Exemplo n.º 1
0
//=======================================================================
// Load Textures Function
//=======================================================================
void LoadTextures()
{
	Player_Ship_Texture		= texManager.LoadTexture("Alpha.bmp", true);
	explosionTex	= texManager.LoadTexture("explosion.bmp", false);
	enemyTexI		= texManager.LoadTexture("ship6_0.bmp", true);
	enemyTexII		= texManager.LoadTexture("enemyII.bmp", true);
}
Exemplo n.º 2
0
/////////////////////////////////////////////////////////////////////////////////////////////////////
// Function Name: Init
// Purpose: Initializes the state.
// Original Author: Ethan Pendergraft
// Creation Date: 5/12/2012
// Last Modification By:
// Last Modification Date:
/////////////////////////////////////////////////////////////////////////////////////////////////////
void COptionsState::Init ()
{
	m_pGame = CGame::GetInstance();
	m_pInput = m_pGame->GetInputManager();
	m_pAudio = m_pGame->GetAudioManager();

	TextureManager* pTM = TextureManager::GetInstance();

	m_lpOptionsVideo		= pTM->GetTexture( pTM->LoadTexture("./Resources/Textures/PS_FE_OptionMenu_Video.png" ) );
	m_lpOptionsAudio        = pTM->GetTexture( pTM->LoadTexture("./Resources/Textures/PS_FE_OptionMenu_Audio.png" ) );
	m_lpOptionsExit			= pTM->GetTexture( pTM->LoadTexture("./Resources/Textures/PS_FE_OptionMenu_Exit.png" ) );
	m_nReticle				= pTM->GetTexture( pTM->LoadTexture("./Resources/Textures/T_Reticle_D.png"));

	m_nCurrentlySelected	= OPT_VIDEO;
}						  
Exemplo n.º 3
0
	void TextureUnit::LoadTexture(void)
        {   
                TextureManager* texMgr = TextureManager::getSingleton();
                if(texMgr)
                {
                        texMgr->LoadTexture(this->mPicName);
                }

        } 
Exemplo n.º 4
0
void CreateShader(){
	TextureManager* TextMgr = TextureManager::Inst();
	unsigned int TexID = 1;
	GLuint texHandle;
	if (TextMgr->LoadTexture("resource//cy2.png", TexID, GL_RGB, GL_RGB, 0, 0)){
		texHandle=TextMgr->GetTextureHanle(TexID);
	}
	else{
		return;
	}
	RenderHandle = genRenderProg(texHandle);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////
// Function Name: Init
// Purpose: Initializes the state.
// Original Author: Rueben Massey
// Creation Date: 5/30/2012
// Last Modification By:
// Last Modification Date:
/////////////////////////////////////////////////////////////////////////////////////////////////////
void CVideoOptionsState::Init(void)
{
	m_pGame = CGame::GetInstance();
	m_pInput = m_pGame->GetInputManager();
	m_pAudio = m_pGame->GetAudioManager();

	TextureManager* pTM = TextureManager::GetInstance();
	m_lpOptionsVideoGamma	= /*pTM->GetTexture(*/ pTM->LoadTexture("./Resources/Textures/PS_FE_VideoMenu_1.png" );// );
	m_lpOptionsVideoFS_On	= /*pTM->GetTexture(*/ pTM->LoadTexture("./Resources/Textures/PS_FE_VideoMenu_2.png" );// );
	m_lpOptionsVideoFS_Off	= /*pTM->GetTexture(*/ pTM->LoadTexture("./Resources/Textures/PS_FE_VideoMenu_3.png" );// );
	m_lpOptionsVideoExit	= /*pTM->GetTexture(*/ pTM->LoadTexture("./Resources/Textures/PS_FE_VideoMenu_4.png" );// );
	m_lpOptionsCheck		= /*pTM->GetTexture(*/ pTM->LoadTexture("./Resources/Textures/PS_FE_VideoMenu_Check.png" );// );
	m_lpOptionsSlider		= /*pTM->GetTexture(*/ pTM->LoadTexture("./Resources/Textures/PS_FE_Slider.png" );// );
	m_nReticle				= /*pTM->GetTexture(*/ pTM->LoadTexture("./Resources/Textures/T_Reticle_D.png");//);
	m_lpFullScreenBlockOut	= /*pTM->GetTexture(*/ pTM->LoadTexture("./Resources/Textures/PS_FE_SliderFade.png");//);

	// Initial Slider Positions
	m_fGammaSliderPosVec		= vec2f( VSLIDER_MIN + VSLIDER_BAR_WIDTH * (RenderEngine::GetGamma() + 0.5f), VSLIDER_GAMMA_POSY );

	m_bFullScreen = m_pGame->GetFullScreen();
	if( m_bFullScreen )
	{
		m_fCheckMarkPos				= vec2f( VCHECK_ON_MIN_X, VCHECK_ON_MIN_Y );
	}
	else
	{
		m_fCheckMarkPos				= vec2f( VCHECK_OFF_MIN_X, VCHECK_OFF_MIN_Y );
	}

	// position Brightness Slider
	// Based on a ratio of brightness to slider width
	// position Gamma Slider
	// Based on a ratio of gamma to slider width

	m_nCurrentlySelected	= VIDEO_GAMMA;

	m_bPrevDown = false;
	m_bLocked = false;
}