/* * Function: main * ----------------- * Serves as entry point of program. Takes in all user inputs to determine specific boggle configuration. * Then, it gives the user a chance to find words in the boggleBoard. Then, the computer takes over * to find any remaining words. Finally, gives user option to play another round. * *@return 0 if program completed successfully. */ int main() { Randomize(); //initializes random constructor SetWindowSize(8, 5); InitGraphics(); Welcome(); GiveInstructions(); Lexicon wordList("lexicon.dat"); //generates list of all possible words while (true) { Lexicon usedWords; //generates a list that stores all words found by the player and computer InitGraphics(); SoundFeature(); int boardDimension = BoggleBoardSize(); DrawBoard(boardDimension, boardDimension); Grid<char> boggleBoard(boardDimension, boardDimension); if (!UserBoardConfiguration()) { InitializeRandomBoard(boggleBoard); //if user chooses not to specify board configuration, a random one is generated } else { string diceConfig = GetDiceConfiguration(boardDimension); SetDiceConfiguration(boggleBoard, diceConfig); } DrawBoggleBoard(boggleBoard); Grid<bool> usedDice(boggleBoard.numRows(), boggleBoard.numCols()); CreateMarker(usedDice); InputGuesses(boggleBoard, wordList, usedWords, usedDice); //player's turn FindRemainingWords(boggleBoard, wordList, usedWords, usedDice); //computer's turn PlayNamedSound("thats pathetic.wav"); //assumes the player will always lose to the computer if (!GameContinue()) break; } return 0; }
UggWrongWay::UggWrongWay(Node ArgCurNode, TypeEnumUW ArgType) : NPC(ArgCurNode) { FramesPerJump = 5; FramesPerWait = 5; Type = ArgType; if (Type == UGG) InitGraphics("Ugg"); else InitGraphics("Wrong-Way"); }
void InitChainReactionGraphics() { SetWindowTitle("Chain Reaction"); InitGraphics(); SetFont("Palatino"); SetPointSize(10); SetStyle(Bold); }
bool FRenderD3D11::Initialize(HWND hWindow) { // create a struct to hold information about the swap chain DXGI_SWAP_CHAIN_DESC scd; // clear out the struct for use ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC)); // fill the swap chain description struct scd.BufferCount = 1; // one back buffer scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color scd.BufferDesc.Width = FTL::WINDOW_DEFAULT_ROW_SIZE; // set the back buffer width scd.BufferDesc.Height = FTL::WINDOW_DEFAULT_COL_SIZE; // set the back buffer height scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used scd.OutputWindow = hWindow; // the window to be used scd.SampleDesc.Count = 4; // how many multisamples scd.Windowed = TRUE; // windowed/full-screen mode scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching // create a device, device context and swap chain using the information in the scd struct D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL, D3D11_SDK_VERSION, &scd, &m_pSwapchain, &m_pDevice, NULL, &m_pDeviceContext); // get the address of the back buffer ID3D11Texture2D *pBackBuffer; m_pSwapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); // use the back buffer address to create the render target m_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &m_pBackbuffer); pBackBuffer->Release(); // set the render target as the back buffer m_pDeviceContext->OMSetRenderTargets(1, &m_pBackbuffer, NULL); // Set the viewport D3D11_VIEWPORT viewport; ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT)); viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = FTL::WINDOW_DEFAULT_ROW_SIZE; viewport.Height = FTL::WINDOW_DEFAULT_COL_SIZE; m_pDeviceContext->RSSetViewports(1, &viewport); InitPipeline(); InitGraphics(); return true; }
int main(int argc, char** argv) { // GLUT Window Initialization: glutInit (&argc, argv); glutInitWindowSize (g_Width, g_Height); glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow ("CS248 GLUT example"); // Initialize OpenGL graphics state InitGraphics(); // Register callbacks: glutDisplayFunc (display); glutReshapeFunc (reshape); glutKeyboardFunc (Keyboard); glutMouseFunc (MouseButton); glutMotionFunc (MouseMotion); glutIdleFunc (AnimateScene); // Create our popup menu BuildPopupMenu (); glutAttachMenu (GLUT_RIGHT_BUTTON); // Get the initial time, for use by animation gettimeofday (&last_idle_time, NULL); // Turn the flow of control over to GLUT glutMainLoop (); return 0; }
