GameApi 28
Library used by GameApi Builder tool
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Main.cc File Reference
#include <GL/glew.h>
#include <iostream>
#include "Pieces.hh"
#include "Map.hh"
#include "Effect.hh"
#include "Midplay.hh"
#include <fstream>
#include "Language.hh"
#include "VolumeObjects.hh"
#include "Tree.hh"
#include "Widgets.hh"
#include "Category.hh"
#include "Coordinates.hh"
#include "Shader.hh"
#include "Triangle.hh"
#include "Game.hh"
#include "Editor.hh"
#include "Equalizer.hh"
#include "Web.hh"
#include "Functions.hh"
#include "ShaderExpr.hh"
#include "Font.hh"
#include "FontEditor.hh"
#include "GameApi.hh"
#include "KeyFrameEditor.hh"
#include "Parser.hh"
#include "GameApi_low.hh"
#include "stb_image.h"
#include "stb_image_write.h"
Include dependency graph for Main.cc:

Classes

class  Timer
struct  savecontext

Macros

#define VIRTUAL_REALITY   1
#define SDL2_USED
#define NO_SDL_GLEXT
#define USE_GLEW   1
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define STBI_NO_BMP
#define STBI_NO_PSD
#define STBI_NO_TGA
#define STBI_NO_HDR
#define STBI_NO_PIC
#define STBI_NO_PNM

Functions

BufferRef CopyFromSDLSurface (Low_SDL_Surface *surf)
GLTFModelInterface * find_gltf (GameApi::Env &e, GameApi::TF tf)
void initialize_low (int flags)
IMPORT void check_vr_compositor_init ()
IMPORT void check_vr_overlay_init ()
void * thread_func_bitmap (void *data)
void glDebugOutput (unsigned int source, unsigned int type, unsigned int id, unsigned int severity, int length, const char *message, const void *userParam)
void initDebugCallback ()
Low_SDL_Surface * InitSDL2 (int scr_x, int scr_y, bool vblank, bool antialias, bool resize, bool vr_init)
Low_SDL_Surface * InitSDL (int scr_x, int scr_y, bool vblank, bool antialias)
void GameApiTest (GameApi::EveryApi &e)
void GameApiTest2 (GameApi::EveryApi &e)
void GameApiTest3 (GameApi::EveryApi &e)
void Game (GameApi::EveryApi &e)
int mainxxx (int argc, char *argv[])
void Execute2 (FrameAnim &f)
void Execute2 (FrameAnim &f, EventSurface &surf)
void Execute (FrameAnim &f, Low_SDL_Surface *screen)
void InitFrameAnim (FrameAnim &f, Low_SDL_Surface *screen)
void DisplayFrame (FrameAnim &f, Low_SDL_Surface *screen, float time)
void CleanupFrameAnim (FrameAnim &f, Low_SDL_Surface *surf)
void PreCalcExecute (Render &rend, FrameAnim &f, float duration, int numframes)
GameApi::ASyncVec * g_convert (std::vector< unsigned char, GameApiAllocator< unsigned char > > *vec)
void g_png_store_write_func (void *context, void *data, int size)
Bitmap< Color > * find_bitmap2 (GameApi::Env &e, GameApi::BM bm)
BufferRef LoadImageFromString (const std::vector< unsigned char > &buffer, bool &success)
BufferRef LoadImage (std::string filename, bool &success)
void save_write_func (void *context, void *data, int size)
void save_write_func2 (void *context, void *data, int size)
void SaveImage (std::vector< unsigned char > &res, BufferRef ref)
void SaveImage (BufferRef ref, std::string filename)
Low_SDL_Surface * init_sdl_surface_framebuffer (int scr_x, int scr_y)
Low_SDL_Surface * init_iot_surface_framebuffer (int scr_x, int scr_y)
Low_SDL_Surface * init_2nd_display (int scr_x, int scr_y)

Variables

IMPORT wl_display * g_wl_display = 0
IMPORT wl_surface * g_wl_surface = 0
IMPORT wl_shell_surface * g_wl_shell_surface = 0
bool g_vr_enable
IMPORT Low_SDL_Window * sdl_window
bool exit2 = false
Low_SDL_GLContext g_context
std::string g_gpu_vendor
IMPORT int g_display_width = 1200
IMPORT int g_display_height = 1024
void *(* g_thread_func_bitmap )(void *data)
Low_SDL_Window * sdl_framebuffer_window = 0
Low_SDL_Surface * sdl_framebuffer = 0
Low_SDL_Window * sdl_display2_window = 0
Low_SDL_Surface * sdl_display2_framebuffer = 0
Low_SDL_GLContext context_display2
IMPORT const char * g_videodriver =0

Macro Definition Documentation

◆ NO_SDL_GLEXT

#define NO_SDL_GLEXT

◆ SDL2_USED

#define SDL2_USED

◆ STB_IMAGE_IMPLEMENTATION

#define STB_IMAGE_IMPLEMENTATION

◆ STB_IMAGE_WRITE_IMPLEMENTATION

#define STB_IMAGE_WRITE_IMPLEMENTATION

◆ STBI_NO_BMP

#define STBI_NO_BMP

◆ STBI_NO_HDR

#define STBI_NO_HDR

◆ STBI_NO_PIC

#define STBI_NO_PIC

◆ STBI_NO_PNM

#define STBI_NO_PNM

◆ STBI_NO_PSD

#define STBI_NO_PSD

◆ STBI_NO_TGA

#define STBI_NO_TGA

◆ USE_GLEW

#define USE_GLEW   1

◆ VIRTUAL_REALITY

#define VIRTUAL_REALITY   1

Function Documentation

◆ check_vr_compositor_init()

