本文整理汇总了C++中InitApp函数的典型用法代码示例。如果您正苦于以下问题:C++ InitApp函数的具体用法?C++ InitApp怎么用?C++ InitApp使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了InitApp函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: wWinMain
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain(HINSTANCE /*hInstance*/, HINSTANCE /*hPrevInstance*/, LPWSTR /*lpCmdLine*/, int /*nCmdShow*/)
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
#endif
// Disable gamma correction on this sample
DXUTSetIsInGammaCorrectMode(false);
DXUTSetCallbackDeviceChanging(ModifyDeviceSettings);
DXUTSetCallbackMsgProc(MsgProc);
DXUTSetCallbackFrameMove(OnFrameMove);
DXUTSetCallbackD3D11DeviceAcceptable(IsD3D11DeviceAcceptable);
DXUTSetCallbackD3D11DeviceCreated(OnD3D11CreateDevice);
DXUTSetCallbackD3D11SwapChainResized(OnD3D11ResizedSwapChain);
DXUTSetCallbackD3D11FrameRender(OnD3D11FrameRender);
DXUTSetCallbackD3D11SwapChainReleasing(OnD3D11ReleasingSwapChain);
DXUTSetCallbackD3D11DeviceDestroyed(OnD3D11DestroyDevice);
InitApp();
// Force create a ref device so that feature level D3D_FEATURE_LEVEL_11_0 is guaranteed
DXUTInit(true, true, NULL); // Parse the command line, show msgboxes on error
DXUTSetCursorSettings(true, true); // Show the cursor and clip it when in full screen
DXUTCreateWindow(L"OIT11");
DXUTCreateDevice(D3D_FEATURE_LEVEL_11_0, true, g_nFrameWidth, g_nFrameHeight);
DXUTMainLoop(); // Enter into the DXUT render loop
return DXUTGetExitCode();
}
示例2: WinMain
int WINAPI WinMain(HINSTANCE hCurInst, HINSTANCE hPrevInst,
LPSTR lpsCmdLine, int nCmdShow)
{
MSG msg;
BOOL bRet;
HACCEL hAccel; // アクセラレータハンドル
if (!InitApp(hCurInst))
return FALSE;
if (!InitInstance(hCurInst, nCmdShow))
return FALSE;
// アクセラレータテーブルを読み込む
hAccel = LoadAccelerators(hCurInst, TEXT("MYACCEL"));
while ((bRet = GetMessage(&msg, NULL, 0, 0)) != 0) {
if (bRet == -1) {
break;
} else {
if (!TranslateAccelerator(hParent, hAccel, &msg)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
}
return (int)msg.wParam;
}
示例3: main
int16_t main(void)
{
// Initialize IO ports and peripherals.
ConfigureOscillator();
InitApp();
InitAdc();
AtpInit();
odo_init(); // TODO
motion_init(SendDone);
SendBoardId();
__delay_ms(3000);
SendBoardId();
while(1) {
//SendBoardId();
if (odoBroadcast) {
OnGetPos();
}
__delay_ms(odoDelay);
}
}
示例4: main
void main(void)
{
/* Configure the oscillator for the device */
ConfigureOscillator();
/* Initialize I/O and Peripherals for application */
InitApp();
/* everything is an output */
TRISIO = 0;
/* turn off all pins */
GPIO = 0x00000000;
while(1)
{
__delay_ms(100);
/* turn on GPIO pin 2 */
GPIO = 0b00000100;
__delay_ms(100);
/* turn off GPIO pin 2 */
GPIO = 0b00000000;
}
}
示例5: main
void main(void)
{
/* Configure the oscillator for the device */
ConfigureOscillator();
/* Initialize I/O and Peripherals for application */
InitApp();
InitSPI();
InitInterrupts();
LCD_Init();
RF_ConfigReceiver();
LCD_WriteFirstLine("NRF Initialized");
// LCD_Write();
while(1)
{
if(RF_ReceiveFlag == 1){
RF_ResetReceiver();
if(RF_ReceiveBuffer[0] == 0x01){
ToggleLED_B7();
LCD_WriteFirstLine("Receive Action:");
