Esempio n. 1
0
void Test26()
{
	LoadBCP("data.bcp"); InitWindow();
	ImGuiImpl_Init();

	float angle, vec[3];
	const char *lbs[] = {"Red", "Green", "Blue"};
	int lbc = 0;

	while(!appexit)
	{
		ImGuiImpl_NewFrame();
		ImGui::Text("Hello, world!");
		ImGui::InputFloat3("Vector3", vec);
		ImGui::SliderAngle("Angle", &angle);
		ImGui::ListBox("List box", &lbc, lbs, 3, -1);
		BeginDrawing();
		renderer->InitImGuiDrawing();
		ImGui::Render();
		EndDrawing();
		HandleWindow();
	}
}
Esempio n. 2
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void Test25()
{
	LoadBCP("data.bcp"); InitWindow();

	float x1 = 0, x2 = 0;
	texture t1, t2, t3;
	t1 = GetTexture("Interface\\FrontEnd\\Background_Scroll_1.tga");
	t2 = GetTexture("Interface\\FrontEnd\\Background_Scroll_2.tga");
	t3 = GetTexture("Interface\\FrontEnd\\Background_Static_2.tga");

	while(!appexit)
	{
		BeginDrawing();
		InitRectDrawing();
		SetTexture(0, t1); DrawRect(0, 0, scrw, scrh, -1, x1, 0, 1, 1);
		SetTexture(0, t2); DrawRect(0, 0, scrw, scrh, -1, x2, 0, 1, 1);
		SetTexture(0, t3); DrawRect(0, 0, scrw, scrh, -1, 0, 0, 1, 1);
		x1 += 0.0003f; x2 -= 0.0003f;
		if(x1 >= 1) x1 -= 1; if(x2 < 0) x2 += 1;
		EndDrawing();
		HandleWindow();
	}
}
Esempio n. 3
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bool wd::Application::Initialize(
	const HINSTANCE& hInstance,
	const int& nCmdShow)
{
	// Init config file - get global settings.
	InitConfig();

	// Create OS window.
	if (!InitWindow(hInstance, nCmdShow))
		return false;

	// Create video device and context.
	if (!InitVideoDevice())
		return false;

	InitInput();
	// Show window. By now we should be able to show some sort of loading screen.
	m_pWindow->Show();
	// Create scene.
	InitScene();

	return true;
}
Esempio n. 4
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//////////////////
//Init Functions//
/////////////////
void AsteroidGame::Init(void){
	input_manager_ = NULL;
	keyboard_ = NULL;
	mouse_ = NULL;

	/* Run all initialization steps */
    InitRootNode();
    InitPlugins();
    InitRenderSystem();
    InitWindow();
    InitViewport();
	InitEvents();
	InitOIS();
	LoadMaterials();

	InitManagers();
	


	iAsteroidManager->createAsteroidField();

	iGameState = GameState::Running;
}
Esempio n. 5
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bool CGraphics_SDL::Init()
{
	{
		int Systems = SDL_INIT_VIDEO;

		if(g_Config.m_SndEnable)
			Systems |= SDL_INIT_AUDIO;

		if(g_Config.m_ClEventthread)
			Systems |= SDL_INIT_EVENTTHREAD;

		if(SDL_Init(Systems) < 0)
		{
			dbg_msg("gfx", "unable to init SDL: %s", SDL_GetError());
			return true;
		}
	}

	atexit(SDL_Quit); // ignore_convention

	#ifdef CONF_FAMILY_WINDOWS
		if(!getenv("SDL_VIDEO_WINDOW_POS") && !getenv("SDL_VIDEO_CENTERED")) // ignore_convention
			putenv("SDL_VIDEO_WINDOW_POS=8,27"); // ignore_convention
	#endif

	if(InitWindow() != 0)
		return true;

	SDL_ShowCursor(0);

	m_fpCallback = 0;

	CGraphics_OpenGL::Init();

	MapScreen(0,0,g_Config.m_GfxScreenWidth, g_Config.m_GfxScreenHeight);
	return false;
}
Esempio n. 6
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//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing 
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
    UNREFERENCED_PARAMETER( hPrevInstance );
    UNREFERENCED_PARAMETER( lpCmdLine );

    if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
        return 0;

    if( FAILED( InitDevice() ) )
    {
        CleanupDevice();
        return 0;
    }

	// JPE: Inicia contadores globales
	tIni = timeGetTime();
	tAnt = tIni;

    // Main message loop
    MSG msg = {0};
    while( WM_QUIT != msg.message )
    {
        if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
        {
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
        else
        {
            Render();
        }
    }

    CleanupDevice();

    return ( int )msg.wParam;
}
Esempio n. 7
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// ³ÌÐò³õʼ»¯
int CAppBase::Init(HINSTANCE hInstance)
{
	int result = 0;
	GAppHandle = this;
	GetAppConfig();
	
	m_pTANGEngine = new TANGEngine(hInstance);



	result = InitWindow(hInstance);
	if (E_FAILED == result)
	{
		return E_FAILED;
	}
	result = m_pTANGEngine->Init(m_hWnd, NULL, m_iScreenWidth, m_iScreenHeight, 0, true);

	if (E_FAILED == result)
	{
		return E_FAILED;
	}

	return E_SUCCESS;
}
Esempio n. 8
0
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing 
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
    UNREFERENCED_PARAMETER( hPrevInstance );
    UNREFERENCED_PARAMETER( lpCmdLine );
	
	GEngine = new Engine;
    
	if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
        return 0;

    if( FAILED( InitDevice() ) )
    {
        CleanupDevice();
        return 0;
    }

    // Main message loop
    MSG msg = {0};
    while( WM_QUIT != msg.message )
    {
        if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
        {
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
        else
        {
			GEngine->Tick();
            Render();
        }
    }

    CleanupDevice();

    return ( int )msg.wParam;
}
Esempio n. 9
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LRESULT CSDKLoginUIMgr::HandleMessage(UINT uMsg, WPARAM wParam, LPARAM lParam)
{
	LRESULT lRes = 0;
	BOOL bHandled = TRUE;

	if( uMsg == WM_CREATE ) 
	{
		m_PaintManager.Init(m_hWnd);

		CDialogBuilder builder;
		STRINGorID xml(GetSkinRes());
		CControlUI* pRoot = builder.Create(xml, _T("xml"), 0, &m_PaintManager);
		ASSERT(pRoot && "Failed to parse XML");

		m_PaintManager.AttachDialog(pRoot);
		m_PaintManager.AddNotifier(this);
		InitWindow(); 

		return lRes;
	}
	else if (uMsg == WM_CLOSE)
	{
		OnClose(uMsg, wParam, lParam, bHandled);		
	}
	else if (uMsg == WM_DESTROY)
	{
		OnDestroy(uMsg, wParam, lParam, bHandled);		
	}

	if( m_PaintManager.MessageHandler(uMsg, wParam, lParam, lRes) ) 
	{
		return lRes;
	}

	return __super::HandleMessage(uMsg, wParam, lParam);
}
Esempio n. 10
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void OgreApplication::Init(void){

