bool Application::OnInit() { std::string textException = "OnInit() => "; try { SettingsCreator::ConfigureSettingsFile(); InitializeSDLSystem(); InitializeVideoSystem(); InitializeTTFSystem(); InitializeAudioSystem(); InitializeResources(); StateManager::SetActiveState(STATE_MENU); return true; } catch (const SDLException& sdlException) { textException.append(sdlException.WhatHappens()); throw SDLException(textException); } catch (const TTFException& ttfException) { textException.append(ttfException.WhatHappens()); throw TTFException(textException); } catch (const MixerException& mixerException) { textException.append(mixerException.WhatHappens()); throw MixerException(textException); } catch (const GenericException& exception) { textException.append(exception.WhatHappens()); throw GenericException(textException); } return false; }
GUIManager::GUIManager() : mRenderer(0), itemSelected(NULL) { InitializeResources(); SetUpResources(); RegisteredFrameListener::Startup(); }
void MenusScene::Initialize() { InitializeResources(resourceGroupName); player1Nav = MenuNavigator(this); player1Nav.AllowMenuControls = true; player2Nav = MenuNavigator(this); Player1Data.MainElement = ElementEnum::Earth; Player2Data.MainElement = ElementEnum::Earth; InputNotifier::GetInstance()->AddObserver(&player1Nav); InputNotifier::GetInstance()->AddObserver(&player2Nav); guiManager->AddScheme("MainMenu.scheme"); guiManager->LoadLayout("MainMenuLayout.layout", nullptr); guiManager->LoadLayout("GameSetupMenu.layout", nullptr); guiManager->LoadLayout("TutorialLayout.layout", nullptr); //guiManager->LoadLayout("CharacterSetupMenu.layout", nullptr); if(progressBar.GetWindow() == NULL) { CEGUI::Window* progressWindow = CEGUI::WindowManager::getSingleton().createWindow("Generic/Image", "CursorProgress"); progressWindow->setSize( CEGUI::USize(CEGUI::UDim( 0.1f, 0 ), CEGUI::UDim( 0.1f, 0 ) ) ); progressWindow->setPosition( CEGUI::UVector2(CEGUI::UDim( 0.5f, 0 ), CEGUI::UDim( 0.5f, 0 ) ) ); progressWindow->setAlwaysOnTop(true); progressWindow->setMousePassThroughEnabled(true); guiManager->GetRootWindow()->addChild(progressWindow); progressBar.SetWindow(progressWindow); progressWindow->setVisible(true); } handlers[Screens::MainMenu] = new MainMenuHandler(this); //handlers[Screens::CharacterSetup] = new CharacterMenuHandler(this); handlers[Screens::GameSetup] = new GameSetupMenuHandler(this); handlers[Screens::Tutorial] = new TutorialMenuHandler(this); for (unsigned int i = 0; i < Screens::Count; i++) { handlers[i]->Hide(); } //currentScreen = GameSetup; handlers[currentScreen]->Show(); InputManager* inputManager = InputManager::GetInstance(); KinectSpeechReader* speechReader = inputManager->GetSpeechReader(); if(speechReader) { inputManager->RegisterAudioListener(&player1Nav); //Load the grammar for this scene if(!speechReader->LoadGrammarFile("MenusSpeech.grxml")) printf("Grammer Load Fail\n"); //Set the confidence threshold speechReader->SetConfidenceThreshold(0.6f); } ogreSceneManager->setAmbientLight(Ogre::ColourValue(1.0f, 1.0f, 1.0f, 1.0f)); CreateCameraAndViewport(Ogre::ColourValue(0.0f, 0.0f, 0.0f, 0.0f)); }
int main(int argc, char **argv) { // GLUT initialization. glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_MULTISAMPLE); glEnable(GL_MULTISAMPLE); glutInitWindowSize(width, height); glutCreateWindow("Codebase 1, 3.3+ Edition"); glewInit(); if (glewIsSupported("GL_VERSION_2_0")) printf("Ready for OpenGL 2.0\n"); else { printf("OpenGL 2.0 not supported\n"); exit(1); } printf("%s\n", glGetString(GL_VERSION)); Controls = new controls(height, width); //Shaders glutDisplayFunc(Display); InitializeResources(); Controls->setCntrlsViewMatrix(ViewMatrix); Controls->setCntrlsProjectionMatrix(ProjectionMatrix); Controls->setVector(indexed_vertices); Controls->btInitDefaultMotionState(); glutReshapeFunc(ReshapeWindow); glutMotionFunc(Controls->mouseMoveWrapper); glutIdleFunc(Idle); glutKeyboardFunc(Controls->keyboardWrapper); glutMouseFunc(Controls->mouseButtonPressWrapper); glutMouseWheelFunc(Controls->Mouse_wheelWrapper); // Enter GLUT loop. glutMainLoop(); return 0; }