CDlg_Search::CDlg_Search(CWnd* pParent /*=NULL*/) : CDialog(CDlg_Search::IDD, pParent) { //{{AFX_DATA_INIT(CDlg_Search) m_sKeyword = _T(""); //}}AFX_DATA_INIT m_bInit = FALSE; m_bSelfDraw = TRUE; m_BackBrush.CreateSolidBrush( (COLORREF) RGB(249, 250, 253) ); InitObjects(); m_nCurrType = TYPE_SRCH_RCMMWORD; m_strLoadCount = _T(""); m_nSrchRange = TYPE_SRCH_RANGE_ALL; m_bMakeInfoNSetRange = FALSE; m_nNodeState = TYPE_SRCH_NETWORK_STATUS_0; m_hThread = NULL; m_nThreadTry = 0; m_bSearchTime = TRUE; m_nSearchTimer = NULL; m_nRecommTimer = NULL; m_nValidRecomm = NULL; m_rgnClip.CreateRectRgn(0, 0, 0, 0); m_vecRcmmWordList.clear(); }
void World::InitWorldObjects() { InitTextures(); InitImages(); InitSounds(); InitObjects(); InitSprites(); }
static void Init(void) { numObjects = 10; InitObjects(numObjects); glGetIntegerv(GL_VIEWPORT, vp); }
OpenGL::OpenGL(int argc, char* argv[]) { InitGL(argc, argv); InitObjects(); glutMainLoop(); }
/**----------------------------------------------------------------------------- * 프로그램 시작점 *------------------------------------------------------------------------------ */ INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ) { /// 윈도우 클래스 등록 WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "BasicFrame", NULL }; RegisterClassEx( &wc ); /// 윈도우 생성 HWND hWnd = CreateWindow( "BasicFrame", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, 100, 100, WINDOW_W, WINDOW_H, GetDesktopWindow(), NULL, wc.hInstance, NULL ); g_hwnd = hWnd; srand( GetTickCount() ); /// Direct3D 초기화 if( SUCCEEDED( InitD3D( hWnd ) ) ) { if( SUCCEEDED( InitObjects() ) ) { if( SUCCEEDED( InitGeometry() ) ) { /// 윈도우 출력 ShowWindow( hWnd, SW_SHOWDEFAULT ); UpdateWindow( hWnd ); /// 메시지 루프 MSG msg; ZeroMemory( &msg, sizeof(msg) ); while( msg.message!=WM_QUIT ) { /// 메시지큐에 메시지가 있으면 메시지 처리 if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else /// 처리할 메시지가 없으면 Render()함수 호출 Render(); } } } } DeleteObjects(); UnregisterClass( "BasicFrame", wc.hInstance ); return 0; }
static void Init(void) { numObjects = 10; InitObjects(numObjects); glGetIntegerv(GL_VIEWPORT, vp); #if 0 /* debug - test culling */ glCullFace(GL_BACK); glFrontFace(GL_CW); glEnable(GL_CULL_FACE); #endif }
int Init ( ESContext *esContext ) { glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); //Init matrix tranform coordinate from clip space to texture space (texture transform matrix) //... InitResource(); InitObjects(); InitFBO(); InitFBO_(); return 0; }
void EnchantsDialog::Display() { if (!EnchantsInitiated) InitEnchants(); if (!Initiated) InitObjects(); if (Initiated) { Center(); Show(true); } }
int main(int argc, char *argv[]) { // it's still possible to use console to print messages printf("Hello openGL world!"); // the same can be done with cout / cin glutInit(&argc, argv); InitGLUTScene("freeglut template extended"); SetCallbackFunctions(); InitObjects(); // start GLUT event loop. It ends when user close the window. glutMainLoop(); return 0; }
