void Brixpath::init() { //Init system stuff Iw2DInit(); IwResManagerInit(); IwGxFontInit(); //read resources IwGetResManager()->LoadGroup("brixpath.group"); _backgroundImage = Iw2DCreateImageResource("3px"); // Initialize evil classes g_Input.Init(); g_ColorManager.initialize(); g_FontManager.initialize(); g_GameStateManager.initialize(); //Load leveles g_LevelsManager.initializeFromFile("test.json"); _gameStateData.gameLevel = 0; _gameStateData.currentScene = MAIN_MENU_SCENE; _gameStateData.switchToScene = MAIN_MENU_SCENE; //levels should be initialize only after Iw2d and similar stuff is initialized; _sceneManager = new ScenesManager(&_gameStateData); _scene = _sceneManager->getActiveScene(); //and start drawing scene _scene->capture(); };
/* Name Game::initialise Syntax Game::initialise() Brief Initialises the modules used by the game */ void Game::initialise() { // Initialise the IwGx drawing module IwGxInit(); // Initialise Iw2D drawing module Iw2DInit(); // Initialise IwResManager resource manager IwResManagerInit(); int32 result = dzArchiveAttach("ConstructsResources-gles1.dz"); if (result == S3E_RESULT_ERROR) { int banana = 40; } // Create Input input_ = Input::instance(); input_->initialise(); // Set initial state for the game currentState_ = new TitleState; // ;PlayState TitleState currentState_->initialise(); }
int main() { IwGxInit(); IwGxSetColClear(0, 0, 0xff, 0xff); IwResManagerInit(); Iw2DInit(); setupTextures(); registerInput(); const int textWidth = s3eDebugGetInt(S3E_DEBUG_FONT_SIZE_WIDTH); const int textHeight = s3eDebugGetInt(S3E_DEBUG_FONT_SIZE_HEIGHT); const int width = s3eSurfaceGetInt(S3E_SURFACE_WIDTH); const int height = s3eSurfaceGetInt(S3E_SURFACE_HEIGHT); sprintf(g_debugButtonEvent, "ButtonEvent:"); sprintf(g_debugKeyEvent, "KeyEvent:"); sprintf(g_debugMotionEvent, "MotionEvent:"); sprintf(g_debugTouchEvent, "TouchEvent:"); sprintf(g_debugTouchMotionEvent, "TouchMotionEvent:"); while (!s3eDeviceCheckQuitRequest()) { render(); // Yield until unyield is called or a quit request is recieved s3eDeviceYield(S3E_DEVICE_YIELD_FOREVER); } destroyTextures(); Iw2DTerminate(); IwResManagerTerminate(); IwGxTerminate(); return 0; }
//----------------------------------------------------------------------------- void HexMapTest::Init() { zoom = 1.0f; rotation = 0.0f; screenTranslationX = 0; screenTranslationY = 0; // Initialise the input system g_Input.Init(); // Initialise vectors s_left = CIwVec3::g_AxisX; s_up = -CIwVec3::g_AxisY; s_Angles = CIwSVec3::g_Zero; s_cameraPos = CIwVec3(0, 0, -0x80); // Initialise view matrix s_viewMatrix = CIwMat::g_Identity; s_viewMatrix.SetTrans(s_cameraPos); s_viewMatrix.LookAt( s_viewMatrix.GetTrans(), CIwVec3::g_Zero, -CIwVec3::g_AxisY); // Initialise IwGxInit(); IwResManagerInit(); // Set screen clear colour IwGxSetColClear(0x40, 0x40, 0x40, 0x00); // Turn all lighting off IwGxLightingOff(); // Set field of view IwGxSetPerspMul(0xa0); // Set near and far planes IwGxSetFarZNearZ(0x1000, 0x10); // Create empty texture object s_BitMapTexture = new CIwTexture; // Load image data from disk into texture s_BitMapTexture->LoadFromFile("./textures/testTexture_8bit.bmp"); // "Upload" texture to VRAM s_BitMapTexture->Upload(); // Set the view matrix along the -ve z axis CIwMat view = CIwMat::g_Identity; view.t.z = -0x100; IwGxSetViewMatrix(&view); IwGetResManager()->LoadGroup("TileRes.group"); pGroup = IwGetResManager()->GetGroupNamed("TileRes"); hexGrid = new HexGrid(hexGridMaxX, hexGridMaxY, textureMaxX, textureMaxY); hexGrid->setTexture(IW_TEXTURE(pGroup,"grid"),textureMaxX,textureMaxY); s_ModelMatrix.SetIdentity(); }
