGetInt(S3E_DEBUG_FONT_SIZE_WIDTH);
    const int textHeight = s3eDebugGetInt(S3E_DEBUG_FONT_SIZE_HEIGHT);
    const int width = s3eSurfaceGetInt(S3E_SURFACE_WIDTH);
    const int height = s3eSurfaceGetInt(S3E_SURFACE_HEIGHT);

	sprintf(g_debugButtonEvent, "ButtonEvent:");
	sprintf(g_debugKeyEvent, "KeyEvent:");
	sprintf(g_debugMotionEvent, "MotionEvent:");
	sprintf(g_debugTouchEvent, "TouchEvent:");
	sprintf(g_debugTouchMotionEvent, "TouchMotionEvent:");

	while (!s3eDeviceCheckQuitRequest())
	{
		render();

		// Yield until unyield is called or a quit request is recieved
        s3eDeviceYield(S3E_DEVICE_YIELD_FOREVER);
	}
	destroyTextures();
	Iw2DTerminate();
	IwResManagerTerminate();
	IwGxTerminate();
	return 0;
}
Ejemplo n.º 3
0
//-----------------------------------------------------------------------------
void HexMapTest::Init()
{
	zoom = 1.0f;
	rotation = 0.0f;
	screenTranslationX = 0;
	screenTranslationY = 0;

	// Initialise the input system
	g_Input.Init();

    // Initialise vectors
    s_left      =  CIwVec3::g_AxisX;
    s_up        = -CIwVec3::g_AxisY;
    s_Angles = CIwSVec3::g_Zero;
    s_cameraPos =  CIwVec3(0, 0, -0x80);

    // Initialise view matrix
    s_viewMatrix = CIwMat::g_Identity;

    s_viewMatrix.SetTrans(s_cameraPos);
    s_viewMatrix.LookAt(
        s_viewMatrix.GetTrans(),
         CIwVec3::g_Zero,
        -CIwVec3::g_AxisY);

	// Initialise
    IwGxInit();
	IwResManagerInit();
    // Set screen clear colour
    IwGxSetColClear(0x40, 0x40, 0x40, 0x00);

    // Turn all lighting off
    IwGxLightingOff();

    // Set field of view
    IwGxSetPerspMul(0xa0);

    // Set near and far planes
    IwGxSetFarZNearZ(0x1000, 0x10);

    // Create empty texture object
    s_BitMapTexture = new CIwTexture;

    // Load image data from disk into texture
    s_BitMapTexture->LoadFromFile("./textures/testTexture_8bit.bmp");

    // "Upload" texture to VRAM
    s_BitMapTexture->Upload();


    // Set the view matrix along the -ve z axis
    CIwMat view = CIwMat::g_Identity;
    view.t.z = -0x100;
    IwGxSetViewMatrix(&view);
	IwGetResManager()->LoadGroup("TileRes.group"); 
	pGroup = IwGetResManager()->GetGroupNamed("TileRes");
	hexGrid = new HexGrid(hexGridMaxX, hexGridMaxY, textureMaxX, textureMaxY);
	hexGrid->setTexture(IW_TEXTURE(pGroup,"grid"),textureMaxX,textureMaxY);
	s_ModelMatrix.SetIdentity();
}
Ejemplo n.º 4
0
void ExampleInit()
{
    IW_PROFILE_INIT();

    // Initialise
    IwGxInit();

    // Set screen clear colour
    IwGxSetColClear(0x40, 0x40, 0x40, 0x00);

    // Turn all lighting off
    IwGxLightingOff();

    // Set field of view
    IwGxSetPerspMul(0xa0);

    // Set near and far planes
    IwGxSetFarZNearZ(0x1000, 0x10);

    // Set the view matrix along the -ve z axis
    CIwMat view = CIwMat::g_Identity;
    view.t.z = -0x200;
    IwGxSetViewMatrix(&view);
    //IwGxSetScreenOrient(IW_GX_ORIENT_NONE);

    s_Accelerometer = (S3E_RESULT_SUCCESS == s3eAccelerometerStart());

    m_pAnimator = new CSplineAnimator();
    m_pAnimator->Init();

    m_pSplinePoly2Tri = new CSplinePoly2Tri(m_pAnimator->GetCurrentSpline());

    // ball
    m_pBall = new CBall();
}
Ejemplo n.º 5
0
//-----------------------------------------------------------------------------
// Main global function
//-----------------------------------------------------------------------------
int main()
{
#ifdef EXAMPLE_DEBUG_ONLY
    // Test for Debug only examples
#ifndef IW_DEBUG
    DisplayMessage("This example is designed to run from a Debug build. Please build the example in Debug mode and run it again.");
    return 0;
#endif
#endif

