void Game_Init(void *pUserData) { // create the renderer with a single layer that clears before rendering MFRenderLayerDescription layers[] = { "Scene" }; pRenderer = MFRenderer_Create(layers, 1, NULL, NULL); MFRenderer_SetCurrent(pRenderer); pDefaultStates = MFStateBlock_CreateDefault(); MFRenderer_SetGlobalStateBlock(pRenderer, pDefaultStates); MFRenderLayer *pLayer = MFRenderer_GetLayer(pRenderer, 0); MFRenderLayer_SetClear(pLayer, MFRCF_All, MakeVector(0.f, 0.f, 0.2f, 1.f)); MFRenderLayerSet layerSet; MFZeroMemory(&layerSet, sizeof(layerSet)); layerSet.pSolidLayer = pLayer; MFRenderer_SetRenderLayerSet(pRenderer, &layerSet); // init HKUserInterface HKUserInterface::Init(); pUI = new HKUserInterface(); HKUserInterface::SetActiveUI(pUI); // load a test UI HKWidget *pTestLayout = HKWidget_CreateFromXML("ui-test.xml"); MFDebug_Assert(pTestLayout != NULL, "Couldn't load UI!"); pUI->AddTopLevelWidget(pTestLayout, true); }
void Game_Init() { MFCALLSTACK; HKUserInterface::Init(); pUI = new HKUserInterface(); HKUserInterface::SetActiveUI(pUI); // load a test UI HKWidget *pTestLayout = HKWidget_CreateFromXML("ui-test.xml"); pUI->AddTopLevelWidget(pTestLayout, true); }
void HKWidgetPrefab::LoadPrefab(const char *pPrefab) { ClearChildren(); prefab = pPrefab; if(MFString_EndsWith(pPrefab, ".xml")) { HKWidget *pPrefabRoot = HKWidget_CreateFromXML(pPrefab); AddChild(pPrefabRoot); } else { MFDebug_Assert(false, "Unknown prefab format!"); } }