TITANIUM_FUNCTION(Properties, _loadAppProperties) { const auto js_context = this_object.get_context(); const auto object_ptr = GetStaticObject(js_context).GetPrivate<Properties>(); object_ptr->loadAppProperties(); return get_context().CreateUndefined(); }
Context::Context(GraphicsConfiguration *gConfig) { this->gConfig = gConfig; appUpdater = NULL; appRenderer = NULL; appProperties = NULL; assetFindFunction = ASSET_FIND_FUNCTION_INTERNAL; loadAppProperties(); if (!appProperties) { return; } glResourceManager = new GLResourceManager(this); menuRenderer = new MenuRenderer(this); // create videoManager before audioManager because it may immediately start being used videoManager = new VideoManager(this); audioManager = new AudioManager(this); networkManager = new NetworkManager(this); vibrationManager = new VibrationManager(this); uiManager = new UIManager(this); renderContext = new RenderContext(); quadRenderer = new QuadRenderer(this); tickDelta = 0; isUIConsumingPointers = FALSE; isUIConsumingKeys = FALSE; keyPressed = 0; specialKeyPressed = SKEY_NULL; showFPS = FALSE; newGraphicsContext = FALSE; accelerometerState.x = 0; accelerometerState.y = 0; accelerometerState.z = 0; pointerState = new PointerState[MAX_POINTERS]; for (S32 i = 0; i < MAX_POINTERS; i++) { pointerState[i].isDown = FALSE; pointerState[i].x = 0; pointerState[i].y = 0; } keyState = new KeyState[MAX_KEYSTATES]; for (S32 i = 0; i < MAX_POINTERS; i++) { keyState[i].isDown = FALSE; keyState[i].keyCode = 0; } callbackData[0] = '\0'; callbackDataReady = FALSE; }