// main function int main(void) { //const int argc, const char** argv) { u8 run = 1; // net_init(&ctlnet); net_init(); ui_init(); pages_init(); preset_init(); scene_init(); // TEST: // create some dummy parameters /* net_add_param(0, "unit", 0.0, 1.0, 0); */ /* net_add_param(1, "big", 0.0, 10000.0, 0); */ /* net_add_param(2, "bipolar", -1.0, 1.0, 0); */ while (run != 0) { run = ui_loop(); } scene_deinit(); preset_deinit(); pages_deinit(); ui_deinit(); net_deinit(); return 0; }
// this is called during hardware initialization. // allocate memory. void app_init(void) { print_dbg("\r\n net_init... "); net_init(); print_dbg("\r\n preset_init..."); presets_init(); print_dbg("\r\n scene_init..."); scene_init(); print_dbg("\r\n files_init..."); files_init(); /// WARNING: initialization order is important. print_dbg("\r\n render_init..."); render_init(); /// move these after scene load, // so that initial graphics reflect scene data /* print_dbg("\r\n pages_init..."); */ /* pages_init(); */ /* print_dbg("\r\n play_init..."); */ /* play_init(); */ // initialize flash-management buffers print_dbg("\r\n flash_bees_init..."); flash_bees_init(); }
int init() { CORE->window.width = 16 * 8; CORE->window.height = 16 * 8; CORE->window.scale = 5; GAME = bank_push_t(CORE->storage, Game, 1); sound_load_resource(&GAME->sound_jump, "jump.ogg"); sound_load_resource(&GAME->sound_land, "land.ogg"); font_load_resource(&GAME->font, "font.png", 4, 7); CORE->canvas.font = &GAME->font; bitmap_load_resource(&GAME->tileset, "tileset.png", 0); GAME->tileset.tile_width = 8; GAME->tileset.tile_height = 8; // Load scenes. Tiled tiled; tiled_init(&tiled); tiledscene_load_resource(&tiled, &GAME->scene1, "map1.json", 0, 0); tiled_free(&tiled); // Initialize game scene. scene_init(&GAME->scene, 16); // Start at first scene. scene_setup(&GAME->scene1); return 1; }
// this is called during hardware initialization. // allocate memory. void app_init(void) { print_dbg("\r\n preset_init..."); presets_init(); // this must come after preset init! // uses preset data when adding system ops... print_dbg("\r\n net_init... "); net_init(); print_dbg("\r\n scene_init..."); scene_init(); print_dbg("\r\n files_init..."); files_init(); /// WARNING: initialization order is important. print_dbg("\r\n render_init..."); render_init(); // initialize flash-management buffers print_dbg("\r\n flash_bees_init..."); flash_bees_init(); }
int main(void) { // Important: do NOT modify the main function struct Scene scene; scene_init(&scene); int keep_going = 1; while (keep_going == 1) { scene_render(&scene); cons_update(); scene_delay(&scene); keep_going = scene_update(&scene); } return 0; }
/* Note: if compiling with Win32 be sure to use /subsystem:windows and * /entry:mainCRTStartup */ int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowPosition(0,0); glutInitWindowSize(INIT_WIN_W, INIT_WIN_H); disp_win = glutCreateWindow("QuasiPseudoSorta FlightSim"); glutDisplayFunc(display); glutKeyboardFunc(keyfunc); glutMouseFunc(mouse_button); glutMotionFunc(track_motion); glutReshapeFunc(reshape); glutVisibilityFunc(vis); /* don't do idle things if they aren't seen */ set_initial_size(INIT_WIN_W, INIT_WIN_H, INIT_AE_WIN_W, INIT_AE_WIN_H); init_look(); spin_init(); scene_init(); glutSetWindow(disp_win); glutMainLoop(); return 0; /* we'll never get here, of course */ }
int touch_auto_entry(struct ftm_param *param, void *priv) { //bool exit = false; struct touch *tpd = (struct touch *)priv; //line_t *sensitivity_lines = NULL; FILE *fp; char type = 0; line_t freemode_lines[] = { {0,20,tpd->width,20,2,COLOR_WHITE}, }; //setup_circles(tpd); LOGD(TAG "%s\n", __FUNCTION__); tpd->moveto = ITEM_TOUCH_CHOOSER; tpd->scene = ITEM_TOUCH_CHOOSER; tpd->enter_scene = false; tpd->exit_thd = false; ui_init_paintview(&(tpd->empty), paintview_key_handler, &(tpd->empty)); /*ui_init_paintview(&(tpd->linearity), paintview_key_handler, &(tpd->linearity)); tpd->linearity.set_line(&(tpd->linearity), linearity_lines, 2); ui_init_paintview(&(tpd->linearity2), paintview_key_handler, &(tpd->linearity2)); tpd->linearity2.set_line(&(tpd->linearity2), linearity_lines2, 2); ui_init_paintview(&(tpd->accuracy), paintview_key_handler, &(tpd->accuracy)); tpd->accuracy.set_circle(&(tpd->accuracy), accuracy_circles, 