IMPORT void check_vr_compositor_init ( )
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◆ check_vr_overlay_init()

IMPORT void check_vr_overlay_init ( )
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◆ CleanupFrameAnim()

void CleanupFrameAnim ( FrameAnim & f,
Low_SDL_Surface * surf )

◆ CopyFromSDLSurface()

BufferRef CopyFromSDLSurface ( Low_SDL_Surface * surf)
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◆ DisplayFrame()

void DisplayFrame ( FrameAnim & f,
Low_SDL_Surface * screen,
float time )
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◆ Execute()

void Execute ( FrameAnim & f,
Low_SDL_Surface * screen )
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◆ Execute2() [1/2]

void Execute2 ( FrameAnim & f)
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◆ Execute2() [2/2]

void Execute2 ( FrameAnim & f,
EventSurface & surf )

◆ find_bitmap2()

Bitmap< Color > * find_bitmap2 ( GameApi::Env & e,
GameApi::BM bm )
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◆ find_gltf()

GLTFModelInterface * find_gltf ( GameApi::Env & e,
GameApi::TF tf )

◆ g_convert()

GameApi::ASyncVec * g_convert ( std::vector< unsigned char, GameApiAllocator< unsigned char > > * vec)

◆ g_png_store_write_func()

void g_png_store_write_func ( void * context,
void * data,
int size )
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◆ Game()

void Game ( GameApi::EveryApi & e)

◆ GameApiTest()

void GameApiTest ( GameApi::EveryApi & e)

◆ GameApiTest2()

void GameApiTest2 ( GameApi::EveryApi & e)

◆ GameApiTest3()

void GameApiTest3 ( GameApi::EveryApi & e)

◆ glDebugOutput()

void glDebugOutput ( unsigned int source,
unsigned int type,
unsigned int id,
unsigned int severity,
int length,
const char * message,
const void * userParam )
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◆ init_2nd_display()

Low_SDL_Surface * init_2nd_display ( int scr_x,
int scr_y )
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◆ init_iot_surface_framebuffer()

Low_SDL_Surface * init_iot_surface_framebuffer ( int scr_x,
int scr_y )

◆ init_sdl_surface_framebuffer()

Low_SDL_Surface * init_sdl_surface_framebuffer ( int scr_x,
int scr_y )
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◆ initDebugCallback()

void initDebugCallback ( )

◆ InitFrameAnim()

void InitFrameAnim ( FrameAnim & f,
Low_SDL_Surface * screen )
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◆ initialize_low()

void initialize_low ( int flags)
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◆ InitSDL()

Low_SDL_Surface * InitSDL ( int scr_x,
int scr_y,
bool vblank,
bool antialias )
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◆ InitSDL2()

Low_SDL_Surface * InitSDL2 ( int scr_x,
int scr_y,
bool vblank,
bool antialias,
bool resize,
bool vr_init )
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◆ LoadImage()

BufferRef LoadImage ( std::string filename,
bool & success )
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◆ LoadImageFromString()

BufferRef LoadImageFromString ( const std::vector< unsigned char > & buffer,
bool & success )
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◆ mainxxx()

int mainxxx ( int argc,
char * argv[] )

◆ PreCalcExecute()

void PreCalcExecute ( Render & rend,
FrameAnim & f,
float duration,
int numframes )

◆ save_write_func()

void save_write_func ( void * context,
void * data,
int size )
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◆ save_write_func2()

void save_write_func2 ( void * context,
void * data,
int size )
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◆ SaveImage() [1/2]

void SaveImage ( BufferRef ref,
std::string filename )
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◆ SaveImage() [2/2]

void SaveImage ( std::vector< unsigned char > & res,
BufferRef ref )

◆ thread_func_bitmap()

void * thread_func_bitmap ( void * data)
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Variable Documentation

◆ context_display2

Low_SDL_GLContext context_display2

◆ exit2

bool exit2 = false

◆ g_context

Low_SDL_GLContext g_context

◆ g_display_height

IMPORT int g_display_height = 1024

◆ g_display_width

IMPORT int g_display_width = 1200

◆ g_gpu_vendor

std::string g_gpu_vendor
extern

◆ g_thread_func_bitmap

void *(* g_thread_func_bitmap) (void *data) ( void * data)
extern

◆ g_videodriver

IMPORT const char* g_videodriver =0

◆ g_vr_enable

bool g_vr_enable
extern

◆ g_wl_display

IMPORT wl_display* g_wl_display = 0

◆ g_wl_shell_surface

IMPORT wl_shell_surface* g_wl_shell_surface = 0

◆ g_wl_surface

IMPORT wl_surface* g_wl_surface = 0

◆ sdl_display2_framebuffer

Low_SDL_Surface* sdl_display2_framebuffer = 0

◆ sdl_display2_window

Low_SDL_Window* sdl_display2_window = 0

◆ sdl_framebuffer

Low_SDL_Surface* sdl_framebuffer = 0

◆ sdl_framebuffer_window

Low_SDL_Window* sdl_framebuffer_window = 0

◆ sdl_window

IMPORT Low_SDL_Window* sdl_window
extern