    //IwGx can be initialised in a number of different configurations to help the linker eliminate unused code.
    //Normally, using IwGxInit() is sufficient.
    //To only include some configurations, see the documentation for IwGxInit_Base(), IwGxInit_GLRender() etc.
    IwGxInit();

    // Example main loop
    ExampleInit();

    // Set screen clear colour
    IwGxSetColClear(0xff, 0xff, 0xff, 0xff);
    IwGxPrintSetColour(128, 128, 128);
    
    while (1)
    {
        s3eDeviceYield(0);
        s3eKeyboardUpdate();
        s3ePointerUpdate();

        int64 start = s3eTimerGetMs();

        bool result = ExampleUpdate();
        if  (
            (result == false) ||
            (s3eKeyboardGetState(s3eKeyEsc) & S3E_KEY_STATE_DOWN) ||
            (s3eKeyboardGetState(s3eKeyAbsBSK) & S3E_KEY_STATE_DOWN) ||
            (s3eDeviceCheckQuitRequest())
            )
            break;

        // Clear the screen
        IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F);
        RenderButtons();
        RenderSoftkeys();
        ExampleRender();

        // Attempt frame rate
        while ((s3eTimerGetMs() - start) < MS_PER_FRAME)
        {
            int32 yield = (int32) (MS_PER_FRAME - (s3eTimerGetMs() - start));
            if (yield<0)
                break;
            s3eDeviceYield(yield);
        }
    }
    ExampleShutDown();
    DeleteButtons();
    IwGxTerminate();
    return 0;
}
Ejemplo n.º 6
0
void N2F::Iw3D::Iw2DHelper::Init()
{
	Iw2DInit();
	IwGxInit();
	IwGxFontInit();
	IwGxLightingOn();
	IwGxSetColClear(0, 0, 0, 0xff);

	return;
}
int main()
{
	Initialize();

	// --HowTo: Load the tmx map from the json file
	tmxparser::Map_t *map = new tmxparser::Map_t;
	tmxparser::parseTmxFromJSON_file("testLevel.json", map);
	// --HowTo: Create a renderer
	tmxparser::TmxRenderer *renderer = new tmxparser::TmxRenderer(map);
	// an offset to use for scrolling the map
	CIwFVec2 offset(0,0);
	
	IwGxSetColClear(0x2f, 0x3f, 0x3f, 0xff);
    
    // Loop forever, until the user or the OS performs some action to quit the app
    while (!s3eDeviceCheckQuitRequest())
    {
        //Update the input systems
        s3eKeyboardUpdate();
        s3ePointerUpdate();

        // Clear the surface
        IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F);

		// --HowTo: render all layers, at original pixel size:
		//renderer->Render(offset); 

		// --HowTo: render all layers at reduced/scaled tile size
		renderer->Render(offset, CIwFVec2(64.0f, 64.0f)); 
		
		// --HowTo: render only one layer at original pixel size
		//renderer->RenderLayer(0, offset, CIwFVec2(0.0f, 0.0f));

		// --HowTo: render only one layer at scaled pixel size
		//renderer->RenderLayer(0, offset, CIwFVec2(64.0f, 64.0f));

		// advance offset
		offset.x += 3;
		if (offset.x>1900)
			offset.x =0;

        // Standard EGL-style flush of drawing to the surface
        IwGxFlush();
        IwGxSwapBuffers();
        s3eDeviceYield(0);
    }

	delete renderer;
	delete map;

	Terminate();    
    // Return
    return 0;
}
Ejemplo n.º 8
0
void Desktop::init() {
    IwGxInit();
    IwGxLightingOff();
    width = IwGxGetScreenWidth();
    height = IwGxGetScreenHeight();
	IwGxSetColClear(0, 0, 0, 0);
    vSize = 0;
	duration = 1000 / 60;
	devices = new vector<Device>();
	defPath = NULL;
}
Ejemplo n.º 9
0
// Example showing how to use the s3eWwise extension
int main()
{
    IW_CALLSTACK("main");

    s3eDebugOutputString("Booting s3eWwise example");

    initWwise();

    s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, (s3eCallback)buttonEvent, NULL);
    s3ePointerRegister(S3E_POINTER_MOTION_EVENT, (s3eCallback)motionEvent, NULL);

    IwGxInit();

    IwGxSetColClear(0, 0, 0, 0xff);

    while(!s3eDeviceCheckQuitRequest())
    {
        std::stringstream str;

        s3eWwiseSoundEngineRenderAudio();

        IwGxClear();

        IwGxPrintString(100, 100, "s3eWwise");