void ResourceManager::init() { IwSoundInit(); IwResManagerInit(); #ifdef IW_BUILD_RESOURCES IwGetResManager()->AddHandler(new CIwResHandlerWAV); #endif IwGetResManager()->LoadGroup("sounds.group"); imgs = new map<string, SImg>(); sounds = new map<int, Sound>(); }
int main() { IwGxInit(); IwResManagerInit(); doMain(); IwResManagerTerminate(); IwGxTerminate(); return 0; }
void Game::Init() { IwGxInit(); IwGraphicsInit(); IwResManagerInit(); #ifdef IW_BUILD_RESOURCES IwGetTextParserITX()->SetAssertOnUnrecognisedTokens( false ); IwGetResManager()->AddHandler( new CIwResHandlerWAV ); #endif IW_CLASS_REGISTER( Collision ); IW_CLASS_REGISTER( CStatic ); IW_CLASS_REGISTER( CDynamic ); IW_CLASS_REGISTER( CLocator ); IwGxSetColClear( 0x40, 0x40, 0x40, 0x00 ); LocaliseInit(); m_font = FontManager::GetInstance(); m_menuManager = MenuManager::GetInstance(); m_touchManager = TouchManager::GetInstance(); m_touchManager->Init(); m_accelerometerManager = AccelerometerManager::GetInstance(); m_accelerometerManager->Init(); m_webManager = WebManager::GetInstance(); m_webManager->Init(); m_config = Config::GetInstance(); m_config->Init(); m_soundManager = SoundManager::GetInstance(); m_soundManager->Init(); m_scriptManager = ScriptManager::GetInstance(); m_scriptManager->Init(); m_shaderManager = ShaderManager::GetInstance(); m_shaderManager->Init(); m_postProcessing = PostProcessing::GetInstance(); m_postProcessing->Init(); GameState::InitStatesStack(); GameState::SetState( new GS_Loading() ); }
void Game::mainLoop() { // initialize deltaTime = 0; // TODO: create a config file and move these there const uint64 TARGET_FRAME_MS = 16; const uint64 MAX_FRAME_MS = 100; // init assets AssetFactory::getInstance().init(); //init resource manager #ifdef IW_BUILD_RESOURCES IwGetResManager()->AddHandler(new CIwResHandlerWAV); #endif #ifdef _DEBUG IwGetResManager()->LoadGroup("TestLevel.group"); #endif // create level //LevelManager::getInstance().pushLevel(new MainMenu(this)); LevelManager::getInstance().pushLevel(new TestLevel()); LevelManager::getInstance().getActiveLevel()->initialize(); // init input Input::getInstance(); //Init sound and resmanager //IwGxInit(); //Iw2DInit(); //Iw2DSetAlphaMode(IW_2D_ALPHA_HALF); IwSoundInit(); IwResManagerInit(); IwGetResManager()->LoadGroup("TestLevel.group"); // loop while( !quit ) { //s3eDeviceYield(0); // S3E applications should yield frequently uint64 time = s3eTimerGetMs(); if ( s3eDeviceCheckQuitRequest() ) { quit = true; } IwGetSoundManager()->Update(); update(); render(); deltaTime = s3eTimerGetMs() - time; int yield = 0; if (deltaTime < TARGET_FRAME_MS) { yield = TARGET_FRAME_MS - deltaTime; deltaTime = TARGET_FRAME_MS; } else if (deltaTime > MAX_FRAME_MS) { deltaTime = MAX_FRAME_MS; } s3eDeviceYield(yield); } // clean up Input::getInstance().unregister(); IwSoundTerminate(); IwResManagerTerminate(); Iw2DTerminate(); }
