/// /// Create main window and bind to it /// uint8_t initGUI( void ) { uint8_t ret=0; uint32_t w,h; // create top window guiRootWindow=create_mainWindow(); if(!guiRootWindow) return 0; #ifdef ENABLE_WINDOW_SIZING_HACK do_tmpwin_hack(); #endif gtk_register_dialog(guiRootWindow); // and seek global sub entity ret= bindGUI(); if(ret) gtk_widget_show(guiRootWindow); UI_purge(); // Set it as always low level //gtk_window_set_keep_below(GTK_WINDOW(guiRootWindow), 1); renderInit(); GUI_initCursor( ); UI_getPhysicalScreenSize(guiRootWindow, &w, &h); printf("The screen seems to be %u x %u px\n",w,h); GUI_gtk_grow_off(1); #ifdef USE_JOG physical_jog_shuttle = &(PhysicalJogShuttle::getInstance()); physical_jog_shuttle->registerCBs (NULL, jogButton, jogDial, jogRing); #endif return ret; }
int main() { if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFWn"); return -1; } GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL); glfwMakeContextCurrent(window); // glewInit must be called after glfwMakeContextCurrent if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEWn"); return -1; } glfwSetKeyCallback(window, keyCallback); glfwSetWindowSizeCallback(window, sizeChangedCallback); glfwSetWindowCloseCallback(window, destoryCallback); renderInit(window); while (!glfwWindowShouldClose(window)) { render(window); glfwSwapBuffers(window); glfwPollEvents(); } return 0; }
int EXPORT_THIS d_init_rest(const char *wtitle, int win_w, int win_h, int fullscreen, const char *icon) { int t; videoSetIcon(icon); renderInit(); tpw_cursor_show(0); d->fps.time_at_last_frame = d->fps.time_at_flip = tpw_ticks(); d->fps.time = tpw_ticks() / 1000; t = videoInit(wtitle, win_w, win_h, fullscreen); darnitSetPlatform(0); // renderLineTest(); return t; }
/// /// Create main window and bind to it /// uint8_t initGUI( void ) { uint8_t ret=0; // create top window guiRootWindow=create_mainWindow(); if(!guiRootWindow) return 0; gtk_register_dialog(guiRootWindow); // and seek global sub entity ret= bindGUI(); if(ret) gtk_widget_show(guiRootWindow); // Set it as always low level //gtk_window_set_keep_below(GTK_WINDOW(guiRootWindow), 1); renderInit(); GUI_initCursor( ); return ret; }
int main(int argc, char *argv[]) { printf("MMB version %s, \"%s\"\n\n", VERSION, CODENAME); render = renderInit(argc, argv); camera = &(render->camera); generatorInit(); world = worldInit(generatorGetBlock); worldrenderInit(world, camera); ray = worldrenderGetRay(world, camera); glutDisplayFunc(&onDisplay); glutReshapeFunc(&onReshape); renderHookMouse(&onMouse, NULL); renderRun(); return EXIT_SUCCESS; }
int main() { printf ("Initializing SDL 2.0...\n"); SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); //initialize defaults, video and audio if ((SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) == -1) { printf("ERROR: Could not initialize SDL: %s. \n", SDL_GetError()); exit(-1); } printf("SDL successfully initialized.\nCreating window..."); SDL_Window *window; window = SDL_CreateWindow("SDL Window", 50, 50, 1920, 1080, SDL_WINDOW_OPENGL); context = SDL_GL_CreateContext(window); glewInit(); printf ("Window created.\nChecking OGL Context:\n"); printf ("Vendor: %s\nRenderer: %s\nVersion: %s\nShading Language Version: %s\nExtensions: %s\n", glGetString(GL_VENDOR), glGetString(GL_RENDERER), glGetString(GL_SHADING_LANGUAGE_VERSION), glGetString(GL_EXTENSIONS)); SDL_GL_MakeCurrent(window, context); renderInit(); while (true) { SDL_Event ev; while (SDL_PollEvent(&ev)) { switch (ev.type) { case SDL_QUIT: return 0; break; default: ProcEvent(ev); } } //GL rendering render(); SDL_GL_SwapWindow(window); } renderFin(); printf("Quitting SDL.\n"); SDL_Quit(); printf("Quitting...."); exit(0); return 0; }