/*************************************************************** Main function ***************************************************************/ int main() { srand(time(NULL)); NewGame(); InitGraphics(); return 0; }
Structure::Structure(int Type, int Material) { if(!graphicsinitialized) InitGraphics(); material = Material; struct_type = Type; finished = 0; if(material == MATERIAL_WOOD) { fresist = 40; ffeul = struct_qty[struct_type]; } else { fresist = 32767; ffeul = 0; } if(Type == STRUCT_BRIDGE || Type == STRUCT_RAMP) height = 1; else height = 10; location[0] = NULL; location[1] = NULL; inside = new Thing*[2]; inside[0] = NULL; inside[1] = NULL; type = THING_STRUCT; ClaimSprite(image.Number()); image.SetPanel(mainp); discovered = 0; int ctr; for(ctr=0; ctr<MATERIAL_MAX; ctr++) { contains[ctr] = 0; } }
int main(int argc, char* argv[]) { printf("--- MIDISYS ENGINE: bilotrip foundation MIDISYS ENGINE 0.1 - dosing, please wait\n"); // init graphics InitGraphics(argc, argv); // load shaders eye_shaderProg = LoadShader("eye"); fsquad_shaderProg = LoadShader("fsquad"); redcircle_shaderProg = LoadShader("redcircle"); // load textures grayeye_tex = LoadTexture("grayeye.png"); room_tex[0] = LoadTexture("room1.png"); room_tex[1] = LoadTexture("room2.png"); room_tex[2] = LoadTexture("room3.png"); // init MIDI sync and audio LoadMIDIEventList("music.mid"); ParseMIDITimeline("mapping.txt"); InitAudio("music.mp3"); // start mainloop StartMainLoop(); return 0; }
int main() { SetWindowSize(9, 5); InitGraphics(); Welcome(); GiveInstructions(); return 0; }
void Engine::Init() { m_SceneManager->Init(); m_StartTime = timeGetTime(); m_LastFrameTime = timeGetTime(); InitGraphics(); }
int main () { Point v1, v2, v3, currentPoint; InitGraphics(); createTriangle(v1, v2, v3); currentPoint = randPoint(v1, v2, v3); iterate(v1, v2, v3, currentPoint); return 0; }
void Application::Init() { InitAppPreServices(); InitPrimaryWindow(); InitGraphics(); InitInput(); InitSound(); InitExtraSubsystems(); InitAppPostServices(); }
int main() { InitGraphics(); SetWindowTitle("CS106 Pathfinder"); cout << "This masterful piece of work is a graph extravaganza!" << endl << "The main attractions include a lovely visual presentation of the graph" << endl << "along with an implementation of Dijkstra's shortest path algorithm and" << endl << "the computation of a minimal spanning tree. Enjoy!" << endl; return (0); }
int main() { InitGraphics(); SetWindowTitle("CS106 Pathfinder"); cout << "This masterful piece of work is a graph extravaganza!" << endl << "The main attractions include a lovely visual presentation of the graph" << endl << "along with an implementation of Dijkstra's shortest path algorithm and" << endl << "the computation of a minimal spanning tree. Enjoy!" << endl; Graph graph; Map<coordT> nodeCor; string loc1, loc2, image; image = loadGraphFile(graph, nodeCor); drawMap(graph, nodeCor); while (true) { int choice = promptForChoice(); switch (choice) { case 1: graph.clear(); nodeCor.clear(); image = loadGraphFile(graph, nodeCor); drawMap(graph, nodeCor); break; case 2: cout << endl; loc1 = getLocName("Click on starting location... ", nodeCor); loc2 = getLocName("Click on ending location... ", nodeCor); displayMinPath(graph, nodeCor, loc1, loc2); break; case 3: InitGraphics(); DrawNamedPicture(image); drawVertices(nodeCor); displayMST(graph, nodeCor); break; case 4: displayDomSet(graph, nodeCor); break; case 5: exit(0); } } return (0); }
