BOOL Initialize(GL_Window* window, Keys* keys) { srand(GetTickCount()); g_window = window; g_keys = keys; u.keys = keys->keyDown; //textures glEnable(GL_TEXTURE_2D);// Enable Texture Mapping glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.5f);// Black Background glClearDepth(1.0f);// Depth Buffer Setup glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing (Less Or Equal) glEnable(GL_DEPTH_TEST); // Enable Depth Testing glShadeModel(GL_SMOOTH); // Select Smooth Shading glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most Accurate GLfloat LightAmbient[] = {0.5f, 0.5f, 0.5f, 1.0f};//Ambient Light Values ( NEW ) GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};//Diffuse Light Values ( NEW ) GLfloat LightPosition[] = {0.0f, 0.0f, 2.0f, 1.0f};//Light Position ( NEW ) glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);//Setup The Ambient Light glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);//Setup The Diffuse Light glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);//Position The Light glEnable(GL_LIGHT1);//Enable Light One glEnable(GL_LIGHTING);//Enable Lighting LoadWorld(); s.Init(); s.LoadMap(); SendUI(&u); u.Init(&s, window->hDC); //BuildFont(window->hDC); return 1; // Return TRUE (Initialization Successful) }
/* ----------------------------------------------------------------------------- CSAEXAppUi::HandleCommandL(TInt aCommand) Handle the commands from CBA and menu items ----------------------------------------------------------------------------- */ void CSAEXAppUi::HandleCommandL(TInt aCommand) { switch (aCommand) { case ESAEXCmdSendUi: SendUI(); break; case ESAEXCmdCreate: CmdCreateL(); break; case ESAEXCmdEncryptDrafts: CmdEncryptDrafts(); break; case EAknSoftkeyExit: case EClose: CmdExitL(); break; default: break; } }