	/* Set default values for the variables */
	animating_ = false;
	space_down_ = false;
	animation_state_ = NULL;
	input_manager_ = NULL;
	keyboard_ = NULL;
	mouse_ = NULL;

	// For particles
	timer_ = 0.0;
	animating_particles_ = true;

	/* Run all initialization steps */
    InitRootNode();
    InitPlugins();
    InitRenderSystem();
    InitWindow();
    InitViewport();
	InitEvents();
	InitOIS();
	LoadMaterials();
}
Esempio n. 11
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void HelloGUI::Start()
{
    // Execute base class startup
    Sample::Start();

    // Enable OS cursor
    GetSubsystem<Input>()->SetMouseVisible(true);

    // Load XML file containing default UI style sheet
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");

    // Set the loaded style as default style
    uiRoot_->SetDefaultStyle(style);

    // Initialize Window
    InitWindow();

    // Create and add some controls to the Window
    InitControls();

    // Create a draggable Fish
    CreateDraggableFish();
}
Esempio n. 12
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File: gui.c Progetto: treejames/xv6
void 
draw_loading()
{
  draw_background(0);

  draw_icon(ICON_FINDER, ICON_X1, ICON_Y);
  draw_string(ICON_X1 + 12, ICON_STRING_Y, "FINDER", FONT_COLOR);
  draw_icon(ICON_PHOTO, ICON_X2, ICON_Y);
  draw_string(ICON_X2 + 12, ICON_STRING_Y, "PHOTO", FONT_COLOR);
  draw_icon(ICON_TEXT, ICON_X3, ICON_Y);
  draw_string(ICON_X3 + 20, ICON_STRING_Y, "TEXT", FONT_COLOR);
  draw_icon(ICON_GAME, ICON_X4, ICON_Y);
  draw_string(ICON_X4 + 17, ICON_STRING_Y, "GAME", FONT_COLOR);
  draw_icon(ICON_DRAW, ICON_X5, ICON_Y);
  draw_string(ICON_X5 + 17, ICON_STRING_Y, "DRAW", FONT_COLOR);
  draw_icon(ICON_SETTING, ICON_X6, ICON_Y);
  draw_string(ICON_X6 + 8, ICON_STRING_Y, "SETTING", FONT_COLOR);

  display_to_screen(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
  draw_mouse(ori_x_mouse, ori_y_mouse);

  InitNode();
  InitWindow();
}
Esempio n. 13
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void Test24()
{
	LoadBCP("data.bcp");
	InitWindow();
	Anim tm("Warrior Kings Game Set\\Characters\\Abaddon\\GRAB1.ANIM3");
	//Anim tm("Warrior Kings Game Set\\Characters\\Michael\\SPECIALMOVE.ANIM3");
	RBatch *batch = renderer->CreateBatch(16384, 16384);

	Matrix m1, m2;
	CreateScaleMatrix(&m1, 1.5, 1.5, 1.5);
	CreateTranslationMatrix(&m2, 0, -4, 0);
	mWorld = m1 * m2;

	while(!appexit)
	{
		BeginDrawing();
		BeginMeshDrawing();
		renderer->BeginBatchDrawing();
		batch->begin();
		SetModelMatrices();
		//CreateIdentityMatrix(&mWorld);


		//tm.mesh->draw(1);
		//tn.draw(2);

		//tm.drawInBatch(batch, 0, 1, -1, 0);
		//batch->flush();

		DrawAnim(&tm, batch, 1, timeGetTime());
		batch->end();

		EndDrawing();
		HandleWindow();
	}
}
Esempio n. 14
0
void Test17()
{
	LoadBCP("data.bcp"); ReadLanguageFile(); InitWindow();
	LoadSaveGame("Save_Games\\rescript1.sav");

	SequenceEnv se; char inbuf[256];

	printf("Equations:\n");
	for(int i = 0; i < strEquation.len; i++)
		printf(" %i: %s\n", i+1, strEquation.getdp(i));

	while(1)
	{
		printf("\nEquation number: ");
		int x = atoi(fgets(inbuf, 255, stdin))-1;
		if(x == -1) break;
		if((uint)x >= strEquation.len)
			printf("Eq. number does not exist.\n");
		else if(!equation[x])
			printf("Equation is null.\n");
		else
			printf("Result: %f\n", equation[x]->get(&se));
	}
};
Esempio n. 15
0
int main(int argc, char **argv)
{
	if (argc != 2) {
		cout << "How to use: HTRViewer htrfile.htr\n";
		return 0;
	}

	string htrfile = argv[1];

	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
	glutInitWindowPosition(100,100);
	glutInitWindowSize(500,500);
	string windowName = "HTR Viewer " + htrfile;
	glutCreateWindow(windowName.c_str());

	// register all callbacks
	InitWindow();
	InitScene(htrfile.c_str());

	glutMainLoop();

	return(0);
}
Esempio n. 16
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LRESULT WindowImplBase::OnCreate(UINT uMsg, WPARAM wParam, LPARAM lParam, BOOL& bHandled)
{
	LONG styleValue = ::GetWindowLong(*this, GWL_STYLE);
	styleValue &= ~WS_CAPTION;
	::SetWindowLong(*this, GWL_STYLE, styleValue | WS_CLIPSIBLINGS | WS_CLIPCHILDREN);
	RECT rcClient;
	::GetClientRect(*this, &rcClient);
	::SetWindowPos(*this, NULL, rcClient.left, rcClient.top, rcClient.right - rcClient.left, \
		rcClient.bottom - rcClient.top, SWP_FRAMECHANGED);

	m_PaintManager.Init(m_hWnd);
	m_PaintManager.AddPreMessageFilter(this);

	CDialogBuilder builder;
	CDuiString strResourcePath=m_PaintManager.GetResourcePath();
	if (strResourcePath.IsEmpty())
	{
		strResourcePath=m_PaintManager.GetInstancePath();
		strResourcePath+=GetSkinFolder().GetData();
	}
	m_PaintManager.SetResourcePath(strResourcePath.GetData());

	switch(GetResourceType())
	{
	case UILIB_ZIP:
		m_PaintManager.SetResourceZip(GetZIPFileName().GetData(), true);
		break;
	case UILIB_ZIPRESOURCE:
		{
			HRSRC hResource = ::FindResource(m_PaintManager.GetResourceDll(), GetResourceID(), _T("ZIPRES"));
			if( hResource == NULL )
				return 0L;
			DWORD dwSize = 0;
			HGLOBAL hGlobal = ::LoadResource(m_PaintManager.GetResourceDll(), hResource);
			if( hGlobal == NULL ) 
			{
#if defined(WIN32) && !defined(UNDER_CE)
				::FreeResource(hResource);
#endif
				return 0L;
			}
			dwSize = ::SizeofResource(m_PaintManager.GetResourceDll(), hResource);
			if( dwSize == 0 )
				return 0L;
			m_lpResourceZIPBuffer = new BYTE[ dwSize ];
			if (m_lpResourceZIPBuffer != NULL)
			{
				::CopyMemory(m_lpResourceZIPBuffer, (LPBYTE)::LockResource(hGlobal), dwSize);
			}
#if defined(WIN32) && !defined(UNDER_CE)
			::FreeResource(hResource);
#endif
			m_PaintManager.SetResourceZip(m_lpResourceZIPBuffer, dwSize);
		}
		break;
	}

