int WINAPI WinMain(HINSTANCE hInstance, //Main windows function HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { if(!InitializeWindow(hInstance, nShowCmd, Width, Height, true)) { MessageBox(0, L"Window Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitializeDirect3d11App(hInstance)) //Initialize Direct3D { MessageBox(0, L"Direct3D Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitScene()) //Initialize our scene { MessageBox(0, L"Scene Initialization - Failed", L"Error", MB_OK); return 0; } messageloop(); CleanUp(); return 0; }
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow) { g_hInstance = hInstance; InitializeContext(); InitializeWindow(); g_VkSwapchain.Initialize(); g_VkSwapchain.InitializeSwapchain(kScreenWidth, kScreenHeight, false); InitializeRenderSettings(); while (true) { PollEvents(); if (g_CloseRequest) { break; } DrawScene(); } DestroyRenderSettings(); g_VkSwapchain.Destroy(); DestroyWindow(); DestroyContext(); return 0; }
INT WINAPI WinMain(HINSTANCE /*hInstance*/,HINSTANCE /*hPrevInstance*/,LPSTR /*lpCmdLine*/,INT /*nCmdShow*/) { SetUnhandledExceptionFilter(Debug::DumpException); srand(GetTickCount()); InitCommonControls(); if(!InitializeWindow(800,600)) return 0; MSG msg = {0}; while(msg.message != WM_QUIT) { if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } if(!Update()) PostQuitMessage(0); else if(!Draw()) PostQuitMessage(0); else if(!SwapBuffers(mainDC)) TRACE(TEXT("Failed to swap buffers.\n")); } KillGame(); KillTimer(); KillWindow(); return msg.wParam; }
Window::Window(unsigned int _width, unsigned int _height, const std::wstring& name) : width(_width), height(_height), title(name) { InitializeWindow(); }
bool SystemClass::Initialize() { int screenWidth, screenHeight; bool result; // initialize screen dimension variables to 0. screenWidth = screenHeight = 0; // initialize the windows API - pass in references to screen dimension variables to get them set. InitializeWindow(screenWidth, screenHeight); input = new InputClass(); if (!input) return false; input->Initialize(); graphics = new GraphicsClass(); if (!graphics) return false; result = graphics->Initialize(screenWidth, screenHeight, hWnd); if (!result) return false; return result; }
void main(int argc, char **argv) { glutInit(&argc, argv); //Initialize toolkit glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); //set the display mode InitializeWindow(); registerCallBackFunctions(); initializeDrawingGraphics(); glutMainLoop(); //Go into a perpetual loop }
// Ensures everything is properly initialized bool Game::Initialize(void) { if (!InitializeWindow()) return false; if (!InitializeDirect3D()) return false; return true; }
EditorWindow::EditorWindow(QWidget *parent, Qt::WindowFlags flags) : QMainWindow(parent, flags) { setWindowTitle(tr("Vector Graphics Editor")); setGeometry(200, 100, 1200, 700); InitializeWindow(); InitMenuBar(); }
Window * InitializeMenuWindow(const char *name, WindowHandler init, WindowHandler deinit, WindowHandler appear, WindowHandler disappear) { Window *window = InitializeWindow(name); WindowHandlers handlers = {.load = init, .unload = deinit, .appear = appear, .disappear = disappear}; window_set_window_handlers(window,handlers); SetMenuClickConfigProvider(window); return window; }
/*! * - Set random seed * - Initialize all SDL systems * - Initialize SDL true type fonts * - Initialize the window * - Load viewports * - Load Texture file * - Load Debugger file */ bool START() { //Initialise objects needed for schema validation xercesc::XMLPlatformUtils::Initialize(); //Initiate globals global::IMAGE_MANAGER = new ImageManager(); global::TEXTURE_MANAGER = new TextureManager(); global::MESH_MANAGER = new Mesh_List(); global::SETTINGS = new SettingsParser(); //Parse settings file global::SETTINGS->Load("setup.ini"); if (!GameDatabase::GlobalInit()) { return false; } //Seed the random number generator SimpleRNG::SetSeedFromSystemTime(); //Initialize all SDL subsystems if (SDL_Init(SDL_INIT_EVERYTHING) == -1) { std::cerr << "@START() -> Fail: SDL_Init(SDL_INIT_EVERYTHING)" << std::endl; return false; } //Initialize window if (!InitializeWindow()) { std::cerr << "@START() -> Fail: InitializeWindow()" << std::endl; return false; } //Load Viewports ViewportHandler::LoadResources(global::WINDOW->w(), global::WINDOW->h()); //Initialize SDL_ttf if (TTF_Init() == -1) { std::cerr << "@START() -> Fail: TTF_Init()" << std::endl; return false; } //Load texture document global::TEXTURE_MANAGER->LoadDocument("Images.xml"); //Load in debug file DEBUGGER.Load("debug_text.xml"); return true; } //End: START()