        IwGxPrintString(100, 300, "Touch to fire event");

        str << "RPM = " << rpm;
        IwGxPrintString(100, 400, str.str().c_str());
        str.str(std::string());

        str << "TH = " << touchHeight;
        IwGxPrintString(100, 500, str.str().c_str());
        str.str(std::string());

        str << "Height = " << height;
        IwGxPrintString(100, 600, str.str().c_str());
        str.str(std::string());

        IwGxFlush();
        IwGxSwapBuffers();
        s3eDeviceYield(0);
    }

    IwGxTerminate();

    s3ePointerUnRegister(S3E_POINTER_BUTTON_EVENT, (s3eCallback)buttonEvent);
    s3ePointerUnRegister(S3E_POINTER_MOTION_EVENT, (s3eCallback)motionEvent);

    shutdownWwise();

    return 0;
}
void Game::Init()
{
	IwGxInit();
	IwGraphicsInit();

	IwResManagerInit();

#ifdef IW_BUILD_RESOURCES
	IwGetTextParserITX()->SetAssertOnUnrecognisedTokens( false );
	IwGetResManager()->AddHandler( new CIwResHandlerWAV );
#endif

	IW_CLASS_REGISTER( Collision );
	IW_CLASS_REGISTER( CStatic );
	IW_CLASS_REGISTER( CDynamic );
	IW_CLASS_REGISTER( CLocator );

	IwGxSetColClear( 0x40, 0x40, 0x40, 0x00 );

	LocaliseInit();

	m_font = FontManager::GetInstance();

	m_menuManager = MenuManager::GetInstance();

	m_touchManager = TouchManager::GetInstance();
	m_touchManager->Init();

	m_accelerometerManager = AccelerometerManager::GetInstance();
	m_accelerometerManager->Init();

	m_webManager = WebManager::GetInstance();
	m_webManager->Init();

	m_config = Config::GetInstance();
	m_config->Init();

	m_soundManager = SoundManager::GetInstance();
	m_soundManager->Init();

	m_scriptManager = ScriptManager::GetInstance();
	m_scriptManager->Init();

	m_shaderManager = ShaderManager::GetInstance();
	m_shaderManager->Init();

	m_postProcessing = PostProcessing::GetInstance();
	m_postProcessing->Init();

	GameState::InitStatesStack();
	GameState::SetState( new GS_Loading() );
}
Ejemplo n.º 11
0
void Render()
{
	// Clear the screen to a pale blue
	IwGxSetColClear(128, 224, 255, 0);
	IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F);

	// Render the UI
	for (uint32 i = 0; i < BUTTON_COUNT; i++)
	{
		gButton[i]->Render();
	}

	// Finish rendering and display on screen
	IwGxFlush();
	IwGxSwapBuffers();
}
void TransitionManager::Init()
{
    IW_CALLSTACK("TransitionManager::Init");
    if (m_HasStarted == true)
    {
        delete m_StartTexture;
        delete m_EndTexture;
    }
    m_StartTexture = NULL;
    m_EndTexture = NULL;
    m_HasStarted = false;
    m_alphaValue = 0;

    IwGxSetColClear(0, 0, 0, 0);
    IwGxScreenOrient orient = IwGxGetScreenOrient();

}
Ejemplo n.º 13
0
int main()
{
	IwGxInit();
	IwGxSetColClear(0, 0, 0xff, 0xff);

	while (!s3eDeviceCheckQuitRequest() &&
				 !(s3eKeyboardGetState(s3eKeyEsc) & S3E_KEY_STATE_DOWN) &&
				 !(s3eKeyboardGetState(s3eKeyAbsBSK) & S3E_KEY_STATE_DOWN))
	{
		IwGxClear();
		IwGxPrintString(120, 150, "Hello, World!");
		IwGxFlush();
		IwGxSwapBuffers();
		s3eDeviceYield(0);
	}

	IwGxTerminate();
	return 0;
}
Ejemplo n.º 14
0
S3E_MAIN_DECL void IwMain()
{
    Init();

    // Set screen clear colour
    IwGxSetColClear(0, 0, 0, 0xff);
    IwGxPrintSetColour(128, 128, 128);

    while (1)
    {
        s3eDeviceYield(0);
        s3eKeyboardUpdate();
        s3ePointerUpdate();

        int64 start = s3eTimerGetMs();

        bool result = Update();
        if  (
            ((result == false) ||
            (s3eKeyboardGetState(s3eKeyEsc) & S3E_KEY_STATE_DOWN) ||
            (s3eKeyboardGetState(s3eKeyAbsBSK) & S3E_KEY_STATE_DOWN) ||
            (s3eDeviceCheckQuitRequest()))
            )
            break;