LCD_WriteSecondLine("L-Button Pressed");
}
else if(RF_ReceiveBuffer[0] == 0x02){
ToggleLED_B7();
LCD_WriteFirstLine("Receive Action:");
LCD_WriteSecondLine("R-Button Pressed");
}
}
}
}
示例6: WinMain
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// DXUT will create and use the best device (either D3D9 or D3D10)
// that is available on the system depending on which D3D callbacks are set below
// Set DXUT callbacks
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackD3D10DeviceAcceptable( IsD3D10DeviceAcceptable );
DXUTSetCallbackD3D10DeviceCreated( OnD3D10CreateDevice );
DXUTSetCallbackD3D10SwapChainResized( OnD3D10SwapChainResized );
DXUTSetCallbackD3D10SwapChainReleasing( OnD3D10ReleasingSwapChain );
DXUTSetCallbackD3D10DeviceDestroyed( OnD3D10DestroyDevice );
DXUTSetCallbackD3D10FrameRender( OnD3D10FrameRender );
InitApp();
DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params
DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
DXUTCreateWindow( L"D3D10 Shader Model 4.0 Workshop: Exercise03" );
DXUTCreateDevice( true, 800, 600 );
DXUTMainLoop(); // Enter into the DXUT render loop
return DXUTGetExitCode();
}
示例7: wWinMain
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// DXUT will create and use the best device (either D3D9 or D3D11)
// that is available on the system depending on which D3D callbacks are set below
// Set DXUT callbacks
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( OnKeyboard );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable );
DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice );
DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain );
DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender );
DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain );
DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice );
InitApp();
DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params
DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
DXUTCreateWindow( L"BasicHLSL11" );
DXUTCreateDevice (D3D_FEATURE_LEVEL_11_0, true, 800, 600 );
//DXUTCreateDevice(true, 640, 480);
DXUTMainLoop(); // Enter into the DXUT render loop
return DXUTGetExitCode();
}
示例8: main
int16_t main(void)
{
/* Configure the oscillator for the device */
ConfigureOscillator();
/* Initialize IO ports and peripherals */
InitApp();
TRISBbits.TRISB1 = 0;
TRISBbits.TRISB2 = 0;
TRISAbits.TRISA2 = 0;
LATBbits.LATB1=0;
LATBbits.LATB2=0;
LATAbits.LATA2=0;
IPC0bits.T1IP = 5; //set interrupt priority
PR1 = 32767;
T1CONbits.TON = 1;
T1CONbits.TCS = 1;
T1CONbits.TCKPS = 0;
IFS0bits.T1IF = 0; //reset interrupt flag
IEC0bits.T1IE = 1; //turn on the timer1 interrupt
while(1);
}
示例9: main
void main(void)
{
/* Configure the oscillator for the device */
ConfigureOscillator();
/* Initialize I/O and Peripherals for application */
InitApp();
TRISA = 0x00; // If you use RA2 as an input without first setting it as an output, some charge lingers and the input reads high even if the pin is tied to ground. I have a theory as to why this happens but all I really know for sure is that setting it as output first seems to prevent the weird thing from happening.
