int main (int argc, char** argv) { initializeCamera(); initializeSound(); initializeGraphics(argc, argv); return 0; }
int main(int argc, char* argv[]) { glutInit(&argc,argv); initializeGraphics(); glutMainLoop(); cleanup(); return 0; }
void main(int argc, char **argv) { glutInit(&argc, argv); //Initialize the tool kit initWindow(); registerCallbacks(); initializeGraphics(); glutMainLoop(); }
Renderer::Renderer(Conway* conway) { this->space = conway->space; this->settings = conway->settings; this->conway = conway; initializeGlut(); initializeGraphics(); initializeCamera(); initializePixels(); }
void ScheduleScreen::showEvent(QShowEvent *e) { if(!m_initialized) { e->accept(); currentPoint = NULL; m_initialized = true; view->show(); QTimer::singleShot(0, this, SLOT(initializeGraphics())); } }
void loadGame() { initializeGraphics(); #if enableBackgroundMusic //now we need to load our background music printf("background music should load...\n"); play_ogg(BGM_FILE,true); #else println("background music is disabled."); #endif play_ogg(MACHINEGUN_SOUND, true); }
int main(int argc, char **argv) { sound = new SoundEngine(); // Check if input file was given, if not use default if(argc > 1){ fileIO->processFile(argv[1]); // Make sure that file was correctly read and parsed if(fileIO->getNumHoles() <= 0){ cout << "Error reading file. Using default instead." << endl; fileIO->processFile(DEFAULT_COURSE); } } else{ cout << "No input file was provided." << endl; // Create default level since no file was specified fileIO->processFile(DEFAULT_COURSE); } // Load level levelController->loadFirstLevel(fileIO); // Add Player addNewPlayer(0); // Move arrow to ball's starting position arrow->translate(levelController->getCurrentLevel()->getBall()->getPhysics()->getPosition()); arrow->translate(glm::vec3(0.0, BALL_OFFSET, 0.0)); // Add shapes to game level shapes.clear(); shapes = levelController->getCurrentLevel()->getLevelShapes(); reloadAllShapes(&verts, &color, &norms, shapes); initializeGraphics(argc, argv, "MiniGolf", 1280, 720); glutMainLoop(); // Clean-up -- NEED TO ADD THE REST OF THIS if(shader) delete shader; if(levelController) delete levelController; if(fileIO) delete fileIO; if(arrow) delete arrow; if(sound) delete sound; return 0; }
void main(int argc, char** argv) { W = 800; H = 800; int windowHandle = glutCreateWindow("Program 2"); glutInitDisplayMode ( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ); glEnable(GLUT_RGBA); glutSetWindow(windowHandle); glutPositionWindow ( 100, 10 ); glutReshapeWindow( W, H ); initializeGraphics(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutIdleFunc(update); glutSpecialFunc( specialChar ); glutKeyboardFunc( keyBoard ); glutMouseFunc( mouseFunc ); glutPassiveMotionFunc(idleMouse); glutMainLoop(); cleanup(); }
void LegacyMenu::onRaceDriversLoaded() { if (_piRaceEngine->inData()->_displayMode == RM_DISP_MODE_NORMAL) { // It must be done after the cars are loaded and the track is loaded. // The track will be unloaded if the event ends. // The graphics module is kept open if more than one race is driven. // Initialize the graphics and sound engines. if (initializeGraphics() && initializeSound()) { char buf[128]; snprintf(buf, sizeof (buf), "Loading graphics for %s track ...", _piRaceEngine->inData()->track->name); addLoadingMessage(buf); // Initialize the track graphics. loadTrackGraphics(_piRaceEngine->inData()->track); } } }
int main() { initializeGraphics(); MouseType mouseObject = IDLE; int cursorXLocation = 10; int cursorYLocation = 10; // These control building & unit logic GameEntity* buildingsContainer = NULL; GameEntity* unitsContainer = NULL; uint16_t population = 0; // This controls population count uint16_t frame = 0; // This counts frames uint16_t unitSpawnDelay = 0; // This controls the delay between unit spawns while (true) { FlipBuffers(); // Flip buffers ClearScreen8(SAND_COLOR); // Clear screen render(buildingsContainer,unitsContainer); // Render all buildings and units animatePowerPlant(frame); // Animate the power plant animateBarracks(frame); // Animate the barracks if(mouseObject!=IDLE) // If there has been some mouse action ... { if(isMovement(mouseObject)) // ... and it is movement ... { move(cursorXLocation,cursorYLocation,mouseObject); // ... movet the mouse. } else if(isPlacement(mouseObject)) // ... if it is placement ... { place(cursorXLocation,cursorYLocation,mouseObject,buildingsContainer); // ... attempt placement. } else if(isSpawning(mouseObject) && unitSpawnDelay==0 && population!=POP_CAP) // ... if it is a unit and it's not to soon after the last unit was trained and population cap has not been reached ... { spawn(unitsContainer,buildingsContainer); // place the unit population++; // increase population unitSpawnDelay = UNIT_SPAWN_COOLDOWN_PERIOD; // start cooldown timer } } drawCursor(cursorXLocation,cursorYLocation); // Draw the cursor mouseObject = updatedMouseType(); // Update the mouse WaitVSync(); // Sync frame = (frame == 100) ? 0 : frame+1; // Reset frame count every 100 frames, else increase by one if(unitSpawnDelay!=0) // If there is a cooldown timer in action ... unitSpawnDelay--; // ... update it! } // We are environmentaly concious, so we clean after ourselves delete buildingsContainer; delete unitsContainer; return 0; }