13); ui_init_paintview(&(tpd->deadzone), paintview_key_handler, &(tpd->deadzone)); tpd->deadzone.set_line(&(tpd->deadzone), deadzone_lines, 2); ui_init_paintview(&(tpd->sensitivity), paintview_key_handler, &(tpd->sensitivity)); sensitivity_lines = scene_sensitivity(tpd); tpd->sensitivity.set_line(&(tpd->sensitivity), &(sensitivity_lines[1]), sensitivity_lines[0].sx);*/ ui_init_paintview(&(tpd->zoom), paintview_key_handler, &(tpd->zoom)); ui_init_paintview(&(tpd->freemode), paintview_key_handler, &(tpd->freemode)); tpd->freemode.set_line(&(tpd->freemode), freemode_lines, 1); ui_init_itemview(&(tpd->menu)); init_text(&(tpd->title), param->name, COLOR_YELLOW); tpd->menu.set_title(&(tpd->menu), &(tpd->title)); if ((fp = fopen("/sys/module/tpd_setting/parameters/tpd_type_cap", "r")) == NULL) { printf("can not open tpd_setting sysfs.\n"); } if (fp != NULL) { type = fgetc(fp); fclose(fp); } if (type == '0') { tpd->menu.set_items(&(tpd->menu), rtype_touch_auto_items, 0); } else { tpd->menu.set_items(&(tpd->menu), ctype_touch_auto_items, 0); } #if 1 //tpd->menu.start_menu(&(tpd->menu),0); tpd->menu.redraw(&(tpd->menu)); if ((fp = fopen("/sys/module/tpd_setting/parameters/tpd_load_status", "r")) == NULL) { printf("can not open tpd_setting sysfs.\n"); } if (fp != NULL) { type = fgetc(fp); fclose(fp); } if (type == '1') { tpd->mod->test_result = FTM_TEST_PASS; } else { tpd->mod->test_result = FTM_TEST_FAIL; } #endif #if 0 pthread_create(&(tpd->update_thd), NULL, touch_update_thread, priv); do { switch(tpd->scene) { case ITEM_TOUCH_CHOOSER: tpd->menu.redraw(&(tpd->menu)); tpd->scene = tpd->menu.run(&(tpd->menu), &(exit)); tpd->menu.redraw(&(tpd->menu)); pthread_mutex_lock(&enter_mutex); tpd->enter_scene = true; pthread_mutex_unlock(&enter_mutex); scene_init(tpd); switch (tpd->scene) { case ITEM_TOUCH_PASS: case ITEM_TOUCH_FAIL: if (tpd->scene == ITEM_TOUCH_PASS) { tpd->mod->test_result = FTM_TEST_PASS; } else if (tpd->scene == ITEM_TOUCH_FAIL) { tpd->mod->test_result = FTM_TEST_FAIL; } tpd->exit_thd = true; break; default: setup_cpv(tpd); break; } break; default: if(tpd->cpv) tpd->cpv->run(tpd->cpv); tpd->scene = (tpd->moveto!=ITEM_TOUCH_CHOOSER?tpd->moveto:ITEM_TOUCH_CHOOSER); pthread_mutex_lock(&enter_mutex); tpd->enter_scene = true; pthread_mutex_unlock(&enter_mutex); tpd->moveto = ITEM_TOUCH_CHOOSER; setup_cpv(tpd); break; } if(exit) tpd->exit_thd = true; } while (!tpd->exit_thd); pthread_join(tpd->update_thd, NULL); free(sensitivity_lines); #endif return 0; }
int main(int argc, char* argv[]) { printf("hello combine\n"); SDL_Surface* window; SDL_Event event; bool running = true; // create window int width = 480, height = 360; SDL_Init(SDL_INIT_VIDEO); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); window = SDL_SetVideoMode(width, height, 24, SDL_OPENGL | SDL_GL_DOUBLEBUFFER); // init render render_init(); // load all textures void* textures = textures_load("img"); // scene scene_t scene; scene_init(&scene); sprite_t draft; sprite_init(&draft, map_get(textures, "draft")); draft.layer = 60; sprite_t hud; sprite_init(&hud, map_get(textures, "draft")); hud.x = (hud.texture->width - width) / 2.0f; hud.y = (height - hud.texture->height) / 2.0f; // player player_t player; player_init(&player, &scene, textures, -50, -40); scene.space = array_add(scene.space, &draft); scene.hud = array_add(scene.hud, &hud); level_load(&scene, textures, "cave.lvl"); float counter = 0; int speed = 0; // main while (running) { while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: running = false; break; case SDL_KEYUP: case SDL_KEYDOWN: { switch(event.key.keysym.sym) { case SDLK_a: { if (speed == -1) { speed = 0; } else { speed = -1; } break; } case SDLK_d: { if (speed == 1) { speed = 0; } else { speed = 1; } break; } default: break; } } } } player_move(&player, speed * 2); if (running) { render(&scene, &player.camera); SDL_GL_SwapBuffers(); } draft.rotation += 0.5f; draft.transparency = sin(counter) / 2.0f + 0.5f; counter += 0.05f; } // clean up scene_release(&scene); textures_release(textures); SDL_Quit(); return 0; }
void init(void){ scene_init();//meshNode-list inited camera_init();//camera inited renderlist_init();//rederlist created,namely mflist[],mfptrlist[] inited }