        Render();

        // Attempt frame rate
        while ((s3eTimerGetMs() - start) < MS_PER_FRAME)
        {
            int32 yield = (int32) (MS_PER_FRAME - (s3eTimerGetMs() - start));
            if (yield<0)
                break;
            s3eDeviceYield(yield);
        }
    }

    ShutDown();
}
Ejemplo n.º 15
0
void Transitions2D::Slide(DIR d, uint8 transitionSpeed, bool skipFirstAndLastFrame)
{
	IwGxSetColClear(0, 0, 0, 0);

	if (mStartTexture == NULL || mEndTexture == NULL)
		return;

	if (transitionSpeed == 0)
		transitionSpeed = 1;

	IwGxScreenOrient orient = IwGxGetScreenOrient();
	if (isUsingPrivateTextures) IwGxSetScreenOrient(IW_GX_ORIENT_NONE);

	CIwMaterial* startMat;
	CIwMaterial* endMat;

	int w = mStartTexture->GetWidth();
	int h = mStartTexture->GetHeight();
	int pos = 0;
	int speed, size;

	if (d == LEFT || d == RIGHT)
	{
		speed = (int)((transitionSpeed * w) / 255.0);
		size = w;
	}
	else
	{
		speed = (int)((transitionSpeed * h) / 255.0);
		size = h;
	}

	if (skipFirstAndLastFrame)
		pos += speed;

	while (pos < size)
	{
		IwGxClear();
		if (d == LEFT)
		{
			startMat = IW_GX_ALLOC_MATERIAL();
			startMat->SetTexture(mStartTexture);
			IwGxSetMaterial(startMat);
			IwGxDrawRectScreenSpace(&CIwSVec2(-pos, 0), &CIwSVec2(mStartTexture->GetWidth(), mStartTexture->GetHeight()));

			endMat = IW_GX_ALLOC_MATERIAL();
			endMat->SetTexture(mEndTexture);
			IwGxSetMaterial(endMat);
			IwGxDrawRectScreenSpace(&CIwSVec2(-pos + size, 0), &CIwSVec2(mEndTexture->GetWidth(), mEndTexture->GetHeight()));
		}
		else if (d == RIGHT)
		{
			endMat = IW_GX_ALLOC_MATERIAL();
			endMat->SetTexture(mEndTexture);
			IwGxSetMaterial(endMat);
			IwGxDrawRectScreenSpace(&CIwSVec2(pos - size, 0), &CIwSVec2(mEndTexture->GetWidth(), mEndTexture->GetHeight()));

			startMat = IW_GX_ALLOC_MATERIAL();
			startMat->SetTexture(mStartTexture);
			IwGxSetMaterial(startMat);
			IwGxDrawRectScreenSpace(&CIwSVec2(pos, 0), &CIwSVec2(mStartTexture->GetWidth(), mStartTexture->GetHeight()));
		}
		else if (d == UP)
		{
			startMat = IW_GX_ALLOC_MATERIAL();
			startMat->SetTexture(mStartTexture);
			IwGxSetMaterial(startMat);
			IwGxDrawRectScreenSpace(&CIwSVec2(0, -pos), &CIwSVec2(mStartTexture->GetWidth(), mStartTexture->GetHeight()));

			endMat = IW_GX_ALLOC_MATERIAL();
			endMat->SetTexture(mEndTexture);
			IwGxSetMaterial(endMat);
			IwGxDrawRectScreenSpace(&CIwSVec2(0, -pos + size), &CIwSVec2(mEndTexture->GetWidth(), mEndTexture->GetHeight()));
		}
		else if (d == DOWN)
		{
			endMat = IW_GX_ALLOC_MATERIAL();
			endMat->SetTexture(mEndTexture);
			IwGxSetMaterial(endMat);
			IwGxDrawRectScreenSpace(&CIwSVec2(0, pos - size), &CIwSVec2(mEndTexture->GetWidth(), mEndTexture->GetHeight()));

			startMat = IW_GX_ALLOC_MATERIAL();
			startMat->SetTexture(mStartTexture);
			IwGxSetMaterial(startMat);
			IwGxDrawRectScreenSpace(&CIwSVec2(0, pos), &CIwSVec2(mStartTexture->GetWidth(), mStartTexture->GetHeight()));
		}

		IwGxFlush();
		IwGxSwapBuffers();

		s3eDeviceYield(40);
		pos += speed;
	}

	if (!skipFirstAndLastFrame)
	{
		IwGxClear();
		endMat = IW_GX_ALLOC_MATERIAL();
		endMat->SetTexture(mEndTexture);
		IwGxSetMaterial(endMat);
		IwGxDrawRectScreenSpace(&CIwSVec2(0, 0), &CIwSVec2(mEndTexture->GetWidth(), mEndTexture->GetHeight()));