	CControlUI* pRoot=NULL;
	if (GetResourceType()==UILIB_RESOURCE)
	{
		STRINGorID xml(_ttoi(GetSkinFile().GetData()));
		pRoot = builder.Create(xml, _T("xml"), this, &m_PaintManager);
	}
	else
		pRoot = builder.Create(GetSkinFile().GetData(), (UINT)0, this, &m_PaintManager);
	ASSERT(pRoot);
	if (pRoot==NULL)
	{
		MessageBox(NULL,_T("加载资源文件失败"),_T("Duilib"),MB_OK|MB_ICONERROR);
		ExitProcess(1);
		return 0;
	}
	m_PaintManager.AttachDialog(pRoot);
	m_PaintManager.AddNotifier(this);

	InitWindow();
	return 0;
}
Esempio n. 17
0
int main()
{    
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "Floppy Bird");
    
    InitAudioDevice();      // Initialize audio device
    
    Sound coin = LoadSound("resources/coin.wav");
    Sound jump = LoadSound("resources/jump.wav");
    
    Texture2D background = LoadTexture("resources/background.png");
    Texture2D tubes = LoadTexture("resources/tubes.png");
    Texture2D floppy = LoadTexture("resources/floppy.png");
    
    Vector2 floppyPos = { 80, screenHeight/2 - floppy.height/2 };
    
    Vector2 tubesPos[MAX_TUBES];
    int tubesSpeedX = 2;
    
    for (int i = 0; i < MAX_TUBES; i++)
    {
        tubesPos[i].x = 400 + 280*i;
        tubesPos[i].y = -GetRandomValue(0, 120);
    }
    
    Rectangle tubesRecs[MAX_TUBES*2];
    bool tubesActive[MAX_TUBES];
    
    for (int i = 0; i < MAX_TUBES*2; i += 2)
    {
        tubesRecs[i].x = tubesPos[i/2].x;
        tubesRecs[i].y = tubesPos[i/2].y;
        tubesRecs[i].width = tubes.width;
        tubesRecs[i].height = 255;
        
        tubesRecs[i+1].x = tubesPos[i/2].x;
        tubesRecs[i+1].y = 600 + tubesPos[i/2].y - 255;
        tubesRecs[i+1].width = tubes.width;
        tubesRecs[i+1].height = 255;
        
        tubesActive[i/2] = true;
    }
 
    int backScroll = 0;
    
    int score = 0;
    int hiscore = 0;
    
    bool gameover = false;
    bool superfx = false;
    
    SetTargetFPS(60);
    //---------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        backScroll--;
        
        if (backScroll <= -800) backScroll = 0; 
        
        for (int i = 0; i < MAX_TUBES; i++) tubesPos[i].x -= tubesSpeedX;
        
        for (int i = 0; i < MAX_TUBES*2; i += 2)
        {
            tubesRecs[i].x = tubesPos[i/2].x;
            tubesRecs[i+1].x = tubesPos[i/2].x;
        }

        if (IsKeyDown(KEY_SPACE) && !gameover) floppyPos.y -= 3;
        else floppyPos.y += 1;
        
        if (IsKeyPressed(KEY_SPACE) && !gameover) PlaySound(jump);
        
        // Check Collisions
        for (int i = 0; i < MAX_TUBES*2; i++)
        {
            if (CheckCollisionCircleRec((Vector2){ floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2 }, floppy.width/2, tubesRecs[i])) 
            {
                gameover = true;
            }
            else if ((tubesPos[i/2].x < floppyPos.x) && tubesActive[i/2] && !gameover)
            {
                score += 100;
                tubesActive[i/2] = false;
                PlaySound(coin);
                
                superfx = true;
                
                if (score > hiscore) hiscore = score;
            }
        }
        
        if (gameover && IsKeyPressed(KEY_ENTER))
        {
            for (int i = 0; i < MAX_TUBES; i++)
            {
                tubesPos[i].x = 400 + 280*i;
                tubesPos[i].y = -GetRandomValue(0, 120);
            }
    
            for (int i = 0; i < MAX_TUBES*2; i += 2)
            {
                tubesRecs[i].x = tubesPos[i/2].x;
                tubesRecs[i].y = tubesPos[i/2].y;
                
                tubesRecs[i+1].x = tubesPos[i/2].x;
                tubesRecs[i+1].y = 600 + tubesPos[i/2].y - 255;
                
                tubesActive[i/2] = true;
            }
        
            floppyPos.x = 80;
            floppyPos.y = screenHeight/2 - floppy.height/2;
            
            gameover = false;
            score = 0;
        }
        
        //----------------------------------------------------------------------------------
        
        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();
        
            ClearBackground(RAYWHITE);
            
            DrawTexture(background, backScroll, 0, WHITE);
            DrawTexture(background, screenWidth + backScroll, 0, WHITE);
            
            if (!gameover)
            {
                DrawTextureEx(floppy, floppyPos, 0, 1.0, WHITE);
                //DrawCircleLines(floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2, floppy.width/2, RED);
            }
            
            for (int i = 0; i < MAX_TUBES; i++)
            {
                if (tubesPos[i].x <= 800) DrawTextureEx(tubes, tubesPos[i], 0, 1.0, WHITE);
            
                //DrawRectangleLines(tubesRecs[i*2].x, tubesRecs[i*2].y, tubesRecs[i*2].width, tubesRecs[i*2].height, RED);
                //DrawRectangleLines(tubesRecs[i*2 + 1].x, tubesRecs[i*2 + 1].y, tubesRecs[i*2 + 1].width, tubesRecs[i*2 + 1].height, RED);
            }
            
            DrawText(FormatText("%04i", score), 20, 20, 40, PINK);
            DrawText(FormatText("HI-SCORE: %04i", hiscore), 20, 70, 20, VIOLET); 
            
            if (gameover)
            {
                DrawText("GAME OVER", 100, 180, 100, MAROON);
                DrawText("PRESS ENTER to RETRY!", 280, 280, 20, RED);    
            }
            
            if (superfx)
            {
                DrawRectangle(0, 0, screenWidth, screenHeight, GOLD);
                superfx = false;
            }
        
        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(background);  // Texture unloading
    UnloadTexture(tubes);       // Texture unloading
    UnloadTexture(floppy);      // Texture unloading
    
