void Graphics::Init()
	{
		Debug::Log("Graphics::Init");
		
		if (GLEW_OK != glewInit())
		{
			// GLEW failed!
			Debug::Log("glewInit failed!");
			exit(1);
		}

		glEnable(GL_BLEND);
		glDisable(GL_LIGHTING);
		glEnable(GL_TEXTURE_2D);
		glCullFace(GL_BACK);
		//glShadeModel(GL_SMOOTH);	
		glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
		glClearDepth(1.0f);
		glDisable(GL_DEPTH_TEST);
		//glDepthFunc(GL_LEQUAL); 
		//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

		//clear screen
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		ShowBuffer();

		Set2D(800,600);

		//cameraPosition = screenCenter;
		//cameraZoom = Vector2::one;
	}
示例#2
0
文件: Console.cpp 项目: ds-hwang/d2bs
void Console::Show(void)
{
	EnterCriticalSection(&Vars.cConsoleSection);
	ShowBuffer();
	ShowPrompt();
	LeaveCriticalSection(&Vars.cConsoleSection);
}
示例#3
0
文件: Console.cpp 项目: ds-hwang/d2bs
void Console::ToggleBuffer(void)
{
	if(!IsVisible())
		ShowBuffer();
	else
		HideBuffer();
}
示例#4
0
文件: Console.cpp 项目: noah-/d2bs
void Console::ShowPrompt(void) {
    EnterCriticalSection(&Vars.cConsoleSection);
    enabled = true;
    if (!IsVisible())
        ShowBuffer();
    LeaveCriticalSection(&Vars.cConsoleSection);
}
示例#5
0
文件: Console.cpp 项目: noah-/d2bs
void Console::ToggleBuffer(void) {
    EnterCriticalSection(&Vars.cConsoleSection);
    if (!IsVisible())
        ShowBuffer();
    else
        HideBuffer();
    LeaveCriticalSection(&Vars.cConsoleSection);
}
示例#6
0
文件: Console.cpp 项目: ds-hwang/d2bs
void Console::ShowPrompt(void)
{
	EnterCriticalSection(&Vars.cConsoleSection);
	enabled = true;
	if(!IsVisible())
		ShowBuffer();
	prompt->SetIsVisible(true);
	cursor->SetIsVisible(true);
	text->SetIsVisible(true);
	LeaveCriticalSection(&Vars.cConsoleSection);
}
	void Platform::Update()
	{
		XEvent event;

		while (XPending(LinuxPlatform::instance->hDisplay)) {
			XNextEvent(LinuxPlatform::instance->hDisplay, &event);
			switch(event.type) {
			case Expose:
				glViewport(0, 0, width, height);
				ShowBuffer();
				break;
			case KeyPress:
				break;
			}
		}
	}