		IwGxFlush();
		IwGxSwapBuffers();
	}

	if (isUsingPrivateTextures)
	{
		delete mStartTexture;
		delete mEndTexture;
		mStartTexture = NULL;
		mEndTexture = NULL;
	}

	IwGxSetScreenOrient(orient);
}
Ejemplo n.º 16
0
void MapBackground::RenderBackgroundOnSurface(CIw2DSurface* pSurface)
{
	std::list<MapTile*>::iterator iter = gVectorImageUrls.begin();

	// Set up a view matrix to rotate what we are viewing about the z-axis
	// This normalizes the center of the screen to (0,0), so we need to offset
	// our coordinates.
	// We also need to scale in our X and Y directions.

	CIwColour colClear;
	colClear = IwGxGetColClear();

	if (g_dAlpha < 0xFF)
	{
		IwGxSetColClear(0, 0, 0, 0);
	}

	CIwColour* cols = IW_GX_ALLOC(CIwColour, 4);
	for (int i = 0; i < 4; ++i)
	{
		cols[i].r = cols[i].g = cols[i].b = 0xff;
		cols[i].a = (uint8)g_dAlpha;
	}
	//static CIwSVec2 uvs[4] =
	//{
	//	CIwSVec2(0 << 12, 0 << 12),
	//	CIwSVec2(0 << 12, 1 << 12),
	//	CIwSVec2(1 << 12, 1 << 12),
	//	CIwSVec2(1 << 12, 0 << 12),
	//};
	static CIwSVec2 uvs[4] =
	{
		CIwSVec2((0 << 12) + 1, (0 << 12) + 1),
		CIwSVec2((0 << 12) + 1, (1 << 12) - 1),
		CIwSVec2((1 << 12) - 1, (1 << 12) - 1),
		CIwSVec2((1 << 12) - 1, (0 << 12) + 1),
	};

	static CIwSVec2 uvsRot[4] =
	{
		CIwSVec2((0 << 12) + 20, (0 << 12) + 20),
		CIwSVec2((0 << 12) + 20, (1 << 12) - 20),
		CIwSVec2((1 << 12) - 20, (1 << 12) - 20),
		CIwSVec2((1 << 12) - 20, (0 << 12) + 20),
	};

	while (iter != gVectorImageUrls.end())
	{
		MapTile* pTile = *iter;
		
		CIwTexture* pTexture = pTile->pTexture;

		if (pTexture)
		{
			//Calculate the top left of the map image
			CIwSVec2 topLeft = pTile->location;

			CIwMaterial* pMat = IW_GX_ALLOC_MATERIAL();
			pMat->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
			pMat->SetModulateMode(CIwMaterial::MODULATE_RGB);

			// Use Texture on Material
			pMat->SetTexture(pTexture);
			IwGxSetMaterial(pMat);

			int xOffset = IwGxGetScreenWidth() / 2;
			int yOffset = IwGxGetScreenHeight() / 2;

			CIwSVec3* pWSCoords= IW_GX_ALLOC(CIwSVec3, 4);
 			pWSCoords[0].x = topLeft.x; pWSCoords[0].y = topLeft.y;
			pWSCoords[1].x = topLeft.x; pWSCoords[1].y = topLeft.y + 256;
			pWSCoords[2].x = topLeft.x + 256; pWSCoords[2].y = topLeft.y + 256;
			pWSCoords[3].x = topLeft.x + 256; pWSCoords[3].y = topLeft.y;
			pWSCoords[0].z = pWSCoords[1].z = pWSCoords[2].z = pWSCoords[3].z = 0;

			// Scale the coordinates by offsetting, scaling and rendering
			for (int i = 0; i < 4; ++i)
			{
				pWSCoords[i].x -= xOffset;
				pWSCoords[i].y -= yOffset;
			}

			IwGxSetVertStreamWorldSpace(pWSCoords, 4);

			if (g_bScaledMode)
			{
				IwGxSetUVStream(uvsRot);
			}
			else
			{
				IwGxSetUVStream(uvs);
			}
			IwGxSetColStream(cols);
			IwGxDrawPrims(IW_GX_QUAD_LIST, NULL, 4);
		}
		iter++;
	}
	IwGxSetColStream(NULL);
	//IwGxSetColClear(colClear.r, colClear.g, colClear.b, colClear.a);
}
Ejemplo n.º 17
0
int main(int, char**)
{
    IwGxInit();

