Example #1
0
bool JPController::Initialize (WNDPROC wndProc){
	if(initializeWindow(wndProc)){
		if (initializeRenderer()) return true;
		return false;
	}
	return false;
}
Example #2
0
    void configInit()
    {
        initializeFrame();
        initializeRenderer();

        Window* window = static_cast< Window* >( _channel->getWindow( ));
        _glWidgetPtr->setGLContext( GLContextPtr( new EqContext( window )));
    }
Example #3
0
bool CCLayerTreeHost::initializeRendererIfNeeded()
{
    if (!m_rendererInitialized) {
        initializeRenderer();
        // If we couldn't initialize, then bail since we're returning to software mode.
        if (!m_rendererInitialized)
            return false;
    }
    if (m_contextLost) {
        if (recreateContext() != RecreateSucceeded)
            return false;
    }
    return true;
}
Example #4
0
void Purity::Engine::initialize()
{
    std::cout << "Initializing some stuff..." << std::endl;

    #ifdef __gnu_linux__
    XInitThreads();
    #endif
   
    mInputQueue = std::unique_ptr<std::queue<sf::Event>>(new std::queue<sf::Event>);		
    
    initializeWindow();
    initializeRenderer();
    initializeSceneManager();
    initializePhysicsSystem();
    initializeInputManager();

    luabind::globals(LuaManager::getManager()->getState())["GPurityEngine"] = this;
}
Example #5
0
void Application::start() {
	TRACE("Starting application...");
	
//	FileName workingDirectory = getApplicationDirectory().append(FileName("../../"));
//	setWorkingDirectory(workingDirectory);

	SDL_Init(SDL_INIT_EVERYTHING);
	dInitODE();
	initializeRenderer();
	initializeDevIL();
	
	initializeJoystickDevices();
	initializeAnimationControllerFactory();
	initializeFonts();
	srand(SDL_GetTicks());
	initializeFrameTimer();
	initializeSoundManager();
	initializeInputSubsystem();
	initializeGameStateMachine();
	
	TRACE("Application start-up completed");
}