Window * InitializeMenuWindow(void *menuWindow, const char *name, bool animated, WindowHandler init, WindowHandler deinit, WindowHandler appear, WindowHandler disappear) { Window *window = InitializeWindow(name, animated); WindowHandlers handlers = {.load = init, .unload = deinit, .appear = appear, .disappear = disappear}; window_set_window_handlers(window,handlers); SetMenuClickConfigProvider(window); window_set_user_data(window,menuWindow); window_stack_push(window, animated); return window; }
Search::Search() :m_hWnd(0) ,m_ClientWidth(300) ,m_ClientHeight(200) { InitializeWindow(); // Set de new WNDPROC for the button, and store the old one m_procOld = (WNDPROC) SetWindowLong(m_hWnd, GWL_WNDPROC, (LONG) ProcStatic); // Store 'this' as data for the Button object so that the static PROC can call the member proc SetWindowLong(m_hWnd, GWL_USERDATA, (LONG) this); }
void InitializeMenuWindow(Window *window, const char *name, bool animated, WindowHandler init, WindowHandler deinit, WindowHandler appear, WindowHandler disappear) { InitializeWindow(window, name, animated); window->window_handlers.load = init; window->window_handlers.unload = deinit; window->window_handlers.appear = appear; window->window_handlers.disappear = disappear; #if OVERRIDE_BACK_BUTTON window->overrides_back_button = true; #endif SetMenuClickConfigProvider(window); }
bool Framework::Initialize() { Time::Reset(); if( false == InitializeWindow(_T("Prototype"), GetScreenWidth(), GetScreenHeight() ) ) return false; if( false == InitializeGraphicSystem( GetScreenWidth(), GetScreenHeight() ) ) return false; if( false == InitializeInputSystem() ) return false; m_rpFrameRate = new FrameRate(); DebugFont::GetInstance().Initialize(); return true; }
INT WINAPI wWinMain(HINSTANCE,HINSTANCE,LPWSTR,INT) { (void)HeapSetInformation(NULL, HeapEnableTerminationOnCorruption, NULL, 0); HWND hwnd = 0; if (InitializeApp() && InitializeWindow(&hwnd)) { MessageLoop(hwnd); } CleanUp(); return 0; }
// Creates the window needed for popup menu, then registers a tray icon, as well as // making sure to receive WM_POEPRICERMESSAGE whenever icon is rightclicked. void ShowTrayIcon(){ //Get a window for our tray InitializeWindow(); // Exits if it fails //Load icon image HICON hIcon; hIcon = LoadImage(NULL, "data/icon.ico", IMAGE_ICON, 64, 64, LR_LOADFROMFILE); //hIcon = LoadImage(NULL, IDI_INFORMATION, IMAGE_ICON, 16, 16, LR_SHARED); //Initialize Icon nIconData.cbSize = sizeof(NOTIFYICONDATA); nIconData.hWnd = hwnd; nIconData.uID = 100; nIconData.uCallbackMessage = WM_POEPRICERMESSAGE; nIconData.hIcon = hIcon; strcpy(nIconData.szTip, "PoEPricer"); nIconData.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP; Shell_NotifyIcon(NIM_ADD, &nIconData); }
void InitializeConfirmationWindow(Window *window, TextLayer *exitText, TextLayer *yesText, TextLayer *noText) { InitializeWindow(window, "Exit", true); InitializeTextLayer(exitText, exitFrame, fonts_get_system_font(FONT_KEY_GOTHIC_24_BOLD)); text_layer_set_text(exitText, "Exit?"); text_layer_set_text_alignment(exitText, GTextAlignmentCenter); layer_add_child(&window->layer, &exitText->layer); InitializeTextLayer(yesText, yesFrame, fonts_get_system_font(FONT_KEY_GOTHIC_18_BOLD)); text_layer_set_text(yesText, "Yes"); layer_add_child(&window->layer, &yesText->layer); InitializeTextLayer(noText, noFrame, fonts_get_system_font(FONT_KEY_GOTHIC_18_BOLD)); text_layer_set_text(noText, "No"); layer_add_child(&window->layer, &noText->layer); }
int main(int argc, char** argv) { App app; // Create a GLUT window InitializeWindow(argc, argv, WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE, &app); // Initialize that app if (!app.Init()) { fprintf(stderr, "Failed to initialize app.\n"); system("pause"); return 17; } return 0; }