int main(int argc, char* argv[]) { g_pointerdown = false; FillDefaultLocalScores(); // Initialisation of Airplay Studio modules Iw2DInit(); // Initialise support for rendering with the standard SW renderer IwGxLightingOff(); IwResManagerInit(); Load(); int16 sw = (int16)Iw2DGetSurfaceWidth(); int16 sh = (int16)Iw2DGetSurfaceHeight(); PAL_InitData_t palInitData; SC_Error_t retCode = SC_Client_New(&g_client, &palInitData, SC_TEST_GAME_ID, SC_TEST_GAME_SECRET, "AIW"); if (retCode != SC_OK) s3eDebugAssertShow(S3E_MESSAGE_CONTINUE_STOP, "Failed to create SC_Client"); IwGetResManager()->LoadGroup("fonts.group"); LoadGlobalImages(); LoadMainControls(); game = new CGame(); mainmenu = new CMainMenu(); profile = new CProfile(); scores = new CScores(); mainmenu->Load(); game->Load(); profile->Load(); scores->Load(); CBaseScene *curscene = (CBaseScene *)mainmenu; g_curSceneType = stMainMenu; uint32 timer = (uint32)s3eTimerGetMs(); g_AccelerometerEnabled = (s3eAccelerometerStart() == S3E_RESULT_SUCCESS); while(curscene) { s3eDeviceYield(0); //// Check for user quit if (s3eDeviceCheckQuitRequest()) break; int delta = uint32(s3eTimerGetMs()) - timer; timer += delta; // Make sure the delta-time value is safe if (delta < 0) delta = 0; if (delta > 100) delta = 100; if (g_AccelerometerEnabled) { if (!g_waiting) { if (g_errorDialog->Get_Visible()) { if (UpdatePointer() == petDown) CloseErrorDlg(); else g_errorDialog->Update(delta); } else { switch (UpdatePointer()) { case petNone: break; case petDown: curscene->PointerDown(g_pointerx, g_pointery); break; case petUp: curscene->PointerUp(g_pointerx, g_pointery); break; case petMove: curscene->PointerMove(g_pointerx, g_pointery); break; } curscene->Update(delta); } } curscene->Render(); if (g_waiting) { Iw2DSetColour(0xeeffffff); Iw2DFillRect(CIwSVec2(0, 0), CIwSVec2(sw, sh)); Iw2DSetColour(0xff000000); Iw2DSetFont(g_font); Iw2DDrawString(g_waitcaption, CIwSVec2(0, 0), CIwSVec2(sw, sh), IW_2D_FONT_ALIGN_CENTRE, IW_2D_FONT_ALIGN_CENTRE); } if (g_errorDialog->Get_Visible()) { g_errorDialog->Render(); } } Iw2DSurfaceShow(); switch (g_curSceneType) { case stNone: curscene = 0; break; case stMainMenu: { if (curscene != (CBaseScene *)mainmenu) { curscene = (CBaseScene *)mainmenu; curscene->Show(); } } break; case stGame: { if (curscene != (CBaseScene *)game) { curscene = (CBaseScene *)game; curscene->Show(); } }break; case stProfile: { if (curscene != (CBaseScene *)profile) { curscene = (CBaseScene *)profile; curscene->Show(); } }break; case stScores: { if (curscene != (CBaseScene *)scores) { curscene = (CBaseScene *)scores; curscene->Show(); } }break; } } Save(); delete game; delete mainmenu; delete profile; delete scores; SC_Client_Release(g_client); UnloadGlobalImages(); UnloadMainControls(); if (g_AccelerometerEnabled) s3eAccelerometerStop(); // Terminate system modules IwResManagerTerminate(); Iw2DTerminate(); return 0; }
void CIwGamePlatformOtherMarm::InitResManager() { IwResManagerInit(); }