bool IMainGame::init() { CoreEngine::init(); SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); initSystems(); onInit(); addScreens(); m_currentScreen = m_screenList->getCurrent(); m_currentScreen->onEntry(); m_currentScreen->setRunning(); return true; }
bool IMainGame::init() { Bengine::init(); if (!initSystems()) return false; onInit(); addScreens(); m_currentScreen = m_screenList->getCurrent(); m_currentScreen->onEntry(); m_currentScreen->setRunning(); return true; }
bool IMainGame::init() { SDL_Init(SDL_INIT_EVERYTHING); SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); if (!initSystems()) return false; onInit(); addScreens(); _currentScreen = _screenList->getCurrent(); _currentScreen->onEntry(); _currentScreen->setRunning(); return true; }
bool IMainGame::init(){ MasaEngine::init(); SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); if (!initSystems()) return false; //Custom initialization. onInit(); addScreens(); _currentScreen = _screenList->getCurrentScreen(); _currentScreen->onEntry(); _currentScreen->setRunning(); return true; }
bool IGame::init() { SDL_Init(SDL_INIT_EVERYTHING); SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_ShowCursor(false); SDL_StartTextInput(); initSystems(); onInit(); addScreens(); _currentScreen = _screenManager->getCurrent(); _currentScreen->onEntry(); _currentScreen->setRunning(); return true; }