    UnloadSound(coin);          // Unload sound data
    UnloadSound(jump);          // Unload sound data
    
    CloseAudioDevice();         // Close audio device
    
    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------
    
    return 0;
}
Esempio n. 18
0
int WINAPI WinMain(HINSTANCE hInstance,
    HINSTANCE hPrevInstance,
    LPSTR lpCmdLine,
    int nCmdShow)
{
	startup_time = GetTickCount();
	previous_time = 0;
	frames = 0;
	fps = 1;
#ifdef _DEBUG_TIMINGS
	drawtime = 0;
	drawtime_prv = 0;
	drawtime_med = 1;
	cleartime = 0;
	cleartime_prv = 0;
	cleartime_med = 1;
	mainlooptime = 0;
	mainlooptime_prv = 0;
	mainlooptime_med = 1;
	fliptime = 0;
	fliptime_prv = 0;
	fliptime_med = 1;
#endif
	current_state = GAME_MAINMENU;
	difficulty_pick = 0;
	size_pick = 0;
	race_pick = 0;
	opponents_pick = 0;
	mouseX = 0;
	mouseY = 0;
	mouse[0] = false;
	mouse[1] = false;
	mouse[2] = false;
	tex_count = 0;
	font_count = 0;
	srand((unsigned)time(NULL));

	LogToFile("Log started");
	InitWindow(hInstance);
	InitPaths();
	InitTextures();
	InitFonts();
	InitStorages();
	InitDefinitions();
	InitGUI();
	InitOGLSettings();
	ResizeScene(cfg.scr_width, cfg.scr_height);
	LogPaths();

	//Load_v_03("test.txt");
	Load_v_04("test.txt");
	while(current_state != GAME_EXITING)
	{
		MainLoop();
		ClearScene();
		DrawScene();
		Flip(&hDC);
	}

	// Now terminating all
	KillWindow(hInstance);

	LogToFile("Finished logging");




}
Esempio n. 19
0
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts usage");

    const char msg1[50] = "THIS IS A custom SPRITE FONT...";
    const char msg2[50] = "...and this is ANOTHER CUSTOM font...";
    const char msg3[50] = "...and a THIRD one! GREAT! :D";

    // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
    Font font1 = LoadFont("resources/custom_mecha.png");          // Font loading
    Font font2 = LoadFont("resources/custom_alagard.png");        // Font loading
    Font font3 = LoadFont("resources/custom_jupiter_crash.png");  // Font loading

    Vector2 fontPosition1 = { screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2,
                              screenHeight/2 - font1.baseSize/2 - 80 };

    Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2,
                              screenHeight/2 - font2.baseSize/2 - 10 };

    Vector2 fontPosition3 = { screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2,
                              screenHeight/2 - font3.baseSize/2 + 50 };

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        // TODO: Update variables here...
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            DrawTextEx(font1, msg1, fontPosition1, font1.baseSize, -3, WHITE);
            DrawTextEx(font2, msg2, fontPosition2, font2.baseSize, -2, WHITE);
            DrawTextEx(font3, msg3, fontPosition3, font3.baseSize, 2, WHITE);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadFont(font1);      // Font unloading
    UnloadFont(font2);      // Font unloading
    UnloadFont(font3);      // Font unloading

    CloseWindow();                // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
Esempio n. 20
0
	ScriptDialogWidget::ScriptDialogWidget(ScriptDialogRequest &request, Foundation::Framework *framework, QWidget *parent) : request_(request)
	{
		InitWindow(request_);
	}
Esempio n. 21
0
LRESULT WindowImplBase::OnCreate(UINT uMsg, WPARAM wParam, LPARAM lParam, BOOL& bHandled)
{
    m_PaintManager.Init(m_hWnd);
    m_PaintManager.AddPreMessageFilter(this);

    CDialogBuilder builder;
    if (m_PaintManager.GetResourcePath().IsEmpty())
    {   // 允许更灵活的资源路径定义
        CDuiString strResourcePath=m_PaintManager.GetInstancePath();
        strResourcePath+=GetSkinFolder().GetData();
        m_PaintManager.SetResourcePath(strResourcePath.GetData());
    }

    switch(GetResourceType())
    {
    case UILIB_ZIP:
        m_PaintManager.SetResourceZip(GetZIPFileName().GetData(), true);
        break;
    case UILIB_ZIPRESOURCE:
    {
        HRSRC hResource = ::FindResource(m_PaintManager.GetResourceDll(), GetResourceID(), _T("ZIPRES"));
        if( hResource == NULL )
            return 0L;
        DWORD dwSize = 0;
        HGLOBAL hGlobal = ::LoadResource(m_PaintManager.GetResourceDll(), hResource);
        if( hGlobal == NULL )
        {
#if defined(WIN32) && !defined(UNDER_CE)
            ::FreeResource(hResource);
#endif
            return 0L;
        }
        dwSize = ::SizeofResource(m_PaintManager.GetResourceDll(), hResource);
        if( dwSize == 0 )
            return 0L;
        m_lpResourceZIPBuffer = new BYTE[ dwSize ];
        if (m_lpResourceZIPBuffer != NULL)
        {
            ::CopyMemory(m_lpResourceZIPBuffer, (LPBYTE)::LockResource(hGlobal), dwSize);
        }
#if defined(WIN32) && !defined(UNDER_CE)
        ::FreeResource(hResource);
#endif
        m_PaintManager.SetResourceZip(m_lpResourceZIPBuffer, dwSize);
    }
    break;
    }

    CControlUI* pRoot=NULL;
    if (GetResourceType()==UILIB_RESOURCE)
    {
        STRINGorID xml(_ttoi(GetSkinFile().GetData()));
        pRoot = builder.Create(xml, _T("xml"), this, &m_PaintManager);
    }
    else
        pRoot = builder.Create(GetSkinFile().GetData(), (UINT)0, this, &m_PaintManager);
    ASSERT(pRoot);
    if (pRoot==NULL)
    {
        MessageBox(NULL,_T("加载资源文件失败"),_T("Duilib"),MB_OK|MB_ICONERROR);
        ExitProcess(1);
        return 0;
    }
    m_PaintManager.AttachDialog(pRoot);
    m_PaintManager.AddNotifier(this);
    m_PaintManager.SetBackgroundTransparent(TRUE);