    // Setup Dear ImGui binding
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
    ImGui_Marmalade_Init(true);

    // Setup style
    ImGui::StyleColorsDark();
    //ImGui::StyleColorsClassic();

    // Load Fonts
    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
    // - Read 'misc/fonts/README.txt' for more instructions and details.
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    //io.Fonts->AddFontDefault();
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    //IM_ASSERT(font != NULL);

    bool show_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    while (true)
    {
        if (s3eDeviceCheckQuitRequest())
            break;

        // Poll and handle inputs
        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
        s3eKeyboardUpdate();
        s3ePointerUpdate();

        // Start the Dear ImGui frame
        ImGui_Marmalade_NewFrame();
        ImGui::NewFrame();

        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
        if (show_demo_window)
            ImGui::ShowDemoWindow(&show_demo_window);

        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
        {
            static float f = 0.0f;
            static int counter = 0;

            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.

            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
            ImGui::Checkbox("Another Window", &show_another_window);

            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color

            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
                counter++;
            ImGui::SameLine();
            ImGui::Text("counter = %d", counter);

            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
            ImGui::End();
        }

        // 3. Show another simple window.
        if (show_another_window)
        {
            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
            ImGui::Text("Hello from another window!");
            if (ImGui::Button("Close Me"))
                show_another_window = false;
            ImGui::End();
        }

        // Rendering
        ImGui::Render();
        IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
        IwGxClear();
        ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData());
        IwGxSwapBuffers();

        s3eDeviceYield(0);
    }

    // Cleanup
    ImGui_Marmalade_Shutdown();
    ImGui::DestroyContext();
    IwGxTerminate();

    return 0;
}
Ejemplo n.º 18
0
int main() {

	IwGxInit();
	IwGraphicsInit();
	IwAnimInit();
	Iw2DInit();

	IwTrace(GHOST_HUNTER, ("Ghost Realm booting..."));
	IwTrace(GHOST_HUNTER, ("Audio channels: %d", s3eAudioGetInt(S3E_AUDIO_NUM_CHANNELS)));

	// Set screen clear colour
    IwGxSetColClear(0x0, 0x0, 0x0, 0xff);

	Splash* splash = new Splash();
	s3eDeviceYield(20);
	{ // Init game
		CameraViewPreInit();

		MapControllerInit();
		MapModelInit();
		MapViewInit();

		CameraControllerInit();
		CameraModelInit();
		CameraViewInit();
	}
	delete splash;

	getGameState()->setGameMode(MAP_MODE);

    while (1) {
        s3eDeviceYield(0);

        int start = clock();

		Audio::GetInstance().Update();

		if (getGameState()->getGameMode() == CAMERA_MODE) {
			CameraControllerUpdate();
			CameraModelUpdate();
			CameraViewUpdate();
		} else if (getGameState()->getGameMode() == MAP_MODE) {
			MapControllerUpdate();
			MapModelUpdate();
			MapViewUpdate();
		}
		
		// Cap FPS
		int yield;
        do {
            yield = FRAME_DURATION - (clock() - start);
            if (yield > 0) {
				s3eDeviceYield(yield);
			}
        } while (yield > 0);
    }

	CameraControllerTerm();
	CameraModelTerm();
    CameraViewTerm();

	MapControllerTerm();
	MapModelTerm();
	MapViewTerm();

	delete getGameState();

	Iw2DTerminate();
	IwAnimTerminate();
	IwGraphicsTerminate();
    IwGxTerminate();

    return 0;
}
Ejemplo n.º 19
0
void Graphics::setBackgroundColor(uint8 r, uint8 g, uint8 b, uint8 a)
{
	IwGxSetColClear(r, g, b, a);
}
Ejemplo n.º 20
0
void doMain() {
    if(s3ePointerGetInt(S3E_POINTER_MULTI_TOUCH_AVAILABLE)){
        s3ePointerRegister(S3E_POINTER_TOUCH_EVENT, (s3eCallback)MultiTouchButtonCB, NULL);
        s3ePointerRegister(S3E_POINTER_TOUCH_MOTION_EVENT, (s3eCallback)MultiTouchMotionCB, NULL);
    } else {
        s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, (s3eCallback)SingleTouchButtonCB, NULL);
        s3ePointerRegister(S3E_POINTER_MOTION_EVENT, (s3eCallback)SingleTouchMotionCB, NULL);
    }


