// Initialize the GUI controller and all it's static resources //-------------------------------------------------------------------------------- CPUTResult CPUTGuiControllerDX11::Initialize(ID3D11DeviceContext *pImmediateContext, cString &ResourceDirectory) { // All the GUI resource files cString VertexShader = _L(".//shaders//GUIShaderDX.vs"); cString PixelShader = _L(".//shaders//GUIShaderDX.ps"); cString DefaultFontFile = _L(".//fonts//font_arial_12.dds"); cString ControlAtlasTexture = _L(".//controls//atlas.dds"); cString RenderStateFile = _L(".//Shaders//GUIRenderState.rs"); // store the resource directory to be used by the GUI manager SetResourceDirectory(ResourceDirectory); return RegisterGUIResources(pImmediateContext, VertexShader, PixelShader, RenderStateFile, DefaultFontFile, ControlAtlasTexture); }
void WindowsFileIOHub::SetFileManager(Platform::FileManagerPtr fileManager, const gs2d::str_type::string& resourceDirectory) { m_fileManager = fileManager; SetResourceDirectory(resourceDirectory); }
// Initialize the GUI controller and all it's static resources //-------------------------------------------------------------------------------- CPUTResult CPUTGuiControllerOGL::Initialize(cString &ResourceDirectory) { SetResourceDirectory(ResourceDirectory); return RegisterGUIResources(); }