void InitD3D( HWND hWnd, SFLOAT width, SFLOAT height ){ //initializing swap chain DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory( &swapChainDesc, sizeof( DXGI_SWAP_CHAIN_DESC ) ); swapChainDesc.BufferCount = 1; // number of back buffers swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; //unsigned normalized values swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // draw graphics into back buffer swapChainDesc.OutputWindow = hWnd; // window to output to swapChainDesc.SampleDesc.Count = 4; // anti-aliasing that is done on the images swapChainDesc.Windowed = TRUE; D3D_FEATURE_LEVEL featureLevels[] = { //D3D_FEATURE_LEVEL_11_0 D3D_FEATURE_LEVEL_10_1, //D3D_FEATURE_LEVEL_10_0, }; HRESULT hr = D3D11CreateDeviceAndSwapChain( NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, //flags for singlethreading/multithreading etc. stuff featureLevels, 1, D3D11_SDK_VERSION, &swapChainDesc, &gSwapChain, &gDevice, NULL, &gDeviceContext ); //setting the render target to the back buffer //get address of back buffer into renderTargetLocation ID3D11Texture2D *renderTargetAddress; gSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (LPVOID*)&renderTargetAddress ); //using the back buffer address to create the render target gDevice->CreateRenderTargetView( renderTargetAddress, NULL, &gRenderTargetView ); renderTargetAddress->Release(); //set render target as the back buffer gDeviceContext->OMSetRenderTargets( 1, &gRenderTargetView, NULL ); InitViewport( width, height ); //InitRasterizer(); InitGraphics( width, height ); InitPipeline(); }
int main( int argc, char *argv[ ] ) { glutInit( &argc, argv ); InitGraphics( ); InitLists( ); InitCL( ); Reset( ); InitGlui( ); glutMainLoop( ); return 0; }
void NGE_Init(int flags) { if(initFlags==0){ #ifndef NGE_IPHONE if(flags&INIT_VIDEO) InitGraphics(); if(flags&INIT_AUDIO) CoolAudioDefaultInit(); #endif initFlags = flags; } }
//////////////////////////////////////////////////////////////////////////// // popis experimentu ... // main() { SetOutput("3telesa.dat"); _Print("# Model obØhu dru§ice kolem soustavy dvou tØles v C++/SIMLIB \n"); Init(0, 300); // inicializace experimentu InitGraphics(); SetStep(1e-12,0.01); SetAccuracy(1e-14); // je nutn vysok pýesnost Run(); // simulace DoneGraphics(); return 0; }
void Maze::draw() { InitGraphics(); // this erases entire graphics window if (!configured) configureGraphics(); for (int r = 0; r < cells.numRows(); r++) { for (int c = 0; c < cells.numCols(); c++) { pointT p = {r, c}; drawWallsForCell(p); } } UpdateDisplay(); }
//---------------------------------------------------------------------------------- // //---------------------------------------------------------------------------------- int main() { g_manager = ::Effekseer::Manager::Create( 2000 ); #if __CULLING_TEST g_manager->CreateCullingWorld(200, 200, 200, 4); #endif #if _WIN32 InitGraphics(g_window_width, g_window_height); InitSound(); #else InitGraphics( g_window_width, g_window_height); InitSound(); #endif Init(); while(DoEvent()) { Loop(); g_manager->Update(); Rendering(); } g_manager->Destroy(); for (size_t i = 0; i < g_effects.size(); i++) { ES_SAFE_RELEASE(g_effects[i]); } TermSound(); TermGraphics(); return 0; }
string loadGraphFile(Graph &graph, Map<coordT> &m) { ifstream in; promptUserForFile(in); InitGraphics(); string image = drawBackGround(in); string token; in >> token; if (token == "NODES") readNodes(in, graph, m); else Error("File format error."); readArcs(in, graph); in.close(); return image; }
bool Game::Init( const string& title, const uint16Vec2& windowSize, const WindowStyleType windowStyle ) { if( !InitWindow( title, windowSize, windowStyle ) ) return false; if( !InitGraphics( windowSize ) ) return false; // init game logic m_pGameLogic = ZN_NEW GameLogic(); // start timer m_pTimer = ZN_NEW Timer(); m_pTimer->Start(); return true; }
void System::Run(IScene* p_pScene) { m_pScene = p_pScene; InitWindow(); InitGraphics(); m_pScene->Init(m_pDevice, m_pDeviceContext, m_pBackBuffer, m_pDepthStencilView); MSG msg; m_pTimer = new Timer(); //GameLoop while (true) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { //Message bearbeiten TranslateMessage(&msg); DispatchMessage(&msg); if (msg.message == WM_QUIT) break; } float _Color[4]; _Color[0] = 0.3f;//(rand() % 256) / 255.0f; _Color[1] = 0.3f;//(rand() % 256) / 255.0f; _Color[2] = 0.3f;//(rand() % 256) / 255.0f; _Color[3] = 1; m_pDeviceContext->ClearRenderTargetView(m_pBackBuffer, _Color); m_pDeviceContext->ClearDepthStencilView(m_pDepthStencilView, D3D11_CLEAR_FLAG::D3D11_CLEAR_DEPTH, 1.0f, 0); m_pScene->Update(m_pTimer->GetDeltaTime()); m_pScene->Render(); m_pSwapChain->Present(0, 0); } m_pScene->Shutdown(); }