    IwGetResManager()->LoadGroup("resource_groups/palate.group");
    
    palateGroup = IwGetResManager()->GetGroupNamed("Palate");

    std::vector<int> ui_texture_hashes;
	uint background_hash = IwHashString("background_clean");
	CIwResList* resources = palateGroup->GetListHashed(IwHashString("CIwTexture"));
	for(CIwManaged** itr = resources->m_Resources.GetBegin(); itr != resources->m_Resources.GetEnd(); ++itr) {
		if(background_hash != (*itr)->m_Hash) {
			ui_texture_hashes.push_back((*itr)->m_Hash);
		}
	}
    
    CIwMaterial* background = new CIwMaterial();
    background->SetTexture((CIwTexture*)palateGroup->GetResNamed("background_clean", IW_GX_RESTYPE_TEXTURE));
    background->SetModulateMode(CIwMaterial::MODULATE_NONE);
    background->SetAlphaMode(CIwMaterial::ALPHA_DEFAULT);

	unit_ui = new CIwMaterial();
    unit_ui->SetModulateMode(CIwMaterial::MODULATE_NONE);
    unit_ui->SetAlphaMode(CIwMaterial::ALPHA_DEFAULT);
    unit_ui->SetTexture((CIwTexture*)palateGroup->GetResNamed("TAKE2", IW_GX_RESTYPE_TEXTURE));
    
    CIwSVec2 bg_wh(320, 480);
	CIwSVec2 ui_wh(80, 480);
	CIwSVec2 ui_offset(240, 0);
	CIwSVec2 uv(0, 0);
	CIwSVec2 duv(IW_GEOM_ONE, IW_GEOM_ONE);

    init();
    
	IwGxLightingOff();
    IwGxSetColClear(255, 255, 255, 255);
    
    float worldScrollMultiplier = 0.75;
    
    if(s3eDeviceGetInt(S3E_DEVICE_OS) == S3E_OS_ID_IPHONE) {
        worldScrollMultiplier = 0.925;
    }

	while (1) {
        
        int64 start = s3eTimerGetMs();
	
		s3eDeviceYield(0);
		s3eKeyboardUpdate();
		s3ePointerUpdate();
		
		if ((s3eKeyboardGetState(s3eKeyEsc) & S3E_KEY_STATE_DOWN)
				|| (s3eKeyboardGetState(s3eKeyAbsBSK) & S3E_KEY_STATE_DOWN)       
				|| (s3eDeviceCheckQuitRequest())) {
			
		    break;
		}
	
        switch(currentState) {

        case MAIN_MENU:
            if(s3ePointerGetState(S3E_POINTER_BUTTON_SELECT) & S3E_POINTER_STATE_PRESSED) {
                currentState = IN_GAME;
            }
            if(frameCount % FRAMES_PER_UPDATE == 0) {
			    mainMenu->tick();
		    }
            mainMenu->render();
            break;
        case IN_GAME:
            IwGxSetMaterial(background);
            IwGxSetScreenSpaceSlot(-1);
            IwGxDrawRectScreenSpace(&CIwSVec2::g_Zero, &bg_wh, &uv, &duv);

		    IwGxSetMaterial(unit_ui);
            IwGxSetScreenSpaceSlot(1); 
            IwGxDrawRectScreenSpace(&ui_offset, &ui_wh, &uv, &duv);
        
		    if (worldScrollSpeed > .0005 || worldScrollSpeed < -.0005) {
			    game->rotate(worldScrollSpeed);
			    worldScrollSpeed *= worldScrollMultiplier;
		    }
            if(frameCount % FRAMES_PER_UPDATE == 0) {
			    game->tick();
		    }
		
		    game->render();
		    if(!renderTouches()) {
                break;
            }

            break;
        }
        		
        IwGxFlush();
        
        IwGxSwapBuffers();
		
		// Attempt frame rate
		while ((s3eTimerGetMs() - start) < MS_PER_FRAME){
			int32 yield = (MS_PER_FRAME - (s3eTimerGetMs() - start));
			if (yield < 0) {
				break;
			}
				
			s3eDeviceYield(yield);
		}
		
		frameCount++;

        
        IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F);
	}
    
	delete game;
    delete mainMenu;
	delete localPlayer;
	delete opponentPlayer;
    delete background;
	delete unit_ui;
    palateGroup->Finalise();
    
    for(int i = 0; i < MAX_TOUCHES; ++i)
        if(touches[i].unit)
            delete touches[i].unit;
}
Ejemplo n.º 21
0
void menu()
{
	MenuInit();
	//MusicInit("./textures/musicOn.jpg");
	g_Input.gameOff();
	MenuRender();
	MusicRender();

	while(!g_Input.getGame())
	{
		int64 start = s3eTimerGetMs();
		while ((s3eTimerGetMs() - start) < MS_PER_FRAME)
        {
			
