Пример #1
0
void Game_Init(void *pUserData)
{
	// create the renderer with a single layer that clears before rendering
	MFRenderLayerDescription layers[] = { "Scene" };
	pRenderer = MFRenderer_Create(layers, 1, NULL, NULL);
	MFRenderer_SetCurrent(pRenderer);

	pDefaultStates = MFStateBlock_CreateDefault();
	MFRenderer_SetGlobalStateBlock(pRenderer, pDefaultStates);

	MFRenderLayer *pLayer = MFRenderer_GetLayer(pRenderer, 0);
	MFRenderLayer_SetClear(pLayer, MFRCF_All, MakeVector(0.f, 0.f, 0.2f, 1.f));

	MFRenderLayerSet layerSet;
	MFZeroMemory(&layerSet, sizeof(layerSet));
	layerSet.pSolidLayer = pLayer;
	MFRenderer_SetRenderLayerSet(pRenderer, &layerSet);

	// init HKUserInterface
	HKUserInterface::Init();

	pUI = new HKUserInterface();
	HKUserInterface::SetActiveUI(pUI);

	// load a test UI
	HKWidget *pTestLayout = HKWidget_CreateFromXML("ui-test.xml");
	MFDebug_Assert(pTestLayout != NULL, "Couldn't load UI!");

	pUI->AddTopLevelWidget(pTestLayout, true);
}
Пример #2
0
void Game_Init()
{
	MFCALLSTACK;

	HKUserInterface::Init();

	pUI = new HKUserInterface();
	HKUserInterface::SetActiveUI(pUI);

	// load a test UI
	HKWidget *pTestLayout = HKWidget_CreateFromXML("ui-test.xml");

	pUI->AddTopLevelWidget(pTestLayout, true);
}
Пример #3
0
void HKWidgetPrefab::LoadPrefab(const char *pPrefab)
{
	ClearChildren();

	prefab = pPrefab;

	if(MFString_EndsWith(pPrefab, ".xml"))
	{
		HKWidget *pPrefabRoot = HKWidget_CreateFromXML(pPrefab);
		AddChild(pPrefabRoot);
	}
	else
	{
		MFDebug_Assert(false, "Unknown prefab format!");
	}
}