void SquareLogicGame::InitGame(void) { InitClasses(); m_sqLogic = new SquareLogic(); m_sqLogic->LoadAnswerSquare(); /* m_sqLogic->InitSquareCounter(); m_sqLogicView = new SquareLogicView(); m_sqLogicView->Refresh();*/ StartGame(); }
void CLuaMain::InitVM() { assert(!m_luaVM); // Create a new VM m_luaVM = lua_open(); lua_pushlightuserdata(m_luaVM, m_luaVM); lua_setfield(m_luaVM, LUA_REGISTRYINDEX, "lua.mainstate"); m_pLuaManager->OnLuaMainOpenVM(this, m_luaVM); // Set the instruction count hook lua_sethook(m_luaVM, InstructionCountHook, LUA_MASKCOUNT, HOOK_INSTRUCTION_COUNT); // Load LUA libraries luaL_openlibs(m_luaVM); /* luaopen_base(m_luaVM); luaopen_math(m_luaVM); luaopen_string(m_luaVM); luaopen_table(m_luaVM); luaopen_debug(m_luaVM); luaopen_utf8(m_luaVM); luaopen_os(m_luaVM); */ // Initialize security restrictions. Very important to prevent lua trojans and viruses! //InitSecurity(); // Registering C functions CLuaCFunctions::RegisterFunctionsWithVM(m_luaVM); // Create class metatables InitClasses(m_luaVM); // Oli: Don't forget to add new ones to CLuaManager::LoadCFunctions. Thanks! // create global vars lua_pushelement(m_luaVM, g_pGame->GetMapManager()->GetRootElement()); lua_setglobal(m_luaVM, "root"); lua_pushresource(m_luaVM, m_pResource); lua_setglobal(m_luaVM, "resource"); lua_pushelement(m_luaVM, m_pResource->GetResourceRootElement()); lua_setglobal(m_luaVM, "resourceRoot"); // Load pre-loaded lua scripts LoadScript(EmbeddedLuaCode::exports); LoadScript(EmbeddedLuaCode::coroutine_debug); LoadScript(EmbeddedLuaCode::inspect); }
int main(int argc, char** argv) { GLenum type; glutInit(&argc, argv); type = GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH; glutInitDisplayMode(type); glutInitWindowSize(800 ,600); glutCreateWindow("ABGR extension"); supportVBO = false; /************* Game things ***************/ ReSizeGLScene(WIDTH, HEIGHT); glewInit(); /************* GL things ***************/ if (!InitGL()) { fprintf( stderr, "Init GL failed. End.\n"); exit(0); } InitClasses(); // load textures s_Texture->LoadAllTextures(); //************* Game preinit ***************/ s_World->LoadWorld(); m_Player->eyepos = float3(20, 20, 20); m_Player->theta = PI/2; m_Player->phi = PI/4; glutKeyboardFunc(Key); glutDisplayFunc(DrawGLScene); glutIdleFunc(glutPostRedisplay); glutPassiveMotionFunc(Motion); glutMainLoop(); DeInitClasses(); return 0; }
void CLuaMain::InitVM ( void ) { assert( !m_luaVM ); // Create a new VM m_luaVM = lua_open (); m_pLuaManager->OnLuaMainOpenVM( this, m_luaVM ); // Set the instruction count hook lua_sethook ( m_luaVM, InstructionCountHook, LUA_MASKCOUNT, HOOK_INSTRUCTION_COUNT ); // Load LUA libraries luaopen_base ( m_luaVM ); luaopen_math ( m_luaVM ); luaopen_string ( m_luaVM ); luaopen_table ( m_luaVM ); luaopen_debug ( m_luaVM ); luaopen_utf8 ( m_luaVM ); // Initialize security restrictions. Very important to prevent lua trojans and viruses! InitSecurity (); // Registering C functions CLuaCFunctions::RegisterFunctionsWithVM ( m_luaVM ); // Create class metatables InitClasses ( m_luaVM ); // Oli: Don't forget to add new ones to CLuaManager::LoadCFunctions. Thanks! // create global vars lua_pushelement ( m_luaVM, g_pGame->GetMapManager()->GetRootElement() ); lua_setglobal ( m_luaVM, "root" ); lua_pushresource ( m_luaVM, m_pResource ); lua_setglobal ( m_luaVM, "resource" ); lua_pushelement ( m_luaVM, m_pResource->GetResourceRootElement () ); lua_setglobal ( m_luaVM, "resourceRoot" ); // Load pre-loaded lua code LoadScript ( szPreloadedScript ); }
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine, int nCmdShow) { MSG msg; BOOL done = FALSE; ::hInst = hInst; if (!CreateGLWindow()) return 0; ShowWindow(hWnd, SW_SHOW); ReSizeGLScene(WIDTH, HEIGHT); glewInit(); /************* GL things ***************/ if (!InitGL()) { MessageBox(0, "Fail to init GL", "ERROR", MB_OK); return FALSE; } /************* Game things ***************/ InitClasses(); LARGE_INTEGER _FREQ; QueryPerformanceFrequency(&_FREQ); tickFreq = (double)_FREQ.QuadPart; MersenneRandomInit((int)ReadTSC()); // load textures s_Texture->LoadAllTextures(); //************* Game preinit ***************/ s_World->LoadWorld(); m_Player->eyepos = float3(20, 20, 80); m_Player->theta = PI/2; m_Player->phi = PI/4; //************* Event loop ***************/ ShowCursor(false); while (!done) { if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) done = TRUE; else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { if (active && !DrawGLScene()) { done = TRUE; } else { SwapBuffers(hDC); } } } ShowCursor(true); DeInitClasses(); wglMakeCurrent(0, 0); wglDeleteContext(hRC); ReleaseDC(hWnd, hDC); DestroyWindow(hWnd); UnregisterClass("OpenGL", hInst); KillFont(); return 0; }