/* 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, "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::GetSetting(gui, "Button2", "hidden", hidden); hidden = !hidden; GUI::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 ******************************************************************************/