for (int x = 0; x < 5; x++) senderAddress [x] = 0x02;
for (int x = 0; x < 5; x++) receiverAddress [x] = 0x01;
uint8_t receivedMessage [9];
//runTests();
//loopReceivingTestMessage();
loopSendingTestMessage();
nerf_init (&TRISA, &LATA, &PORTA, &TRISB, &LATB, &PORTB, receiverAddress);
while (true){
nerf_receiveAndRespondToCommand();
}
}
示例10: main
void main(void) {
int count;
unsigned int adcValue = 0;
unsigned int adcValueOld = 0;
char buffer[16];
ConfigureOscillator();
InitApp();
lcd_init();
lcd_enable();
lcd_cursor_off();
lcd_test();
lcd_pos(2, 1);
while (1) {
ConvertADC();
while (BusyADC());
adcValue = ReadADC();
if (adcValue != adcValueOld) {
lcd_clear();
lcd_pos(1, 1);
memset(&buffer[0], 0, sizeof(buffer));
sprintf(&buffer[0], "Valor: %.4u %.3u%%", adcValue, (int)(((float)adcValue / 1024) * 100));
lcd_write_buffer(buffer, strlen(buffer));
adcValueOld = adcValue;
}
__delay_ms(20);
}
}
示例11: acrxEntryPoint
AcRx::AppRetCode
acrxEntryPoint(AcRx::AppMsgCode msg, void* pkt)
{
switch(msg)
{
case AcRx::kInitAppMsg:
acrxUnlockApplication(pkt);
acrxRegisterAppMDIAware(pkt);
InitApp();
break;
case AcRx::kUnloadAppMsg:
acedRegCmds->removeGroup(_T("DYNBLKAPP"));
if (pPts)
{
ACRX_PROTOCOL_REACTOR_LIST_AT(AcDbBlockTableRecord::desc(),
AsdkInsertionPoints::desc())->removeReactor(pPts);
delete pPts;
pPts = NULL;
}
break;
default:
break;
}
return AcRx::kRetOK;
}
示例12: wWinMain
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPWSTR lpCmdLine, int nCmdShow )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// Disable gamma correction on this sample
DXUTSetIsInGammaCorrectMode( false );
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackMouse( MouseProc );
DXUTSetCallbackKeyboard( OnKeyboard );
DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable );
DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice );
DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain );
DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender );
DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain );
DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice );
InitApp();
DXUTInit( true, true );
DXUTSetCursorSettings( true, true );// Show the cursor and clip when in full screen
DXUTCreateWindow( L"Contact Hardening Shadows - Direct3D 11" );
DXUTCreateDevice( D3D_FEATURE_LEVEL_11_0, true, 800, 600 );
DXUTMainLoop(); // Enter into the DXUT render loop
return DXUTGetExitCode();
}
示例13: wWinMain
// main 함수 임
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice );
DXUTSetCallbackD3D9DeviceReset( OnResetDevice );
DXUTSetCallbackD3D9FrameRender( OnFrameRender );
//focus를 상실했을 때. 즉 창모드/전체화면 모드 변경시 처리 과정
DXUTSetCallbackD3D9DeviceLost( OnLostDevice );
DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
//update 역할, 렌더 직전에 변경사항 적용하는 부분
DXUTSetCallbackFrameMove( OnFrameMove );
//조명 초기화
InitApp();
//키보드 단축키를 받아 처리하도록 하는 플래그 설정 함수
DXUTSetHotkeyHandling( true, true, true );
DXUTCreateWindow( L"BasicHLSL" );
DXUTCreateDevice( true, 640, 480 );
// main 무한 루프
// 무한 루프 중 세팅되는 값들을 적용해 화면에 표시함
DXUTMainLoop();
return DXUTGetExitCode();
}
示例14: WinMain
// ------------------------------------------------------------------------------------------
// WinMain
// ------------------------------------------------------------------------------------------
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg;
if(!InitApp(hInst, nCmdShow))
CDXError( NULL , "could not initialize CDX application" );
while(1)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))
{
if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else if(bActive)
{
// clear screen
Screen->GetBack()->Fill(0);
// draw menu
CurrentMenu->Draw(300, 150);
// display back buffer
Screen->Flip();
}
else WaitMessage();
}
}
示例15: wWinMain
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// DXUT will create and use the best device (either D3D9 or D3D10)
// that is available on the system depending on which D3D callbacks are set below
// Set DXUT callbacks
DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable );
DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice );
DXUTSetCallbackD3D9DeviceReset( OnResetDevice );
DXUTSetCallbackD3D9FrameRender( OnFrameRender );
DXUTSetCallbackD3D9DeviceLost( OnLostDevice );
DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
DXUTSetCursorSettings( true, true );
InitApp();
DXUTInit( true, true ); // Parse the command line and show msgboxes
DXUTSetHotkeyHandling( true, true, true );
DXUTCreateWindow( L"CompiledEffect" );
DXUTCreateDevice( true, 640, 480 );
DXUTMainLoop();
return DXUTGetExitCode();
}