    InitWindow();
    return 0;
}
Esempio n. 22
0
static int boardwinproc(HWND  hWnd, int message, WPARAM wParam, LPARAM lParam)
{
	HDC hdc;
	char sstr[20];
	static char keyupFlag=0;
	int tmpvalue = 0;
	switch (message)
	{
		case MSG_CREATE:
			LoadBitmap(HDC_SCREEN,&smsshowbk,GetBmpPath("sms.jpg"));
			LoadBitmap(HDC_SCREEN,&barbmp, GetBmpPath("bar.bmp"));
			LoadBitmap(HDC_SCREEN,&smsshowbmp1,GetBmpPath("left2.gif"));
			LoadBitmap(HDC_SCREEN,&smsshowbmp2,GetBmpPath("right2.gif"));

			if (gfont==NULL)
			{
				smsshowfont = CreateLogFont (NULL,"fixed","GB2312",FONT_WEIGHT_REGULAR, FONT_SLANT_ROMAN, FONT_SETWIDTH_NORMAL,
						FONT_SPACING_CHARCELL, FONT_UNDERLINE_NONE, FONT_STRUCKOUT_NONE,10, 0);
				titlefont = CreateLogFont (NULL,"fixed","GB2312",FONT_WEIGHT_REGULAR, FONT_SLANT_ROMAN, FONT_SETWIDTH_NORMAL,
						FONT_SPACING_CHARCELL, FONT_UNDERLINE_NONE, FONT_STRUCKOUT_NONE,12, 0);
			}
			else
			{
				smsshowfont=gfont;
				titlefont=gfont1;
			}
			LoadsshowHint();
			InitWindow(hWnd);		//add controls
			curIdx=1;
			ShowMessage(hWnd,GetSmsPIN(curIdx));

			exitcount = 0;
#ifdef ZEM600
			SetTimer(hWnd,IDC_TIMERSMS,50);
#else
			SetTimer(hWnd,IDC_TIMERSMS,100);
#endif
			break;

		case MSG_PAINT:
			hdc=BeginPaint(hWnd);

			//write title
			SelectFont(hdc,titlefont);
			SetTextColor(hdc,PIXEL_lightwhite);
			tmpvalue = SetBkMode(hdc,BM_TRANSPARENT);
			memset(sstr,0,20);
			sprintf(sstr,"%s",sshowhint[0]);
			TextOut(hdc,140,15,sstr);

			//                        SetBkColor(hdc,0x00FFA2BE);
			//SelectFont(hdc,smsshowfont);
			SelectFont(hdc,titlefont);
			SetTextColor(hdc,PIXEL_lightwhite);

			memset(sstr,0,20);
			if (fromRight)
				sprintf(sstr,"%s",sshowhint[1]);
			else
				sprintf(sstr,"%s:",sshowhint[1]);
			TextOut(hdc,5,220,sstr);
			FillBoxWithBitmap (hdc, 65, 218,16, 16, &smsshowbmp1);

			memset(sstr,0,20);
			if (fromRight)
				sprintf(sstr,"%s",sshowhint[2]);
			else
				sprintf(sstr,"%s:",sshowhint[2]);
			TextOut(hdc,90,220,sstr);
			FillBoxWithBitmap (hdc, 140, 218,16, 16, &smsshowbmp2);

			memset(sstr,0,20);
			if (fromRight)
				sprintf(sstr,"%s%d:%s,%s%d:%s",sshowhint[3],bsmscount,sshowhint[4],sshowhint[5],curIdx,sshowhint[4]);
			else
				sprintf(sstr,"%s:%d%s,%s:%d%s",sshowhint[3],bsmscount,sshowhint[4],sshowhint[5],curIdx,sshowhint[4]);
			TextOut(hdc,170,220,sstr);

			EndPaint(hWnd,hdc);
			break;

		case MSG_ERASEBKGND:
			{
				HDC hdc = (HDC)wParam;
				const RECT* clip = (const RECT*)lParam;
				BOOL fGetDC = FALSE;
				RECT rcTemp;
				if(hdc == 0)
				{
					hdc = GetClientDC(hWnd);
					fGetDC = TRUE;
				}

				if(clip)
				{
					rcTemp = *clip;
					ScreenToClient(hWnd, &rcTemp.left, &rcTemp.top);
					ScreenToClient(hWnd,&rcTemp.right, &rcTemp.bottom);
					IncludeClipRect(hdc, &rcTemp);
				}

				FillBoxWithBitmap (hdc, 0, 0, gOptions.LCDWidth, gOptions.LCDHeight-30, &smsshowbk);
				FillBoxWithBitmap (hdc, 0, 210, gOptions.LCDWidth,30,&barbmp);

				if(fGetDC) ReleaseDC (hdc);
				break;
			}

		case MSG_KEYUP:
			if(3 == gOptions.TFTKeyLayout)
			{
				keyupFlag=1;
			}
			break;
		case MSG_KEYDOWN:
			SetMenuTimeOut(time(NULL));
			if(3 == gOptions.TFTKeyLayout)
			{
				if(1==keyupFlag)
					keyupFlag=0;
				else
					break;
			}
			exitcount=0;

			if ((LOWORD(wParam)==SCANCODE_ESCAPE))
				PostMessage(hWnd,MSG_CLOSE,0,0L);

			/*SMS快捷键查看,modify by yangxiaolong,start*/
			//del
			/*
			   if(LOWORD(wParam)==SCANCODE_CURSORBLOCKDOWN || LOWORD(wParam)==SCANCODE_CURSORBLOCKUP)
			   {
			   SendMessage(EdText,MSG_KEYDOWN,wParam,lParam);
			   }*/
			//add
			//快捷键查看SMS时,上下键翻动换行反应缓慢,调成翻页处理
			if(LOWORD(wParam)==SCANCODE_CURSORBLOCKDOWN)
			{
				SendMessage(EdText,MSG_KEYDOWN,SCANCODE_PAGEDOWN,lParam);
			}
			else if (LOWORD(wParam)==SCANCODE_CURSORBLOCKUP)
			{
				SendMessage(EdText,MSG_KEYDOWN,SCANCODE_PAGEUP,lParam);
			}
			/*SMS快捷键查看,modify by yangxiaolong,end*/	

			if(LOWORD(wParam)==SCANCODE_F11)
				SendMessage(EdText,MSG_KEYDOWN,SCANCODE_PAGEUP,lParam);
			if(LOWORD(wParam)==SCANCODE_F12)
				SendMessage(EdText,MSG_KEYDOWN,SCANCODE_PAGEDOWN,lParam);

			//if(LOWORD(wParam)==SCANCODE_CURSORBLOCKLEFT && bsmscount>1)
			if((LOWORD(wParam)==SCANCODE_CURSORBLOCKLEFT || (LOWORD(wParam)==SCANCODE_BACKSPACE && 3==gOptions.TFTKeyLayout)) && bsmscount>1)
			{
				if(--curIdx < 1) curIdx = bsmscount;
				ShowMessage(hWnd,GetSmsPIN(curIdx));
			}

			if(LOWORD(wParam)==SCANCODE_CURSORBLOCKRIGHT && bsmscount>1)
			{
				if(++curIdx > bsmscount) curIdx = 1;
				ShowMessage(hWnd,GetSmsPIN(curIdx));
			}

			break;

		case MSG_TIMER:
			if(wParam==IDC_TIMERSMS)
			{
				if(++exitcount>60) SendMessage(hWnd,MSG_CLOSE,0,0);
			}
			break;

		case MSG_CLOSE:
			UnloadBitmap(&smsshowbk);
			UnloadBitmap(&barbmp);
			UnloadBitmap(&smsshowbmp1);
			UnloadBitmap(&smsshowbmp2);
			if (gfont1==NULL)
			{
				DestroyLogFont(smsshowfont);
				DestroyLogFont(titlefont);
			}
			KillTimer(hWnd,IDC_TIMERSMS);
			freeList();
			DestroyMainWindow(hWnd);
			//hSMSWnd=NULL;
			break;

		default:
			return DefaultMainWinProc(hWnd,message,wParam,lParam);

