Example #1
0
int GenericSLM::Initialize()
{
   if (!initialized_)
   {
      if (chosenDisplayIndex_ == -1)
         return DEVICE_NOT_CONNECTED;

      LogMessage("GenericSLM::Initialize()");

      stringstream msg;
      displays_[chosenDisplayIndex_].isSLM = true;
      
      msg << "Graphics Port: " << displays_[chosenDisplayIndex_].deviceName;
      this->LogMessage(msg.str().c_str());
    
      if (! displays_[chosenDisplayIndex_].isDisabled) {
         DetachDisplayDevice(&displays_[chosenDisplayIndex_]);
      }



      POINT pos = getNextDisplayPosition(displays_);

      displays_[chosenDisplayIndex_].x = pos.x;
      displays_[chosenDisplayIndex_].y = pos.y;

      AttachDisplayDevice(&displays_[chosenDisplayIndex_]);


      viewBounds = getViewingMonitorsBounds(displays_);

      DeployWindow();

      Sleep(500); // Wait for the adapter hardware to get fully attached.

      FixWindows(wnd_);
      SetWindowPos(wnd_, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);

      thd_ = new GenericSLMWindowsGUIThread(wnd_);
      thd_->Start();

      InitializeDrawContext();

      initialized_=true;
   }
   return HandleErrors();
}
Example #2
0
// Initialization functions
void GameApp::InitApp(void)
{
    #ifndef GL_ARB_texture_non_power_of_two
        printf("DOES NOT SUPPORT NON POWER OF TWO!!\n");
    #else
        printf("DOES SUPPORT NON POWER OF TWO!!\n");
    #endif
    printf("InitApp...\n");
    ResW = 600;
    ResH = 600;
//    ilInit();
    InitializeSDL();
    InitializeDrawContext(ResW, ResH);
    ResetGame();
    InstallTimer();

    //player1 = new GameSprite;
//    PlayerX.SetWorldX(0);
//    PlayerX.SetWorldY(0);
//    PlayerX.SetOrientation(0.0);
    //context.DrawTexture(context.GetBackground(),0 , 0);
}