Exemple #1
0
Purity::Engine::Engine(const CommandLineArguments& commandLineArguments)
    : mProgramOptions(commandLineArguments)
{
    std::cout << "Initializing some stuff..." << std::endl;

    mInputQueue = std::unique_ptr<std::queue<Event> >(new std::queue<Event>);
    mServerActionQueue = std::unique_ptr<std::queue<NetworkAction> >(new std::queue<NetworkAction>);

    if (mProgramOptions.headless == false)
    {
        initializeWindow();
#if defined(TARGET_OS_IPHONE) || defined(TARGET_IPHONE_SIMULATOR)
        SDL_StartTextInput();
#endif
        initializeRenderSystem();
        initializeInputManager();
    }
    else
    {
        TextureManager::sIsEnabled = false;
    }

    initializeSceneManager();
    initializePhysicsSystem();
    initializeNetworkSystem();

    // TODO: move somewhere else?
    luabridge::setGlobal(LuaManager::getManager()->getState(), LuaManager::getManager(), "GPurityLuaManager");
}
//
///     NAME
//
///     SHORT DESCRIPTION
//
///     Description:
///         LONG DESCRIPTION
///
///     Return
///         VALUE and DESCRIPTION
//
STATUS SystemManager::initializeManagers(void)
{
    STATUS status = STATUS_FAILURE;
    
    status = initializeGraphicsEngine();
    if(status != STATUS_SUCCESS)
    {
        // Log
        return status;
    }
    
    status = initializeInputManager();
    
    return status;
}
Exemple #3
0
void EngineManager::initializeAllManagers()
{
	initializeCommon();
	initializePlatformManager();
	initializeAnimationManager();
	initializeInputManager();
	initializeAudioManager();
	initializeShaderManager();
	initializeGraphicsManager();
	initializeFontManager();
	initializeMeshManager();
    initializePhysicsManager();
	initializeAssetManager();
	initializeRenderingManager();
    initializeVisualManager();
    initializeSceneManager();
	initializeUIManager();
}
Exemple #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;
}