	}
	return (0);

}
Esempio n. 23
0
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
{
	MSG msg = { 0 };
	window = InitWindow(hInstance); //1. Skapa fönster


	AllocConsole();

	HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE);
	int hCrt = _open_osfhandle((long)handle_out, _O_TEXT);
	FILE* hf_out = _fdopen(hCrt, "w");
	setvbuf(hf_out, NULL, _IONBF, 1);
	*stdout = *hf_out;

	HANDLE handle_in = GetStdHandle(STD_INPUT_HANDLE);
	hCrt = _open_osfhandle((long)handle_in, _O_TEXT);
	FILE* hf_in = _fdopen(hCrt, "r");
	setvbuf(hf_in, NULL, _IONBF, 128);
	*stdin = *hf_in;

	if (window)
	{
		HDC hDC = GetDC(window);
		HGLRC hRC = CreateOpenGLContext(window); //2. Skapa och koppla OpenGL context

		glewInit(); //3. Initiera The OpenGL Extension Wrangler Library (GLEW)
		//glEnable(GL_CULL_FACE);

		SetViewport(); //4. Sätt viewport

		ShowWindow(window, nCmdShow);

		state = new Menu();

		buttonState = luaL_newstate();
		luaL_openlibs(buttonState);

		if (luaL_loadfile(buttonState, "Error.lua") || lua_pcall(buttonState, 0, 0, 0))
		{
			std::cout << "Error handler failed" << std::endl;
			std::cerr << lua_tostring(buttonState, -1) << std::endl;
			lua_pop(buttonState, 1);
		}
		lua_getglobal(buttonState, "ErrorHandler");
		int luaErrorHandlerPos = lua_gettop(buttonState);

		registerLuaFuncs();

		if (luaL_loadfile(buttonState, "menuButtons.txt") || lua_pcall(buttonState, 0, 0, luaErrorHandlerPos))
		{
			std::cout << "erroooor" << std::endl;
			std::cout << lua_tostring(buttonState, -1) << std::endl;
			lua_pop(buttonState, 1);
		}
		setupButtons();
		lua_pop(buttonState, 1);

		while (WM_QUIT != msg.message)
		{
			if (msg.message == WM_LBUTTONDOWN)
				clickUpdate();
			if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
			{
				TranslateMessage(&msg);
				DispatchMessage(&msg);
			}

			else
			{
				Update(); //9. Rendera
				SwapBuffers(hDC); //10. Växla front- och back-buffer
			}
		}

		wglMakeCurrent(NULL, NULL);
		ReleaseDC(window, hDC);
		wglDeleteContext(hRC);
		DestroyWindow(window);
	}

	lua_close(buttonState);

	return (int)msg.wParam;
}
Esempio n. 24
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

    Image image = LoadImage("resources/parrots.png");   // Loaded in CPU memory (RAM)
    ImageFormat(&image, UNCOMPRESSED_R8G8B8A8);         // Format image to RGBA 32bit (required for texture update) <-- ISSUE
    Texture2D texture = LoadTextureFromImage(image);    // Image converted to texture, GPU memory (VRAM)

    int currentProcess = NONE;
    bool textureReload = false;

    Rectangle selectRecs[NUM_PROCESSES];
    
    for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40, 50 + 32*i, 150, 30 };
    
    SetTargetFPS(60);
    //---------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        if (IsKeyPressed(KEY_DOWN))
        {
            currentProcess++;
            if (currentProcess > 7) currentProcess = 0;
            textureReload = true;
        }
        else if (IsKeyPressed(KEY_UP))
        {
            currentProcess--;
            if (currentProcess < 0) currentProcess = 7;
            textureReload = true;
        }
        
        if (textureReload)
        {
            UnloadImage(image);                         // Unload current image data
            image = LoadImage("resources/parrots.png"); // Re-load image data

            // NOTE: Image processing is a costly CPU process to be done every frame, 
            // If image processing is required in a frame-basis, it should be done 
            // with a texture and by shaders
            switch (currentProcess)
            {
                case COLOR_GRAYSCALE: ImageColorGrayscale(&image); break;
                case COLOR_TINT: ImageColorTint(&image, GREEN); break;
                case COLOR_INVERT: ImageColorInvert(&image); break;
                case COLOR_CONTRAST: ImageColorContrast(&image, -40); break;
                case COLOR_BRIGHTNESS: ImageColorBrightness(&image, -80); break;
                case FLIP_VERTICAL: ImageFlipVertical(&image); break;
                case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break;
                default: break;
            }
            
            Color *pixels = GetImageData(image);        // Get pixel data from image (RGBA 32bit)
            UpdateTexture(texture, pixels);             // Update texture with new image data
            free(pixels);                               // Unload pixels data from RAM
            
            textureReload = false;
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);
            
            DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
            
            // Draw rectangles
            for (int i = 0; i < NUM_PROCESSES; i++)
            {
                DrawRectangleRec(selectRecs[i], (i == currentProcess) ? SKYBLUE : LIGHTGRAY);
                DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, (i == currentProcess) ? BLUE : GRAY);
                DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, (i == currentProcess) ? DARKBLUE : DARKGRAY);
            }

            DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
            DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
            
        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(texture);       // Unload texture from VRAM
    UnloadImage(image);           // Unload image from RAM

    CloseWindow();                // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
Esempio n. 25
0
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main(void) 
{
	// Initialization (Note windowTitle is unused on Android)
	//---------------------------------------------------------
    InitWindow(screenWidth, screenHeight, "KOALA SEASONS");

    // Load global data here (assets that must be available in all screens, i.e. fonts)
    font = LoadFont("resources/graphics/mainfont.png");

    atlas01 = LoadTexture("resources/graphics/atlas01.png");
    atlas02 = LoadTexture("resources/graphics/atlas02.png");
    
#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID)
    colorBlend = LoadShader("resources/shaders/glsl100/base.vs", "resources/shaders/glsl100/blend_color.fs");
#else
    colorBlend = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/blend_color.fs");
#endif

    InitAudioDevice();
    