bool SceneTutorial27::Init() { if (!InitObjects()) return false; // Function For Initializing Our Object(s) glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glClearStencil(0); // Stencil Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glLightfv(GL_LIGHT1, GL_POSITION, LightPos); // Set Light1 Position glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmb); // Set Light1 Ambience glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDif); // Set Light1 Diffuse glLightfv(GL_LIGHT1, GL_SPECULAR, LightSpc); // Set Light1 Specular glEnable(GL_LIGHT1); // Enable Light1 glEnable(GL_LIGHTING); // Enable Lighting glMaterialfv(GL_FRONT, GL_AMBIENT, MatAmb); // Set Material Ambience glMaterialfv(GL_FRONT, GL_DIFFUSE, MatDif); // Set Material Diffuse glMaterialfv(GL_FRONT, GL_SPECULAR, MatSpc); // Set Material Specular glMaterialfv(GL_FRONT, GL_SHININESS, MatShn); // Set Material Shininess glCullFace(GL_BACK); // Set Culling Face To Back Face glEnable(GL_CULL_FACE); // Enable Culling glClearColor(0.1f, 1.0f, 0.5f, 1.0f); // Set Clear Color (Greenish Color) q = gluNewQuadric(); // Initialize Quadratic gluQuadricNormals(q, GL_SMOOTH); // Enable Smooth Normal Generation gluQuadricTexture(q, GL_FALSE); // Disable Auto Texture Coords _cameraPosition.Set(0, 0, 2); _cameraScale.Set(1.0f, 1.0f, 1.0f); return true; }
// the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { EngineConfig config; // TODO: // Load this from a file. ZeroMemory(&config, sizeof(EngineConfig)); config.screen_width = 800; config.screen_height = 600; config.min_world_coords = D3DXVECTOR3(-5000.0f, -5000.0f, -5000.0f); config.max_world_coords = D3DXVECTOR3(5000.0f, 5000.0f, 5000.0f); config.num_octree_levels = 4; config.near_clip = 0.1f; config.far_clip = 5000.0f; config.fov = 45.0f; config.ambient_color = D3DXVECTOR3(0.1f, 0.1f, 0.1f); config.background_color = D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f); config.camera_speed = 0.06f; config.mouse_sensitivity = 0.01f; config.hInstance = hInstance; config.hPrevInstance = hPrevInstance; config.lpCmdLine = lpCmdLine; config.nCmdShow = nCmdShow; config.draw_debug_objects = false; config.window_class_name = "GameWindow"; config.window_caption = "Hi, this is 3D, coming to you in 2D(where available)"; g_engine = new Engine(config); InitObjects(); WPARAM main_loop_result = Engine::instance->MainLoop(); return main_loop_result; }
static void Init(void) { numObjects = 10; InitObjects(numObjects); }
void Display::Init() { InitDisplay(); InitObjects(); }
// // Init GL // int InitGL(GLvoid) // All Setup For OpenGL Goes Here { // seed rand generator srand((unsigned int)time(NULL)); // Load the key codes -- LoadKeyCodes(); // enable all the goodies Super_LoadGlobals(); Load_ConfigFile(); Super_FireAnts(); Create_Col_List(); Create_Wall_List(); // // loading sound library printf("Loading sound library, make sure 'music apps' are closed\n"); Load_Audio(); glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_NORMALIZE); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations // have to load the quadrice to be used quadric=gluNewQuadric(); // Create A Pointer To The Quadric Object (NEW) gluQuadricNormals(quadric, GLU_SMOOTH); // Create Smooth Normals (NEW) gluQuadricTexture(quadric, GL_TRUE); // Create Texture Coords (NEW) GenerateFireAnts(); CreateWorld(); LoadCameras(); // Load the objects InitObjects(); GenerateLights(); InitGlobals(); Build_ParticleSet(); Reset_FontID(); // Load the title screen text Load_Titles(); // load the text library Super_MainText(); CreateWalls(); // // Load the collsion test for the walll // // front wall InsertColSegment(world_ptr->x_min, world_ptr->y_max, world_ptr->x_max, world_ptr->y_max); // right