// Primary initialization function. Sets everything up and takes care of the program char *Start(int run_vegastrike) { InitGraphics(); DATA.name = NewString(""); DATA.author = NewString(""); DATA.description = NewString(""); DATA.briefing = NewString(""); DATA.path = NewString(""); DATA.numplayers = NewString(""); ShowMain(1); gtk_main(); return DATA.path; }
///---------------------------------------------------------------------------- ///Initializes this GraphicsApp instance ///---------------------------------------------------------------------------- bool GraphicsApp::InitInstance(HANDLE hInstance, LPCTSTR lpCmdLine, int iCmdShow) { if(!CreateDisplay()) { ShutDown(); return false; } //initilizes the graphics device InitGraphics(); //Initializes the data InitData(); return true; }
int main() { InitGraphics(800,600); // inicjalizuj okno graficzne settextstyle(DEFAULT_FONT, HORIZ_DIR, 2); // styl tekstu dla calej gry if(SaveEmpty() == 1) MakePlaceholderSave(); // DEKLARACJA ZMIENNYCH: int X = getmaxx(); // maxymalna szerokosc okna graficznego int Y = getmaxy(); // maksymalna wysokosc okna graficznego char mainMenu[4][40] = { {"Korwin kontra Lewacy z Marsa"}, {"Nowa Gra"}, {"Kontynuuj"}, {"Wyjdz"} }; // tablica z elementami menu glownego int chosen; // zmienna przechowujaca wybrana opcje bool gameOn = 1; // status programu; doyslnie 1 - dziala, 0 - zakonczony int diff_level; // poziom trudnosci gry do { cleardevice(); chosen = Menu(mainMenu, 3, X/2, Y/2); switch(chosen) { case 1: ChooseDifficulty(&diff_level,X/2,Y/2); new_game(diff_level, X, Y, 0); break; case 2: if(SaveEmpty() == 1) { DisplayNoGameSaved(X/2, Y/2); } else new_game(diff_level, X, Y, 1); break; case 3: gameOn = 0; break; } }while(gameOn == 1); }
int main() { Stream *graph; word x, y; if (!InitGraphics(NULL, NULL)) exit(1); graph = OpenGraph(NULL, 10, 10, 200, 200, WS_OVERLAPPEDWINDOW, SW_SHOWNA); if (graph == (Stream *) NULL) exit(1); SetMapMode(graph, M_LOMETRIC); GetLogicalExt(graph, &x, &y); CloseGraph(graph); printf("Logical extents are %x %x \r\n", (int)x, (int)y); exit(0); }
void InitPuzzleGraphics() { SetCoordinateSystem("screen"); SetWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT + CONTROL_STRIP_HEIGHT); InitGraphics(); DefineColor("CONTROL_STRIP", 0.90, 0.90, 0.90); DefineColor("STANDARD_BACKGROUND", 0.80, 0.80, 0.80); DefineColor("STANDARD_HIGHLIGHT", 1.00, 1.00, 1.00); DefineColor("STANDARD_INNERSHADE", 0.72, 0.72, 0.72); DefineColor("STANDARD_OUTERSHADE", 0.43, 0.43, 0.43); DefineColor("ACTIVATED_BACKGROUND", 0.00, 0.00, 1.00); DefineColor("ACTIVATED_BORDER", 0.00, 0.00, 0.90); DefineColor("ACTIVATED_INNERSHADE", 0.00, 0.00, 0.80); DefineColor("ACTIVATED_TEXT", 1.00, 1.00, 1.00); SetPenColor("CONTROL_STRIP"); FillBox(0, WINDOW_HEIGHT, WINDOW_WIDTH, CONTROL_STRIP_HEIGHT); SetPenColor("Black"); SetWindowTitle("Triangle Puzzle Solver"); }
int main() { InitGraphics(); giftable.packet_count = GIF_PACKET_MAX; giftable.packet = &packets[0]; InitSprites(); while(1) { GsGifPacketsClear(&giftable); // clear the area that we are going to put the sprites/triangles/.... MoveSprites(); DrawSprites(&giftable); //add stuff to the packet area GsDrawSync(0); GsVSync(0); GsClearDrawEnv1(&draw_env); // clear the draw environment before we draw stuff on it GsGifPacketsExecute(&giftable, 1); // set to '1' becuse we want to wait for drawing to finish. if we dont wait we will write on packets that is currently writing to the gif } return 0; }
int main( int argc, char *argv[ ] ) { // turn on the glut package: // (do this before checking argc and argv since it might // pull some command line arguments out) glutInit( &argc, argv ); // setup all the graphics stuff: InitGraphics( ); // create the display structures that will not change: InitLists( ); // init all the global variables used by Display( ): // this will also post a redisplay // it is important to call this before InitGlui( ) // so that the variables that glui will control are correct // when each glui widget is created Reset( ); // setup all the user interface stuff: InitGlui( ); // draw the scene once and wait for some interaction: // (this will never return) glutMainLoop( ); // this is here to make the compiler happy: return 0; }