/** Initialize data structures. * This is called before the X connection is opened. */ void Initialize(void) { InitializeBackgrounds(); InitializeBorders(); InitializeClients(); InitializeClock(); InitializeColors(); InitializeCommands(); InitializeCursors(); InitializeDesktops(); #ifndef DISABLE_CONFIRM InitializeDialogs(); #endif InitializeDock(); InitializeFonts(); InitializeGroups(); InitializeHints(); InitializeIcons(); InitializeKeys(); InitializePager(); InitializePlacement(); InitializePopup(); InitializeRootMenu(); InitializeScreens(); InitializeSettings(); InitializeSwallow(); InitializeTaskBar(); InitializeTray(); InitializeTrayButtons(); }
Engine::Engine(int width, int height, bool fscreen, const char* winName) { gpEngine = this; //registering profiler funcs PROFILE_REG_SLICE("ENGINE_Pump"); PROFILE_REG_SLICE("ENGINE_Update"); PROFILE_REG_SLICE("ENGINE_Render"); //basic vars bQuit = false; bPaused = false; winWidth = width; winHeight = height; int vsync=0, bpp=32, log=1, joystick=1; int fullscreen = fscreen?1:0; int renderTargets=1; int FPS=0; int scanlines = 1; gSerializer.PutComment("Engine.cfg","[Display Properties]"); /* gSerializer.ReadVariable("Engine.cfg","winWidth",winWidth); gSerializer.ReadVariable("Engine.cfg","winHeight",winHeight); gSerializer.ReadVariable("Engine.cfg","bpp",bpp); */ gSerializer.ReadVariable("Engine.cfg","Vsync",vsync); gSerializer.ReadVariable("Engine.cfg","PBuffers",renderTargets); gSerializer.ReadVariable("Engine.cfg","ShowFPS",FPS); gSerializer.ReadVariable("Engine.cfg","Fullscreen",fullscreen); gSerializer.ReadVariable("Engine.cfg","Scanlines",scanlines); gSerializer.PutComment("Engine.cfg","[Engine Properties]"); gSerializer.ReadVariable("Engine.cfg","Keeplog",log); gSerializer.ReadVariable("Engine.cfg","Joystick",joystick); FPS?bShowFps = true: bShowFps= false; scanlines?bScanlines=true:bScanlines=false; renderTargets ?bRenderTargetSupport=true :bRenderTargetSupport=false; gLog.SetLogState(log); fscreen = fullscreen?true:false; //init if(!UTIL_SDL::InitSDL(winName,winWidth,winHeight,bpp,vsync?true:false,fscreen)) return; InitializeRenderTargets(); //init joystick support if(joystick) { if(UTIL_SDL::InitJoystick()) { bJoystickSupported = true; oldPadAxisH=oldPadAxisV=0; } else bJoystickSupported = false; } else bJoystickSupported = false; InitializeKeys(); InitDevil(); InitFmod(); LoadScores(); //InitPhysics(); iStage = 1; bPauseScrolling = false; if(!LoadConstantData()) return; //Display Loading message glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); UTIL_GL::GL2D::SetOrtho((float)winWidth,(float)winHeight); glColor4f(1,1,1,1); mFont1.SetColor(0,1,1,1); mFont1.SetAlignment(ALIGN_LEFT); mFont1.SetBlendMode(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); mFont1.SetScale(0.5f,1.0f); mFont1.Print("LOADING...",550,430); SDL_GL_SwapBuffers(); fGameDifficulty = 3;//easy float delayStartup = mTimer.GetTime()+2; while(mTimer.GetTime()<delayStartup) { mTimer.Update(); } curDemo=1; bDemo = false; mWeaponCheats = false; bHyperMode = false; bWimpMode = false; bBossFight = false; bCompileWithEditor = false; StartFrontEnd(); SetState(&Engine::UpdateIntro,&Engine::RenderIntro); //start rolling Pump(); //output a profiler log PROFILE_LOG_FINAL_STATS; }
Input::Input() { InitializeKeys(); RegistFunc(); }