//cbase //These last few functions are the highest level wrappers. int Init(char * path, char * argv) { char temp[0x100]; if(TestStructureAlignment() == 0) { return(0); } Sys_InitArgv(argv); if(FileSystem_Init(path) == 0) { return(0); } if(Sys_InitGame() == 0) { return(0); } Q_snprintf(temp, sizeof(temp)-1, "exec %s\n", cvar_servercfgfile.string); temp[sizeof(temp)-1] = '\0'; Cbuf_InsertText(temp); #ifdef USE_timeGetTime timeBeginPeriod(1); #endif return(1); }
int main( int argc, char **argv ) { CommandLine()->CreateCmdLine( argc, argv ); FileSystem_Init( "" ); PrintHeader(); LoadShaderDLL( "stdshader_dx6.dll" ); LoadShaderDLL( "stdshader_dx7.dll" ); LoadShaderDLL( "stdshader_dx8.dll" ); LoadShaderDLL( "stdshader_dx9.dll" ); int i; for( i = 0; i < g_ShaderDLLs.Count(); i++ ) { PrintShaderContents( i ); } for( i = 0; i < g_ShaderDLLs.Count(); i++ ) { PrintShaderHelp( i ); } PrintFooter(); FileSystem_Term(); return 0; }
GLuint demo5_loadTexture(const char *filepath) { GLuint texID; /* load texture */ texture_t *tex = NULL; path_t texPath; filesystem_t fs; FileSystem_Init(&fs); Path_Init(texPath, fs.resPath); Path_AppendPath(texPath, filepath); tex = TextureLoader_LoadFromFile(texPath); Texture_Load(tex); Texture_SetWrapMode(tex, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); texID = tex->texID; Texture_Free(tex); return texID; }
//----------------------------------------------------------------------------- // Purpose: // Input : argc - // argv[] - // Output : int //----------------------------------------------------------------------------- int main( int argc, char* argv[] ) { SpewOutputFunc( SpewFunc ); SpewActivate( "demoinfo", 2 ); int i; for ( i=1 ; i<argc ; i++) { if ( argv[ i ][ 0 ] == '-' ) { switch( argv[ i ][ 1 ] ) { case 'l': uselogfile = true; break; case 'v': verbose = true; break; case 'g': ++i; break; default: printusage(); break; } } } if ( argc < 2 || ( i != argc ) ) { PrintHeader(); printusage(); } CheckLogFile(); PrintHeader(); vprint( 0, " Info for %s..\n", argv[ i - 1 ] ); char workingdir[ 256 ]; workingdir[0] = 0; Q_getwd( workingdir, sizeof( workingdir ) ); if ( !FileSystem_Init( NULL, 0, FS_INIT_FULL ) ) return 1; // Add this so relative filenames work. g_pFullFileSystem->AddSearchPath( workingdir, "game", PATH_ADD_TO_HEAD ); // Load the demo CSmoothingContext context; LoadSmoothingInfo( argv[ i - 1 ], context ); // Note to tool makers: // Do your work here!!! //Performsmoothing( context ); // Save out updated .dem file // UNCOMMENT THIS TO ENABLE OUTPUTTING NEW .DEM FILES!!! // SaveSmoothingInfo( argv[ i - 1 ], context ); FileSystem_Term(); return 0; }
main (int argc, char *argv[]) { int i; CommandLine()->CreateCmdLine( argc, argv ); SpewOutputFunc( HLFacePoserSpewFunc ); MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f ); CoInitialize(NULL); // make sure, we start in the right directory char szName[256]; strcpy (szName, mx::getApplicationPath() ); mx::init (argc, argv); sound->Init(); FileSystem_Init( true ); filesystem = (IFileSystem *)(FileSystem_GetFactory()( FILESYSTEM_INTERFACE_VERSION, NULL )); if ( !filesystem ) { AssertMsg( 0, "Failed to create/get IFileSystem" ); return 1; } char workingdir[ 256 ]; workingdir[0] = 0; Q_getwd( workingdir ); // If they didn't specify -game on the command line, use VPROJECT. CmdLib_InitFileSystem( workingdir, true ); IFacePoserToolWindow::EnableToolRedraw( false ); new MDLViewer (); g_MDLViewer->setMenuBar (g_MDLViewer->getMenuBar ()); g_pStudioModel->Init(); bool modelloaded = false; for ( i = 1; i < CommandLine()->ParmCount(); i++ ) { if ( Q_stristr (CommandLine()->GetParm( i ), ".mdl") ) { modelloaded = true; g_MDLViewer->LoadModelFile( CommandLine()->GetParm( i ) ); break; } } models->LoadModelList(); if ( models->Count() == 0 ) { g_pFlexPanel->initFlexes( ); } // Load expressions from last time int files = workspacefiles->GetNumStoredFiles( IWorkspaceFiles::EXPRESSION ); for ( i = 0; i < files; i++ ) { expressions->LoadClass( workspacefiles->GetStoredFile( IWorkspaceFiles::EXPRESSION, i ) ); } IFacePoserToolWindow::EnableToolRedraw( true ); int retval = mx::run(); soundemitter->BaseShutdown(); if (g_pStudioModel) { g_pStudioModel->Shutdown(); g_pStudioModel = NULL; } if (g_pMaterialSystem) { g_pMaterialSystem->Shutdown(); g_pMaterialSystem = NULL; } FileSystem_Term(); CoUninitialize(); return retval; }
