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This was SVN commit r37.
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Gee 2003-11-06 03:27:20 +00:00
parent 66d8030d89
commit fd1cd7ab28

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/*
MAIN.CPP
Source
Nemesis Multimedia Framework Copyright (c) Gustav Larsson
_______________________________________________________________________________
******************************************************************************/
//-----------------------------------------------------------------------------
// IMPLEMENTATION HEADERS
//=============================================================================
//#pragma comment(lib,"../debug/nemesis.lib")
///#include "nemesis.h"
#include "GUI.h"
///using namespace NEM_STL;
//-----------------------------------------------------------------------------
// IMPLEMENTATION PRIVATE DEFINITIONS / ENUMERATIONS / SIMPLE TYPEDEFS
//=============================================================================
//-----------------------------------------------------------------------------
// IMPLEMENTATION PRIVATE CLASS PROTOTYPES / EXTERNAL CLASS REFERENCES
//=============================================================================
//-----------------------------------------------------------------------------
// IMPLEMENTATION PRIVATE STRUCTURES / UTILITY CLASSES
//=============================================================================
//-----------------------------------------------------------------------------
// IMPLEMENTATION PRIVATE DATA
//=============================================================================
//-----------------------------------------------------------------------------
// INTERFACE DATA (GLOBALS)
//=============================================================================
///nemInput input;
///nemFontNTF font;
///nemConsoleGUIdefault consoleGUI;
//-----------------------------------------------------------------------------
// IMPLEMENTATION PRIVATE FUNCTION PROTOTYPES
//=============================================================================
//-----------------------------------------------------------------------------
// IMPLEMENTATION PRIVATE FUNCTIONS
//=============================================================================
/*/*
void cmd_show_console(nemConsole& c, const string& strArguments)
{
bool bArg, bResult;
bResult = string2bool(strArguments, bArg);
// Reset console string
g_strConsole = "";
if (strArguments == "")
{
// toggle
c.pGUI->active = !c.pGUI->active;
}
else
if (!bResult)
{
c.submit("echo Error! Invalid paramter");
}
else c.pGUI->active = bArg;
}
*/
CGUI gui;
CButton *button2;
//-----------------------------------------------------------------------------
// INTERFACE FUNCTIONS
//=============================================================================
// nemInit
// ------------------------------------------------------------------| Function
// Initalization goes here
bool nemInit()
{
/*/*
g_console.inputVariable("sys_windowName", nemConsoleVariable::createString("Test This") );
// Init console gui
consoleGUI.init(&font);
g_console.inputCommand("show_console", nemConsoleCommand(&cmd_show_console));
// Setup console gui
g_console.initUI(&consoleGUI, &input, 100);
g_console.submit("exec config.cfg");
g_console.pGUI->active = true;
// Init window, or quit
if (!g_window.init())
return 0;
input.init(NEM_KEYBOARD | NEM_MOUSE);
*/
gui.Initialize(/*/*&input*/);
gui.LoadXMLFile("hello.xml");
gui.LoadXMLFile("sprite1.xml");
return true;
}
// nemInitGL
// ------------------------------------------------------------------| Function
// Initalization of GL goes here
// will be called when switching to fullscreen and similiar
bool nemInitGL()
{
glShadeModel(GL_SMOOTH);
glClearColor(1.0f, 1.0f, 1.5f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
/// font.init("Small.ntf");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
/// font.print(g_screenWidth/2, g_screenHeight/2, CENTER, "<black>Loading...");
/// g_window.swapBuffers();
return true;
}
// nemMain
// ------------------------------------------------------------------| Function
// will continuously be called
bool nemMain()
{
/*/*
input.update();
g_console.update();
*/
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glLoadIdentity();
gui.Process();
//if (res2 != PS_OK)
// g_console.submit("echo %s", res2);
/// if (input.kbPress(NEMK_G))
{
//button2 = gui.
/* bool hidden;
GUI<bool>::GetSetting(gui, "Button2", "hidden", hidden);
hidden = !hidden;
GUI<bool>::SetSetting(gui, "Button2", "hidden", hidden);
g_console.submit("echo G %s", (hidden?"true":"false"));
*/ }
// nemPush2D();
gui.Draw();
/*
glDisable(GL_DEPTH_TEST);
glBegin(GL_LINE_LOOP);
glColor3f(1,0,0);
glVertex2i(input.mPosX, input.mPosY);
glVertex2i(input.mPosX, input.mPosY-18);
glVertex2i(input.mPosX+10, input.mPosY-12);
glEnd();
glEnable(GL_DEPTH_TEST);
nemPop2D();
*/
//g_console.submit("echo --");
/// g_console.draw();
// finish up drawing
/// g_window.swapBuffers();
return true;
}
// nemShutdown
// ------------------------------------------------------------------| Function
// All shutdown goes here
bool nemShutdown()
{
/*/* input.shutdown();
font.shutdown();
consoleGUI.shutdown();
*/
gui.Destroy();
return true;
}
//-----------------------------------------------------------------------------
// INTERFACE CLASS BODIES
//=============================================================================
/* End of MAIN.CPP
******************************************************************************/