    // Load sounds data
    fxJump = LoadSound("resources/audio/jump.ogg");
    fxDash = LoadSound("resources/audio/dash.ogg");
    fxEatLeaves = LoadSound("resources/audio/eat_leaves.ogg");
    fxHitResin = LoadSound("resources/audio/resin_hit.ogg");
    fxWind = LoadSound("resources/audio/wind_sound.ogg");
    fxDieSnake = LoadSound("resources/audio/snake_die.ogg");
    fxDieDingo = LoadSound("resources/audio/dingo_die.ogg");
    fxDieOwl = LoadSound("resources/audio/owl_die.ogg");
    
    
    music = LoadMusicStream("resources/audio/jngl.xm");
    PlayMusicStream(music);
    SetMusicVolume(music, 1.0f);

    // Define and init first screen
    // NOTE: currentScreen is defined in screens.h as a global variable
    currentScreen = TITLE;

    InitLogoScreen();
    //InitOptionsScreen();
    InitTitleScreen();
    InitGameplayScreen();
    InitEndingScreen();

#if defined(PLATFORM_WEB)
    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose()) UpdateDrawFrame();
#endif

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadEndingScreen();
    UnloadTitleScreen();
    UnloadGameplayScreen();
    UnloadLogoScreen();
    
    UnloadTexture(atlas01);
    UnloadTexture(atlas02);
    UnloadFont(font);
    
    UnloadShader(colorBlend);   // Unload color overlay blending shader
    
    UnloadSound(fxJump);
    UnloadSound(fxDash);
    UnloadSound(fxEatLeaves);
    UnloadSound(fxHitResin);
    UnloadSound(fxWind);
    UnloadSound(fxDieSnake);
    UnloadSound(fxDieDingo);
    UnloadSound(fxDieOwl);
    
    UnloadMusicStream(music);
    
    CloseAudioDevice();         // Close audio device

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
Esempio n. 26
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette");
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        // TODO: Update your variables here
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

        ClearBackground(RAYWHITE);

        DrawText("raylib color palette", 28, 42, 20, BLACK);

        DrawRectangle(26, 80, 100, 100, DARKGRAY);
        DrawRectangle(26, 188, 100, 100, GRAY);
        DrawRectangle(26, 296, 100, 100, LIGHTGRAY);
        DrawRectangle(134, 80, 100, 100, MAROON);
        DrawRectangle(134, 188, 100, 100, RED);
        DrawRectangle(134, 296, 100, 100, PINK);
        DrawRectangle(242, 80, 100, 100, ORANGE);
        DrawRectangle(242, 188, 100, 100, GOLD);
        DrawRectangle(242, 296, 100, 100, YELLOW);
        DrawRectangle(350, 80, 100, 100, DARKGREEN);
        DrawRectangle(350, 188, 100, 100, LIME);
        DrawRectangle(350, 296, 100, 100, GREEN);
        DrawRectangle(458, 80, 100, 100, DARKBLUE);
        DrawRectangle(458, 188, 100, 100, BLUE);
        DrawRectangle(458, 296, 100, 100, SKYBLUE);
        DrawRectangle(566, 80, 100, 100, DARKPURPLE);
        DrawRectangle(566, 188, 100, 100, VIOLET);
        DrawRectangle(566, 296, 100, 100, PURPLE);
        DrawRectangle(674, 80, 100, 100, DARKBROWN);
        DrawRectangle(674, 188, 100, 100, BROWN);
        DrawRectangle(674, 296, 100, 100, BEIGE);


        DrawText("DARKGRAY", 65, 166, 10, BLACK);
        DrawText("GRAY", 93, 274, 10, BLACK);
        DrawText("LIGHTGRAY", 61, 382, 10, BLACK);
        DrawText("MAROON", 186, 166, 10, BLACK);
        DrawText("RED", 208, 274, 10, BLACK);
        DrawText("PINK", 204, 382, 10, BLACK);
        DrawText("ORANGE", 295, 166, 10, BLACK);
        DrawText("GOLD", 310, 274, 10, BLACK);
        DrawText("YELLOW", 300, 382, 10, BLACK);
        DrawText("DARKGREEN", 382, 166, 10, BLACK);
        DrawText("LIME", 420, 274, 10, BLACK);
        DrawText("GREEN", 410, 382, 10, BLACK);
        DrawText("DARKBLUE", 498, 166, 10, BLACK);
        DrawText("BLUE", 526, 274, 10, BLACK);
        DrawText("SKYBLUE", 505, 382, 10, BLACK);
        DrawText("DARKPURPLE", 592, 166, 10, BLACK);
        DrawText("VIOLET", 621, 274, 10, BLACK);
        DrawText("PURPLE", 620, 382, 10, BLACK);
        DrawText("DARKBROWN", 705, 166, 10, BLACK);
        DrawText("BROWN", 733, 274, 10, BLACK);
        DrawText("BEIGE", 737, 382, 10, BLACK);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");

    // Define the camera to look into our 3d world
    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };

    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        if (IsKeyPressed(KEY_SPACE)) 
        {
            if (camera.type == CAMERA_PERSPECTIVE) 
            {
                camera.fovy = WIDTH_ORTHOGRAPHIC;
                camera.type = CAMERA_ORTHOGRAPHIC;
            } 
            else 
            {
                camera.fovy = FOVY_PERSPECTIVE;
                camera.type = CAMERA_PERSPECTIVE;
            }
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);

                DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
                DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
                DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);

                DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
                DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);

                DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
                DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
                DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);

                DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
                DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);

                DrawGrid(10, 1.0f);        // Draw a grid

            EndMode3D();

            DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);

            if (camera.type == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
            else if (camera.type == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
Esempio n. 28
0
//--------------------------------------------------------------------------------------
// Точка входа в программу. Инициализация всех объектов и вход в цикл сообщений.
// Свободное время используется для отрисовки сцены.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
{
  UNREFERENCED_PARAMETER(hPrevInstance);
  UNREFERENCED_PARAMETER(lpCmdLine);
  
  // Инициализация игры
  ConwayGame.Init(GAME_WIDTH, GAME_HEIGHT);
  ConwayGame.SetTestValues();

  // Создание окна приложения
  if(FAILED(InitWindow(hInstance, nCmdShow)))
    return 0;

  // Создание объектов DirectX
  if(FAILED(InitDevice()))
  {
    CleanupDevice();
    return 0;
  }

  // Создание шейдеров и буфера вершин
  if(FAILED(LoadShaders()))
  {
    CleanupDevice();
    return 0;
  }

  if(FAILED(InitGeometry()))
  {
    CleanupDevice();
    return 0;
  }

  // Инициализация матриц
  if(FAILED(InitMatrixes()))
  {
    CleanupDevice();
    return 0;
  }

  // Главный цикл сообщений
  MSG msg = {0};
  while(WM_QUIT != msg.message)
  {
    if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
    {
      TranslateMessage(&msg);
      DispatchMessage(&msg);
    }
    else
    {
      if (!(GetTickCount() % 10))
      {
        if(FAILED(InitGeometry()))
        {
          CleanupDevice();
          return 0;
        }
        ConwayGame.Step();
      }
      Render();
    }
  }