void CmdLib_InitFileSystem( const char *pFilename, int maxMemoryUsage ) { FileSystem_Init( pFilename, maxMemoryUsage ); if ( !g_pFileSystem ) Error( "CmdLib_InitFileSystem failed." ); }
int main(int argc, char* argv[]) { SpewOutputFunc( SceneManagerSpewFunc ); // // make sure, we start in the right directory // char szName[256]; strcpy (szName, mx::getApplicationPath ()); if (argc > 1) { strcpy (cmdline, argv[1]); for (int i = 2; i < argc; i++) { strcat (cmdline, " "); strcat (cmdline, argv[i]); } } mx::init (argc, argv); FileSystem_Init( true ); filesystem = (IFileSystem *)(FileSystem_GetFactory()( FILESYSTEM_INTERFACE_VERSION, NULL )); if ( !filesystem ) { AssertMsg( 0, "Failed to create/get IFileSystem" ); return 1; } char workingdir[ 256 ]; workingdir[0] = 0; Q_getwd( workingdir ); char *vproject = getenv("VPROJECT"); if ( !vproject ) { mxMessageBox( NULL, "You must set VPROJECT to run scenemanager.exe", "SceneManager", MB_OK ); return -1; } // If they didn't specify -game on the command line, use VPROJECT. CmdLib_InitFileSystem( workingdir, true ); sound->Init(); CWorkspaceManager *sm = new CWorkspaceManager(); bool workspace_loaded = false; for ( int i = 1; i < argc; i++ ) { if ( !workspace_loaded && strstr (argv[i], ".vsw") ) { workspace_loaded = true; // Strip game directory and slash char workspace_name[ 512 ]; filesystem->FullPathToRelativePath( argv[ i ], workspace_name ); sm->AutoLoad( workspace_name ); } } if ( !workspace_loaded ) { sm->AutoLoad( NULL ); } int retval = mx::run (); sound->Shutdown(); soundemitter->BaseShutdown(); FileSystem_Term(); return retval; }
FileSystemQ3API(){ FileSystem_Init(); m_filesystemq3 = &GetFileSystem(); }
int main(void) { Init(); DBG_MSG("----- Power On -----"); if(USBDevice_PlugIn()) { DBG_MSG( "Usb Init Started"); USB_Init(); }else{ DBG_MSG("FileSystem_Init"); FileSystem_Init(); fileTest(); } while(true);//Stop here char color[] = {0xff, 0xff, 0x00}; WS2812_Set(0, 3, color); color[0] = 0x00; color[2] = 0xff; WS2812_Set(3, 3, color); color[0] = 0xff; color[1] = 0x00; WS2812_Set(6, 3, color); LED_RED(true); Delay_ms(200); LED_GREEN(true); Delay_ms(200); LED_BLUE(true); DBG_MSG("Temperature: %f", TMP102_GetTemp()); DBG_MSG("Temperature: %f", TMP102_GetTemp()); // WavePlayer_Init(); // WavePlayerMenu_Start("/", "teq.wav"); // WavePlayer_Start(); // Reflective_Start(); // Analog_SetChannel(PHOTOTRANS_1_CH, true); // Analog_SetChannel(PHOTOTRANS_2_CH, true); // Analog_SetChannel(PHOTOTRANS_3_CH, true); // Analog_SetChannel(PHOTOTRANS_4_CH, true); // Analog_SetChannel(PHOTOTRANS_5_CH, true); Delay_ms(2000); MPU9250_InitProcedure(); SysTick_t tick = 0; while(true) { float accel[3], gyro[3], mag[3]; float yaw, pitch, roll; if(GetSystemTick() - tick > 1000){ if(MPU9250_CheckNewSample()){ MPU9250_Get9AxisData(accel, gyro, mag); MPU9250_CalcOrientation(&yaw, &pitch, &roll); } DBG_MSG("Temperature: %f", TMP102_GetTemp()); // DBG_MSG("ADC: %d %d %d %d %d", // Analog_GetChannelValue(PHOTOTRANS_1_CH), // Analog_GetChannelValue(PHOTOTRANS_2_CH), // Analog_GetChannelValue(PHOTOTRANS_3_CH), // Analog_GetChannelValue(PHOTOTRANS_4_CH), // Analog_GetChannelValue(PHOTOTRANS_5_CH) // ); for (int i = 0; i < 3; ++i) { DBG_MSG("MPU-Accel-%c: %f", i+'X', accel[i]); } for (int i = 0; i < 3; ++i) { DBG_MSG("MPU-Gyro-%c: %f", i+'X', gyro[i]); } for (int i = 0; i < 3; ++i) { DBG_MSG("MPU-Mag-%c: %f", i+'X', mag[i]); } DBG_MSG("MPU-Temp: %f", MPU9250_GetTemperature()); DBG_MSG("yaw: %f, pitch: %f, roll: %f", yaw, pitch, roll); tick = GetSystemTick(); } } }