コード例 #1
0
ファイル: main.c プロジェクト: kuailexs/jwm
/** 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();
}
コード例 #2
0
void CGraphics::ReloadLost(){
  CLog *pLog = CLog::Instance();
  pLog->Log("Reloading sprite and fonts");
  if(FAILED( D3DXCreateSprite(m_d3ddev, &m_pSprite)) )
  {
    ::MessageBox(m_hWnd, "Failed to create a sprite!", "Fatal Error!", 0);//MB_OK | MB_ICONSTOP | MB_APPLMODAL);
    return;
  }
  InitializeFonts();
  SetupStuff();

  //lighting stuff
  m_d3ddev->SetRenderState(D3DRS_LIGHTING, true);
  D3DLIGHT9 dir;
  ::ZeroMemory(&dir, sizeof(dir));
  dir.Type = D3DLIGHT_DIRECTIONAL;
  dir.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
  dir.Specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) * 0.3f;
  dir.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) * 2.6f;
  dir.Direction = D3DXVECTOR3(0.0f, -100.0f, 0.0f);

  m_d3ddev->SetLight(0, &dir);
  m_d3ddev->LightEnable(0, true);
  m_d3ddev->SetRenderState(D3DRS_NORMALIZENORMALS, true);
  m_d3ddev->SetRenderState(D3DRS_SPECULARENABLE, true);
}
コード例 #3
0
ファイル: gameloop.c プロジェクト: bowlofstew/ja2
BOOLEAN InitializeGame(void)
{ 
	UINT32				uiIndex;

	giStartingMemValue = MemGetFree( );

	
	ClearAllDebugTopics();
	RegisterJA2DebugTopic( TOPIC_JA2OPPLIST, "Reg" );
	//RegisterJA2DebugTopic( TOPIC_MEMORY_MANAGER, "Reg" );


	// Initlaize mouse subsystems
	MSYS_Init( );
	InitButtonSystem();
	InitCursors( );

	// Init Fonts
	if ( !InitializeFonts( ) )
	{
		// Send debug message and quit
		DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "COULD NOT INUT FONT SYSTEM...");
		return( ERROR_SCREEN );
	}

	//Deletes all the Temp files in the Maps\Temp directory
	InitTacticalSave( TRUE );

	// Initialize Game Screens.
  for (uiIndex = 0; uiIndex < MAX_SCREENS; uiIndex++)
  { 
    if ((*(GameScreens[uiIndex].InitializeScreen))() == FALSE)
    { // Failed to initialize one of the screens. 
      return FALSE;
    }
  }

	//Init the help screen system
	InitHelpScreenSystem();

	//Loads the saved (if any) general JA2 game settings
	LoadGameSettings();

	//Initialize the Game options ( Gun nut, scifi and dif. levels
	InitGameOptions();

	// preload mapscreen graphics
	HandlePreloadOfMapGraphics( );

	guiCurrentScreen = INIT_SCREEN;
	
  return TRUE;
}
コード例 #4
0
ファイル: HUDManager.cpp プロジェクト: OLR-xray/XRay-NEW
CFontManager::CFontManager()
{
	Device.seqDeviceReset.Add(this,REG_PRIORITY_HIGH);

	m_all_fonts.push_back(&pFontMedium				);// used cpp
	m_all_fonts.push_back(&pFontDI					);// used cpp
	m_all_fonts.push_back(&pFontArial14				);// used xml
	m_all_fonts.push_back(&pFontGraffiti19Russian	);
	m_all_fonts.push_back(&pFontGraffiti22Russian	);
	m_all_fonts.push_back(&pFontLetterica16Russian	);
	m_all_fonts.push_back(&pFontLetterica18Russian	);
	m_all_fonts.push_back(&pFontGraffiti32Russian	);
	m_all_fonts.push_back(&pFontGraffiti50Russian	);
	m_all_fonts.push_back(&pFontLetterica25			);
	m_all_fonts.push_back(&pFontStat				);

	FONTS_VEC_IT it		= m_all_fonts.begin();
	FONTS_VEC_IT it_e	= m_all_fonts.end();
	for(;it!=it_e;++it)
		(**it) = NULL;

	InitializeFonts();

}
コード例 #5
0
ファイル: HUDManager.cpp プロジェクト: OLR-xray/XRay-NEW
void CFontManager::OnDeviceReset()
{
	InitializeFonts();
}