  CleanupDevice();
  return (int)msg.wParam;
}
Esempio n. 29
0
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
int main(int argc, char **argv)
{
#if _WIN32
	char current_path[MAX_PATH + 1];
	GetDirectoryName(current_path, argv[0]);
	SetCurrentDirectoryA(current_path);
#endif

	InitWindow();

	// 描画用インスタンスの生成
	g_renderer = ::EffekseerRendererDX9::Renderer::Create( g_d3d_device, 2000 );
	
	// Specify a distortion function
	// 歪み機能を設定

	// If you'd like to distort background and particles by rendering, it need to specify it.
	// It is a bit heavy
	// もし、描画するごとに背景とパーティクルを歪ませたい場合、設定する必要がある
	// やや重い
	g_renderer->SetDistortingCallback(new DistortingCallback());

	// 背景バッファの生成
	g_d3d_device->CreateTexture(
		640,
		480,
		1,
		D3DUSAGE_RENDERTARGET,
		D3DFMT_A8R8G8B8,
		D3DPOOL_DEFAULT,
		&g_backgroundTexture,
		NULL
		);

	g_backgroundTexture->GetSurfaceLevel(0, &g_backgroundSurface);

	// エフェクト管理用インスタンスの生成
	g_manager = ::Effekseer::Manager::Create( 2000 );

	// 描画用インスタンスから描画機能を設定
	g_manager->SetSpriteRenderer( g_renderer->CreateSpriteRenderer() );
	g_manager->SetRibbonRenderer( g_renderer->CreateRibbonRenderer() );
	g_manager->SetRingRenderer( g_renderer->CreateRingRenderer() );
	g_manager->SetTrackRenderer(g_renderer->CreateTrackRenderer());
	g_manager->SetModelRenderer( g_renderer->CreateModelRenderer() );
	
	// 描画用インスタンスからテクスチャの読込機能を設定
	// 独自拡張可能、現在はファイルから読み込んでいる。
	g_manager->SetTextureLoader( g_renderer->CreateTextureLoader() );
	g_manager->SetModelLoader( g_renderer->CreateModelLoader() );

	// 音再生用インスタンスの生成
	g_sound = ::EffekseerSound::Sound::Create( g_xa2, 16, 16 );

	// 音再生用インスタンスから再生機能を指定
	g_manager->SetSoundPlayer( g_sound->CreateSoundPlayer() );
	
	// 音再生用インスタンスからサウンドデータの読込機能を設定
	// 独自拡張可能、現在はファイルから読み込んでいる。
	g_manager->SetSoundLoader( g_sound->CreateSoundLoader() );

	// 視点位置を確定
	g_position = ::Effekseer::Vector3D(10.0f, 5.0f, 20.0f) * 0.25;

	// 投影行列を設定
	g_renderer->SetProjectionMatrix(
		::Effekseer::Matrix44().PerspectiveFovRH(90.0f / 180.0f * 3.14f, (float)g_window_width / (float)g_window_height, 1.0f, 50.0f));

	// カメラ行列を設定
	g_renderer->SetCameraMatrix(
		::Effekseer::Matrix44().LookAtRH(g_position, ::Effekseer::Vector3D(0.0f, 0.0f, 0.0f), ::Effekseer::Vector3D(0.0f, 1.0f, 0.0f)));

	// エフェクトの読込
	g_effect = Effekseer::Effect::Create(g_manager, (const EFK_CHAR*)L"distortion.efk");

	// エフェクトの再生
	g_handle = g_manager->Play(g_effect, 0, 0, 0);
	
	MainLoop();

	// エフェクトの停止
	g_manager->StopEffect(g_handle);

	// エフェクトの破棄
	ES_SAFE_RELEASE(g_effect);

	// 先にエフェクト管理用インスタンスを破棄
	g_manager->Destroy();

	// 次に音再生用インスタンスを破棄
	g_sound->Destroy();

	// 次に描画用インスタンスを破棄
	g_renderer->Destroy();

	// XAudio2の解放
	if( g_xa2_master != NULL )
	{
		g_xa2_master->DestroyVoice();
		g_xa2_master = NULL;
	}
	ES_SAFE_RELEASE( g_xa2 );

	// バックバッファの破棄
	ES_SAFE_RELEASE( g_backgroundTexture );
	ES_SAFE_RELEASE( g_backgroundSurface );

	// DirectXの解放
	ES_SAFE_RELEASE( g_d3d_device );
	ES_SAFE_RELEASE( g_d3d );

	// COMの終了処理
	CoUninitialize();

	return 0;
}
Esempio n. 30
0
/**
 * @brief Initializes the SpringApp instance
 * @return whether initialization was successful
 */
bool SpringApp::Initialize ()
{
	logOutput.SetMirrorToStdout(!!configHandler.GetInt("StdoutDebug",0));

	// Initialize class system
	creg::ClassBinder::InitializeClasses ();

	// Initialize crash reporting
#ifdef _MSC_VER
	Install( (LPGETLOGFILE) crashCallback, "*****@*****.**", "TA Spring Crashreport");
	if (!GetInstance())
	{
		ErrorMessageBox("Error installing crash reporter", "CrashReport error:", MBF_OK);
		return false;
	}
#endif // _MSC_VER
#ifdef __MINGW32__
	CrashHandler::Install();
#endif // __MINGW32__

	FileSystemHandler::Initialize(true);

	if (!ParseCmdLine ())
		return false;

	if (!InitWindow ("RtsSpring"))
	{
		SDL_Quit ();
		return false;
	}

	mouseInput = IMouseInput::Get ();

	// Global structures
	ENTER_SYNCED;
	gs=SAFE_NEW CGlobalSyncedStuff();
	ENTER_UNSYNCED;
	gu=SAFE_NEW CGlobalUnsyncedStuff();

	if (cmdline->result("minimise")) {
		gu->active = false;
		SDL_WM_IconifyWindow();
	}

	// Enable auto quit?
	int quit_time;
	if (cmdline->result("quit", quit_time)) {
		gu->autoQuit = true;
		gu->quitTime = quit_time;
	}

	InitOpenGL();
	palette.Init();

	// Initialize keyboard
	SDL_EnableUNICODE(1);
	SDL_EnableKeyRepeat (SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
	SDL_SetModState (KMOD_NONE);
	
	keys = SAFE_NEW Uint8[SDLK_LAST];
	memset (keys,0,sizeof(Uint8)*SDLK_LAST);

	// Initialize font
	font = SAFE_NEW CglFont(configHandler.GetInt("FontCharFirst", 32),
	                   configHandler.GetInt("FontCharLast", 223),
	                   configHandler.GetString("FontFile", "Luxi.ttf").c_str());

	// Initialize GLEW
	LoadExtensions();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	SDL_GL_SwapBuffers();

	// Initialize ScriptHandler / LUA
	CScriptHandler::Instance().StartLua();

	// Create CGameSetup and CPreGame objects
	CreateGameSetup ();

	return true;
}