void Client::StartupOgre() { Ogre::LogManager* logMgr = OGRE_NEW Ogre::LogManager; logMgr->createLog("DefaultLog", true, false, false); mOgreRoot = new Ogre::Root("../data/config/plugins.cfg"); // setup resources // Load resource paths from config file Ogre::ConfigFile cf; cf.load("../data/config/resources.cfg"); // Go through all sections & settings in the file Ogre::ConfigFile::SectionIterator seci = cf.getSectionIterator(); Ogre::String secName, typeName, archName; while(seci.hasMoreElements()) { secName = seci.peekNextKey(); Ogre::ConfigFile::SettingsMultiMap *settings = seci.getNext(); Ogre::ConfigFile::SettingsMultiMap::iterator i; for(i = settings->begin(); i != settings->end(); ++i) { typeName = i->first; archName = i->second; Ogre::ResourceGroupManager::getSingleton().addResourceLocation( archName, typeName, secName); } } // configure // Show the configuration dialog and initialise the system if(!(mOgreRoot->restoreConfig() || mOgreRoot->showConfigDialog())) { exit(0); } mWindow = mOgreRoot->initialise(true, "Client Window"); // Set default mipmap level (NB some APIs ignore this) Ogre::TextureManager::getSingleton().setDefaultNumMipmaps(5); // initialise all resource groups // Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); Ogre::ResourceGroupManager::getSingleton().initialiseResourceGroup("Basics"); Ogre::ResourceGroupManager::getSingleton().initialiseResourceGroup("GUI"); InitializeWindow(); // ogre loaded }
MixedApp::MixedApp(HINSTANCE instance) : Window(nullptr) { #if HACK_GENERATE_GAUSSIAN_KERNEL // Move this somewhere else! float o = 0.9f; // scale float matrix[7]{}; // -3 to 3 float sum = 0.f; for (int i = -3; i <= 3; ++i) { matrix[i + 3] = exp(-(i * i) / (2 * o * o)) / sqrtf(2 * XM_PI * (o * o)); sum += matrix[i + 3]; } // Normalize for (int i = -3; i <= 3; ++i) { matrix[i + 3] = matrix[i + 3] / sum; } #endif CoInitializeEx(nullptr, COINIT_MULTITHREADED); HRESULT hr = CoCreateInstance(CLSID_WICImagingFactory, nullptr, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&WicFactory)); CHECKHR(hr, L"Failed to create WIC factory. hr = 0x%08x.", hr); InitializeWindow(instance); Renderer.reset(new ::Renderer(Window)); uint32_t width = 0, height = 0; std::unique_ptr<uint8_t[]> pixels = LoadImageFile(L"car2.jpg", &width, &height); Color = Renderer->CreateColorImage(width, height, (const uint32_t*)pixels.get()); Lum = Renderer->CreateLuminanceImage(width, height, nullptr); Norm = Renderer->CreateNormalsImage(width, height, nullptr); Blurred = Renderer->CreateColorImage(width, height, nullptr); Edges1 = Renderer->CreateLuminanceImage(width, height, nullptr); Edges2 = Renderer->CreateLuminanceImage(width, height, nullptr); Renderer->ColorToLum(Color, Lum); Renderer->LumToNormals(Lum, Norm); Renderer->Gaussian(Color, Blurred); Renderer->EdgeDetect(Color, Edges1); Renderer->EdgeDetect(Blurred, Edges2); }
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { // Initialisiere und Registriere das Fenster. if (!InitializeWindow(hInstance, nShowCmd, Width, Height, true)) { MessageBox(0, L"Window Initialization - Failed", L"Error", MB_OK); return 0; } //Initialisiere Direct3D if (!InitializeDirect3d11App(hInstance)) { MessageBox(0, L"Direct3D Initialization - Failed", L"Error", MB_OK); return 0; } //Initialisiere die Szene if (!InitScene()) { MessageBox(0, L"Scene Initialization - Failed", L"Error", MB_OK); return 0; } // im der messageloop() Schleife läuft das eigentliche Programm ab. messageloop(); //Räume auf ReleaseObjects(); return 0; }
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) { GameEngine engine; InitializeWindow(&engine); InitializeEngine(&engine); InitializeResource(); if (engine.Initialize()) { g_hWnd = engine.GethWnd(); game->Start(); engine.Start(); } else { MessageBox(NULL, "´´½¨´°¿Úʧ°Ü", NULL, MB_OK); } return 0; }
/** Initialize Window's private member variables **/ Window::Window(int width, int height, wstring windowTitle) : _clientWidth(width), _clientHeight(height), _hInstance(0), _hWnd(0), _maximized(false), _minimized(false), _resizing(false), _windowTitle(windowTitle) { InitializeWindow(); }