wall InsertColSegment(world_ptr->x_max, world_ptr->y_min, world_ptr->x_max, world_ptr->y_max); // back wall InsertColSegment(world_ptr->x_min, world_ptr->y_min, world_ptr->x_max, world_ptr->y_min); // left wall InsertColSegment(world_ptr->x_min, world_ptr->y_min, world_ptr->x_min, world_ptr->y_max); // // for the network save // the number of bots incase it is changed MAX_SAVED_BOTS = MAX_FIRE_ANTS; // end of insertion Super_InitNetwork(); // // begin in paused mode // Super_BeginPaused(); mSuper_Loaded = LOADED_TRUE; return true; // Initialization Went OK } // end of the function
// // Init GL // int InitGL(GLvoid) // All Setup For OpenGL Goes Here { // seed rand generator srand(getclock()); #if 0 QueryPerformanceFrequency(&timerFrequency); QueryPerformanceCounter(&lastTime); #endif // use the mouse only // for camera movement // disable the cursor ShowCursor(FALSE); Super_LoadGlobals(); Load_ConfigFile(); // Now load main variables Super_LoadBots(); Super_FireAnts(); Create_Col_List(); Create_Wall_List(); // enable all the goodies //glEnable(GL_TEXTURE_2D); // enable texture mapping glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_NORMALIZE); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations // have to load the quadrice to be used quadric=gluNewQuadric(); // Create A Pointer To The Quadric Object (Return 0 If No Memory) (NEW) gluQuadricNormals(quadric, GLU_SMOOTH); // Create Smooth Normals (NEW) gluQuadricTexture(quadric, GL_TRUE); // Create Texture Coords (NEW) #if ENABLE_LIGHTS // InitMaterial(); #endif GenerateBots(); GenerateFireAnts(); // a new breed of warrior CreateWorld(); LoadCameras(); BuildFont(); // Build The Font // Load the objects InitObjects(); GenerateLights(); InitGlobals(); // for printing data, etc // generate the nest objects nest.generate(); garden.generate(); trail_set.generate(); // give the ant food InitFood(); Build_ParticleSet(); Reset_FontID(); // load the title screen text Load_Titles(); // the text library Super_MainText(); CreateWalls(); // // Load the collision test for the wall // very easy test // 4 different walls // // front wall InsertColSegment(world_ptr->x_min, world_ptr->y_max, world_ptr->x_max, world_ptr->y_max); // right wall InsertColSegment(world_ptr->x_max, world_ptr->y_min, world_ptr->x_max, world_ptr->y_max); // back wall (top) InsertColSegment(world_ptr->x_min, world_ptr->y_min, world_ptr->x_max, world_ptr->y_min); // left wall InsertColSegment(world_ptr->x_min, world_ptr->y_min, world_ptr->x_min, world_ptr->y_max); // end insertion -- // // The first thing to do is begin in paused mode // Super_BeginPaused(); mSuper_Loaded = LOADED_TRUE; return TRUE; // Initialization Went OK } // end of the function
/* MAIN() * ================================================================ */ VOID main( VOID ) { WORD button; BOOLEAN done; OBJECT *tree; appl_init(); phys_handle = graf_handle( &gl_wchar, &gl_hchar, &gl_wbox, &gl_hbox ); open_vwork(); graf_mouse( ARROW, 0L ); rsrc_load( "DEMO.RSC" ); rsrc_gaddr( 0, MENUBAR, &ad_menubar ); rsrc_gaddr( 0, ATREE, &ad_tree ); rsrc_gaddr( 0, FONTTREE, &ad_fonts ); rsrc_gaddr( 0, STREE, &ad_style ); rsrc_gaddr( 0, POSTREE, &ad_position ); rsrc_gaddr( 0, CTREE, &ad_color ); rsrc_gaddr( 0, PTREE, &ad_pattern ); rsrc_gaddr( 0, MTREE, &ad_modem ); rsrc_gaddr( 0, BAUDRATE, &ad_baudrate ); rsrc_gaddr( 0, PARTREE, &ad_parity ); rsrc_gaddr( 0, BITTREE, &ad_bittree ); rsrc_gaddr( 0, STOPTREE, &ad_stoptree ); rsrc_gaddr( 0, PORTTREE, &ad_porttree ); rsrc_gaddr( 0, FLOWTREE, &ad_flowtree ); rsrc_gaddr( 0, LTREE, &ad_list ); rsrc_gaddr( 0, TOOLBOX, &ad_tools ); rsrc_gaddr( 0, BLANK, &ad_blank ); rsrc_gaddr( 0, TOOLBOX2, &ad_box2 ); rsrc_gaddr( 0, TOOLBAR, &ad_box3 ); rsrc_gaddr( 0, FONT2, &ad_font2 ); /* Attach all Submenus that are being attached */ AttachMenus(); /* CheckMark the Current Menu Items in their respective menus */ menu_icheck( ad_baudrate, CurBaudRate, 1 ); menu_icheck( ad_parity, CurParity, 1 ); menu_icheck( ad_bittree, CurBits, 1 ); menu_icheck( ad_stoptree, CurStopBits, 1 ); menu_icheck( ad_porttree, CurPort, 1 ); menu_icheck( ad_flowtree, CurFlow, 1 ); menu_icheck( ad_style, CurStyle, 1 ); menu_icheck( ad_position, CurPos, 1 ); menu_icheck( ad_fonts, CurFonts, 1 ); menu_icheck( ad_font2, CurFont2, 1 ); /* display menubar stuff here */ menu_bar( ad_menubar, TRUE ); /* initialize windows */ wind_get( 0, WF_FULLXYWH, &desk.g_x, &desk.g_y, &desk.g_w, &desk.g_h ); cur_tree = ad_tools; menu_flag = TRUE; /* Set Toggle Flags */ SubFlag = TRUE; ToolFlag = TRUE; CurRect.g_x = desk.g_x; CurRect.g_y = desk.g_y; CurRect.g_w = 320; CurRect.g_h = 200; InitObjects(); InitWindow(); menu_ienable( ad_menubar, FOPEN, 0 ); menu_ienable( ad_menubar, FCLOSE, 1 ); done = FALSE; do { evnt_mesag( msg ); wind_update( BEG_UPDATE ); if( msg[0] == MN_SELECTED ) { /* msg[7] is the parent of FQUIT - which the user can't know */ ptr = ( OBJECT **)&msg[5]; if( *ptr == ad_menubar ) { switch( msg[4] ) { case FQUIT: button = form_alert( 1, "[1][ | EXIT PROGRAM? ][OK|Cancel]"); if( button == 1 ) done = TRUE; break; case ABOUTX: execform( ad_tree, 0 ); break; case PHONE: do_modem(); break; case TABOUT: /* Enable, Disable About PLUS change TEXT */ menu_flag ^= 1; menu_ienable( ad_menubar, ABOUTX, menu_flag ); menu_text( ad_menubar, TABOUT, TextAbout[ menu_flag ] ); if( menu_flag ) menu_text( ad_menubar, ABOUTX, " About Demo... " ); else menu_text( ad_menubar, ABOUTX, " Disabled... " ); break; case TSUB: /* Enable/Disable all Submenus */ SubFlag ^= 1; menu_text( ad_menubar, TSUB, TextSubMenu[ SubFlag ] ); if( SubFlag ) AttachMenus(); else DetachMenus(); break; case SLISTS: DoList(); /* Do A Drop Down List Dialog */ break; case TOOLFLAG: /* Enable/Disable ToolBox */ ToolFlag ^= 1; menu_text( ad_menubar, TOOLFLAG, TextToolBox[ ToolFlag ] ); if( ToolFlag ) { *( (LONG *)&tree_data[0] ) = ( LONG )cur_tree; wind_set( wid, WF_TOOLBAR, tree_data[0], tree_data[1], dummy, dummy ); } else wind_set( wid, WF_TOOLBAR, 0, 0, dummy, dummy ); break; case SWITCH: /* Switch ToolBoxes */ if( cur_tree == ad_tools ) cur_tree = ad_box2; else if( cur_tree == ad_box2 ) { cur_tree = ad_box3; ActiveTree( ad_fonts ); textptr = ObString( CurFonts ); strncpy( &tbuff[0], &textptr[1], 28 ); ActiveTree( ad_box3 ); TedText( FBUTT1 ) = &tbuff[0]; } else cur_tree = ad_tools; *( (LONG *)&tree_data[0] ) = ( LONG )cur_tree; ToolFlag = TRUE; menu_text( ad_menubar, TOOLFLAG, TextToolBox[ ToolFlag ] ); wind_set( wid, WF_TOOLBAR, tree_data[0], tree_data[1], dummy, dummy ); break; case FCLOSE: /* close Window */ if( wid ) { wind_get( wid, WF_CURRXYWH, &CurRect.g_x, &CurRect.g_y, &CurRect.g_w, &CurRect.g_h ); wind_close( wid ); wind_delete( wid ); wid = 0; menu_ienable( ad_menubar, FCLOSE, 0 ); menu_ienable( ad_menubar, FOPEN, 1 ); } break; case FOPEN: /* open Window */ if( !wid ) { InitWindow(); menu_ienable( ad_menubar, FOPEN, 0 ); menu_ienable( ad_menubar, FCLOSE, 1 ); } break; default: break; } } /* MENU SELECTED -> Font Style Menu Clicked on as a SUBMENU from the Menubar*/ if( *ptr == ad_style ) { menu_icheck( ad_style, CurStyle, 0 ); /* Turn OFF Old Checkmark */ menu_icheck( ad_style, msg[4], 1 ); /* Turn ON New CheckMark */ CurStyle = msg[4]; /* Update Current Var */ menu_istart( 1, ad_style, ROOT, CurStyle ); /* Reset Starting Position*/ } /* MENU SELECTED -> Font Position Clicked on as a SUBMENU from the menubar */ if( *ptr == ad_position ) { menu_icheck( ad_position, CurPos, 0 ); menu_icheck( ad_position, msg[4], 1 ); CurPos = msg[4]; menu_istart( 1, ad_position, ROOT, CurPos ); } /* MENU SELECTED -> Fonts Menu Clicked on as a SUBMENU from the menubar */ if( *ptr == ad_fonts ) { menu_icheck( ad_fonts, CurFonts, 0 ); menu_icheck( ad_fonts, msg[4], 1 ); CurFonts = msg[4]; menu_istart( 1, ad_fonts, ROOT, CurFonts ); } menu_tnormal( ad_menubar, msg[3], TRUE ); } if( msg[0] != MN_SELECTED ) { switch( msg[0] ) { case WM_FULLED: DoFull( msg[3] ); break; case WM_REDRAW: DoRedraw( msg ); break; case WM_ARROWED: case WM_HSLID: case WM_VSLID: break; case WM_MOVED: if( msg[3] == wid ) { wind_set( wid, WF_CURRXYWH, msg[4], msg[5], msg[6], msg[7] ); } break; case WM_TOPPED: if( msg[3] == wid ) { wind_set( wid, WF_TOP ); } break; case WM_CLOSED: if( msg[3] == wid ) { wind_get( wid, WF_CURRXYWH, &CurRect.g_x, &CurRect.g_y, &CurRect.g_w, &CurRect.g_h ); wind_close( wid ); wind_delete( wid ); wid = 0; menu_ienable( ad_menubar, FCLOSE, 0 ); menu_ienable( ad_menubar, FOPEN, 1 ); } break; case WM_SIZED: DoSizer( msg ); break; case WM_TOOLBAR: if( msg[3] == wid ) { /* Button Handling for ToolBox #1 */ if( cur_tree == ad_tools ) { switch( msg[4] ) { case T1B1: button = B1B1; break; case T1B2: button = B1B2; break; case T1B3: button = B1B3; break; case T1B4: button = B1B4; break; case T1B5: button = B1B5; break; } } /* Button Handling for TOOLBOX 2 */ if( cur_tree == ad_box2 ) { switch( msg[4] ) { case T2I1: button = T2B1; break; case T2I2: button = T2B2; break; case T2I3: button = T2B3; break; case T2I4: button = T2B4; break; case T2I5: button = T2B5; break; } } /* Word Processing Tree */ if( cur_tree == ad_box3 ) { switch( msg[4] ) { case FBUTT1: case FBUTT2: DoFonts(); break; default: break; } } if( cur_tree != ad_box3 ) { if( cur_tree[ button ].ob_state & SELECTED ) cur_tree[ button ].ob_state &= ~SELECTED; else cur_tree[ button ].ob_state |= SELECTED; objc_offset( cur_tree, button, &r.g_x, &r.g_y ); r.g_x -= 2; r.g_y -= 2; r.g_w = cur_tree[ button ].ob_width + 4; r.g_h = cur_tree[ button ].ob_height + 4; do_redraw( cur_tree, button, &r ); } } /* end of msg[3] == wid */ break; case WM_ICONIFY: if( msg[3] == wid ) wind_set( msg[3], WF_ICONIFY, msg[4], msg[5], msg[6], msg[7] ); break; case WM_UNICONIFY: if( msg[3] == wid ) wind_set( msg[3], WF_UNICONIFY, msg[4], msg[5], msg[6], msg[7] ); break; default: break; } /* end of switch */ } wind_update( END_UPDATE ); }while( !done ); if( wid > 0 ) wind_delete( wid ); menu_bar( ad_menubar, FALSE ); graf_mouse( ARROW, 0L ); rsrc_free(); close_vwork(); appl_exit(); }