int main() { if (!glfwInit()) { fprintf(stderr, "Failed to initialize GLFWn"); return -1; } GLFWwindow* window = glfwCreateWindow(800, 600, "My Title", NULL, NULL); glfwMakeContextCurrent(window); // glewInit must be called after glfwMakeContextCurrent if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEWn"); return -1; } glfwSetKeyCallback(window, keyCallback); glfwSetWindowSizeCallback(window, sizeChangedCallback); glfwSetWindowCloseCallback(window, destoryCallback); renderInit(window); double lasttime = glfwGetTime(); while (!glfwWindowShouldClose(window)) { double nowtime = glfwGetTime(); render(window, (nowtime - lasttime)/100); lasttime = nowtime; updateFps(); glfwSwapBuffers(window); glfwPollEvents(); } return 0; }
int main(int argc, char **argv) { // SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); // SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); /* initialize OpenGL */ initGraphics(800,600,0); initGL( ); initInput(); renderInit(); imguiRenderGLInit("DroidSans.ttf"); curl_global_init(CURL_GLOBAL_ALL); FW::FileWatcher* watcher = new FW::FileWatcher(); /*FW::WatchID watchid = */watcher->addWatch( "./", new RecompileListener() ); recompile(); /* resize the initial window */ // resizeWindow( xres, yres ); /* These are to calculate our fps */ static GLint T0 = 0; static GLint Frames = 0; /* wait for events */ bool done = false; SDL_Event event; while ( !done ) { /* handle the events in the queue */ while ( SDL_PollEvent( &event ) ) { switch( event.type ) { //case SDL_ACTIVEEVENT: /* Something's happend with our focus * If we lost focus or we are iconified, we * shouldn't draw the screen */ //if ( event.active.gain == 0 ) // isActive = FALSE; // else // isActive = TRUE; // break; #if 0 case SDL_VIDEORESIZE: /* handle resize event */ surface = SDL_SetVideoMode( event.resize.w, event.resize.h, 16, videoFlags ); if ( !surface ) { fprintf( stderr, "Could not get a surface after resize: %s\n", SDL_GetError( ) ); Quit( 1 ); } resizeWindow( event.resize.w, event.resize.h ); break; #endif case SDL_KEYDOWN: /* handle key presses */ handleKeyPress( &event.key.keysym ); break; case SDL_KEYUP: if(event.key.keysym.sym<=255){ keystat[event.key.keysym.sym] = 0; } break; case SDL_MOUSEMOTION: mousexr = event.motion.xrel; mouseyr = event.motion.yrel; mousex = event.motion.x; mousey = event.motion.y; break; case SDL_MOUSEBUTTONDOWN: mousestat[event.button.button] = 1; break; case SDL_MOUSEBUTTONUP: mousestat[event.button.button] = 0; break; case SDL_QUIT: /* handle quit requests */ done = TRUE; break; default: break; } } /* draw the scene */ //if ( isActive ) { watcher->update(); //glClearColor(1, 0, 0, 1); //glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); if(update) { update(); } /* glMatrixMode(GL_PROJECTION); glLoadIdentity(); float projection[16] = { 2.f/800, 0.f, 0.f, 0.f, 0.f, 2.f/600, 0.f, 0.f, 0.f, 0.f, -2.f, 0.f, -1.f, -1.f, -1.f, 1.f }; glLoadMatrixf(projection); glMatrixMode(GL_MODELVIEW); glLoadIdentity();*/ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); imguiRenderGLDraw(800, 600); /* glBegin(GL_TRIANGLES); glColor3f(1, 1, 0); glVertex2d(1, 1); glVertex2d(1, 0); glVertex2d(0, 1); glEnd(); */ /* Draw it to the screen */ swapBuffers(); /* Gather our frames per second */ Frames++; { GLint t = SDL_GetTicks(); if (t - T0 < 16) { // SDL_Delay(16 - (t-T0)); // GLfloat seconds = (t - T0) / 1000.f; // GLfloat fps = Frames / seconds; // Frames = 0; } T0 = t; } } } imguiRenderGLDestroy(); renderFini(); /* clean ourselves up and exit */ Quit( 0 ); /* Should never get here */ return( 0 ); }