void Input::Initialize() { for(int i = 0; i < MAX_PLAYERS; ++i) playerControllers[i] = 0; mousePosition[0] = mousePosition[1] = 0; #if defined(_WIN32) InitializeWindow(); keyBindings[A] = VK_SPACE; keyBindings[B] = 'X'; keyBindings[X] = 'E'; keyBindings[Y] = 'R'; keyBindings[START] = VK_ESCAPE; keyBindings[SELECT] = VK_RETURN; keyBindings[L_SHOULDER] = VK_OEM_MINUS; keyBindings[R_SHOULDER] = VK_OEM_PLUS; keyBindings[D_RIGHT] = VK_END; keyBindings[D_UP] = VK_PRIOR; keyBindings[D_LEFT] = VK_HOME; keyBindings[D_DOWN] = VK_NEXT; keyBindings[NUM_BUTTONS + L_TRIGGER] = VK_OEM_4; keyBindings[NUM_BUTTONS + R_TRIGGER] = VK_OEM_6; keyBindings[NUM_BUTTONS + A_RIGHT] = 'D'; keyBindings[NUM_BUTTONS + A_UP] = 'W'; keyBindings[NUM_BUTTONS + A_LEFT] = 'A'; keyBindings[NUM_BUTTONS + A_DOWN] = 'S'; #elif defined(__linux__) RegisterMonitor(); #endif #if defined(X11) display = XOpenDisplay(NULL); window = DefaultRootWindow(display); // create transparent cursor for when mouse is in relative-movement mode { static char noData[] = { 0 }; XColor black = { 0 }; Pixmap blankBitmap = XCreateBitmapFromData(display, window, noData, 1, 1); invisibleCursor = XCreatePixmapCursor(display, blankBitmap, blankBitmap, &black, &black, 0, 0); XFreePixmap(display, blankBitmap); } keyBindings[A] = GetScanCode(XK_space); keyBindings[B] = GetScanCode('X'); keyBindings[X] = GetScanCode('E'); keyBindings[Y] = GetScanCode('R'); keyBindings[START] = GetScanCode(XK_Escape); keyBindings[SELECT] = GetScanCode(XK_Return); keyBindings[L_SHOULDER] = GetScanCode(XK_minus); keyBindings[R_SHOULDER] = GetScanCode(XK_plus); keyBindings[D_RIGHT] = GetScanCode(XK_End); keyBindings[D_UP] = GetScanCode(XK_Prior); keyBindings[D_LEFT] = GetScanCode(XK_Home); keyBindings[D_DOWN] = GetScanCode(XK_Next); keyBindings[NUM_BUTTONS + L_TRIGGER] = GetScanCode(XK_bracketleft); keyBindings[NUM_BUTTONS + R_TRIGGER] = GetScanCode(XK_bracketright); keyBindings[NUM_BUTTONS + A_RIGHT] = GetScanCode('D'); keyBindings[NUM_BUTTONS + A_UP] = GetScanCode('W'); keyBindings[NUM_BUTTONS + A_LEFT] = GetScanCode('A'); keyBindings[NUM_BUTTONS + A_DOWN] = GetScanCode('S'); #endif DetectControllers(); }
void Run() { SetKey(GLFW_KEY_ESCAPE, std::bind(&Terminate)); deltaTime = 1.0 / 60.0; InitializeWindow(); //Init values and objects // Build the broadphase btBroadphaseInterface* broadphase = new btDbvtBroadphase(); // Set up the collision configuration and dispatcher btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration); // The actual physics solver btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver; // The world. btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); world->setGravity(btVector3(0, -9.82f*METER, 0)); Terrain testObj = Terrain(world); Object* terrain = &testObj; objects.push_back(terrain); Anatomy testOrg = Anatomy(world); Object* testOrgP = &testOrg; objects.push_back(testOrgP); //timer info for loop double t = 0.0f; double currentTime = glfwGetTime(); double accumulator = 0.0f; glfwPollEvents(); //stop loop when glfw exit is called glfwSetCursorPos(mainThread, SCREEN_SIZE.x / 2.0f, SCREEN_SIZE.y / 2.0f); while (!glfwWindowShouldClose(mainThread)) { double newTime = glfwGetTime(); double frameTime = newTime - currentTime; //std::cout << "FPS:: " <<1.0f / frameTime << std::endl; //setting up timers if (frameTime > 0.25) { frameTime = 0.25; } currentTime = newTime; accumulator += frameTime; //# of updates based on accumulated time while (accumulator >= deltaTime) { MouseInput();//update mouse change glfwPollEvents(); //executes all set input callbacks CameraInput(); //bypasses input system for direct camera manipulation Update(deltaTime); //updates all objects based on the constant deltaTime. world->stepSimulation(deltaTime, 10); t += deltaTime; accumulator -= deltaTime; } //draw glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Draw(); glfwSwapBuffers(mainThread); } //cleanup delete world; delete solver; delete dispatcher; delete collisionConfiguration; delete broadphase; }