            int32 yield = (int32) (MS_PER_FRAME - (s3eTimerGetMs() - start));
            if (yield<0)
                break;
            s3eDeviceYield(yield);
        }
		if (g_Input.getTouchCount() != 0)
		{
			int x = g_Input.getTouch(0)->x;
			int y = g_Input.getTouch(0)->y;

			if (x <= 750 && x >= 500 && y <= 400 && y >= 200)
			{
				if (g_Input.getSound())
				{
					MusicShutDown();
					MusicInit("./textures/musicOf.jpg");
					MusicRender();
					g_Input.soundOff();
				}
				else
				{
					MusicShutDown();
					MusicInit("./textures/musicOn.jpg");
					MusicRender();
					g_Input.soundOn();
				}
			}

			if (x <= 1270 && x >= 500 && y <= 190 && y >= 10)
				g_Input.gameOn();
		}
	}
	//MusicShutDown();
	//MenuShutDown();
    IwGxSetColClear(0xff, 0xff, 0xff, 0xff);
    IwGxPrintSetColour(128, 128, 128);
	g_Input.initTimer();	
	g_Input.setTotalTime();
	g_Input.setPosInitY(g_Input.getAccelerometerY());
	
	SplashInit();
	SplashUpdate("loading");
	SplashRender();
	MenuShutDown();
	if (initMenu)
	{
		//Creating objects
		corazon = new corazones("corazones", 64, 64, -100, 1,2,false);
		for (int i=0; i<10; i++)
		{
			garras[i] = new claws("claws", 128, 128, -150,1,2,false);
		}
		maxiCoin = new Coin("./textures/monedas200pts.png", 128, 128, -150,1,2,false);
		for (int j=0; j<20; j++)
		{
			miniCoins[j] = new MiniCoin("coins", 64, 64, -100,1,2,true);
		}
		for (int i=0; i<10; i++)
		{
			tnts[i] = new Tnt("tnts", 128, 128, -150,1,2,false);
		}
		tank = new Tank();
		tank->Init("./textures/tank.png", 256, 256, -300,1,2,false);
		chuletas = new Chuletas();
		chuletas->Init("./textures/chuletas.png", 512, 512, -600,1,2,false);
	}
	SplashShutDown();
	//SplashInit();
	//SplashUpdate("go");
	ciclo();
}
Ejemplo n.º 22
0
void Transitions2D::Fade(uint8 transitionSpeed, bool skipFirstAndLastFrame)
{
	IwGxSetColClear(0, 0, 0, 0);

	if (mStartTexture == NULL || mEndTexture == NULL)
		return;

	if (transitionSpeed == 0)
		transitionSpeed = 1;

	IwGxScreenOrient orient = IwGxGetScreenOrient();
	if (isUsingPrivateTextures) IwGxSetScreenOrient(IW_GX_ORIENT_NONE);

	int alpha = 0;

	if (skipFirstAndLastFrame)
		alpha += transitionSpeed;

	CIwMaterial* startMat;
	CIwMaterial* endMat;
	while (alpha <= 255)
	{
		IwGxClear();

		startMat = IW_GX_ALLOC_MATERIAL();
		startMat->SetTexture(mStartTexture);
		IwGxSetMaterial(startMat);
		IwGxDrawRectScreenSpace(&CIwSVec2(0, 0), &CIwSVec2(mStartTexture->GetWidth(), mStartTexture->GetHeight()));

		endMat = IW_GX_ALLOC_MATERIAL();
		endMat->SetTexture(mEndTexture);
		endMat->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
		endMat->SetColAmbient(255, 255, 255, alpha);

		IwGxSetMaterial(endMat);
		IwGxDrawRectScreenSpace(&CIwSVec2(0, 0), &CIwSVec2(mEndTexture->GetWidth(), mEndTexture->GetHeight()));

		IwGxFlush();
		IwGxSwapBuffers();

		s3eDeviceYield(40);
		alpha += transitionSpeed;
	}

	if (!skipFirstAndLastFrame)
	{
		IwGxClear();
		endMat = IW_GX_ALLOC_MATERIAL();
		endMat->SetTexture(mEndTexture);
		IwGxSetMaterial(endMat);
		IwGxDrawRectScreenSpace(&CIwSVec2(0, 0), &CIwSVec2(mEndTexture->GetWidth(), mEndTexture->GetHeight()));

		IwGxFlush();
		IwGxSwapBuffers();
	}

	if (isUsingPrivateTextures)
	{
		delete mStartTexture;
		delete mEndTexture;
		mStartTexture = NULL;
		mEndTexture = NULL;
	}

	IwGxSetScreenOrient(orient);
}