bool Game::Run() { SplashScreen(); LoadScreen(); Initialize(); _currentState=_pMenu; //_currentState = new Level1(_rWindow,_rSfmlDebugDraw,_pWorld,score); LoadContent(); Clock timeElapsed; while ( _rWindow.isOpen() ) { _rWindow.pollEvent(e); if ( e.type == Event::Closed ) { _rWindow.close(); UnloadContent(); break; } if(e.type==Event::KeyPressed) { if(Keyboard::isKeyPressed(Keyboard::LAlt) && Keyboard::isKeyPressed(Keyboard::F4)) { _rWindow.close(); UnloadContent(); break; } } HandleInput( e ); //Time lastUpdateCall = timeElapsed.restart(); if ( timeElapsed.getElapsedTime().asMilliseconds() >= timeStep) { Update( e, oldEvent, timeElapsed.restart() ); } Time lastDrawCall = /*lastUpdateCall +*/ timeElapsed.getElapsedTime(); //.restart(); Draw( _rWindow, lastDrawCall ); oldEvent = e; } return true; }
Vehicle::~Vehicle() { if (!m_shutdown) { UnloadContent(); } }
//Releasing the main DirectX11 object void Dx11DemoBase::Shutdown() { UnloadContent(); if( backBufferTarget_ ) backBufferTarget_->Release(); if( swapChain_ ) swapChain_->Release(); if( d3dContext_ ) d3dContext_->Release(); if( d3dDevice_ ) d3dDevice_->Release(); if( keyboardDevice_ ) { keyboardDevice_ ->Unacquire(); keyboardDevice_ ->Release(); } if( mouseDevice_ ) { mouseDevice_ ->Unacquire(); mouseDevice_ ->Release(); } if( directInput_ )directInput_ ->Release(); d3dDevice_ = 0; d3dContext_ = 0; swapChain_ = 0; backBufferTarget_ = 0; keyboardDevice_ = 0; mouseDevice_ = 0; directInput_ = 0; }
void Game::Run() { //if the game object fail to load then return before the loop is entered if(!LoadContent()) { MessageBoxA(NULL, "Failed to load game objects", "ERROR!", MB_OK | MB_ICONERROR); return; } //Initalise the game timer m_system.GetGameTimer()->Reset(); //The game loop is open until the system gets a WM_QUIT msg while(!m_system.Done() && !m_escape) { //starts the game timer m_system.GetGameTimer()->Tick(); //Detect input m_system.GetDirectInput()->DetectInput(); //Update the game Update(m_system.GetGameTimer()->GetDeltaTime()); //change wireframe mode m_system.GetDX()->SetWireframeMode(m_wireframe); Render(); } //Unload all the objects after the loop has closed UnloadContent(); }
void Game::ExitScreen() { //Exit Screen coding _rWindow.close(); UnloadContent(); exit(0); }
void ConsoleGame::Run() { Initialize(); while(!exitRequested) { Tick(); } UnloadContent(); }
// Called by destructor to unload and release allocated memory void Dx11DemoBase::Shutdown() { UnloadContent(); if (backBufferTarget_) backBufferTarget_->Release(); if (swapChain_) swapChain_->Release(); if (d3dContext_) d3dContext_->Release(); if (d3dDevice_) d3dDevice_->Release(); backBufferTarget_ = 0; swapChain_ = 0; d3dContext_ = 0; d3dDevice_ = 0; }
//============================================================================================================= void CGodRayRenderer9::onlostdevice() { UnloadContent(); memset(rendertargets, 0, sizeof(rendertargets)); memset(surfaces, 0, sizeof(surfaces)); Color = NULL; Occluders = NULL; CEffectRenderer9::onlostdevice(); }
//============================================================================================================= void CCausticsRenderer9::onlostdevice() { UnloadContent(); for( size_t i = 0; i < distancemaps.size(); ++i ) distancemaps[i].colors = distancemaps[i].distances = NULL; PhotonHits = NULL; Caustics = NULL; ShadowMap = NULL; CEffectRenderer9::onlostdevice(); }
//Releasing the main DirectX11 object void Dx11DemoBase::Shutdown() { UnloadContent(); if( depthTexture_ ) depthTexture_ ->Release(); if( depthStencilView_ ) depthStencilView_ ->Release(); if( backBufferTarget_ ) backBufferTarget_->Release(); if( swapChain_ ) swapChain_->Release(); if( d3dContext_ ) d3dContext_->Release(); if( d3dDevice_ ) d3dDevice_->Release(); d3dDevice_ = 0; d3dContext_ = 0; swapChain_ = 0; backBufferTarget_ = 0; depthStencilView_ = 0; depthTexture_ = 0; }
//============================================================================================================= void CGame10::Run() { bool success = Initialize(); dassert(, "CGame10::Run(): Initialization failed", success); success = LoadContent(); dassert(, "CGame10::Run(): Content creation failed", success); dsad("Most of the features are not yet implemented"); ResetRenderStates(); Sync.Timer().Start(); Application.Show(); valid = false; while( Application.Run() ) { if( Application.Active() ) { if( !valid ) { valid = Validate(); } else { if( fixedtimestep ) Sync.Update(); else Update(); Draw(); } } else { valid = false; Sleep(100); } } UnloadContent(); }
ErrorPopUpScreen::~ErrorPopUpScreen(void) { UnloadContent(); }
GameSpriteDemo::~GameSpriteDemo(void) { UnloadContent(); }