本文整理汇总了C++中SDL_EnableUNICODE函数的典型用法代码示例。如果您正苦于以下问题:C++ SDL_EnableUNICODE函数的具体用法?C++ SDL_EnableUNICODE怎么用?C++ SDL_EnableUNICODE使用的例子?那么, 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SDL_EnableUNICODE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: IN_Init
/*
===============
IN_Init
===============
*/
void IN_Init( void )
{
int appState;
if( !SDL_WasInit( SDL_INIT_VIDEO ) )
{
Com_Error( ERR_FATAL, "IN_Init called before SDL_Init( SDL_INIT_VIDEO )\n" );
return;
}
Com_DPrintf( "\n------- Input Initialization -------\n" );
in_keyboardDebug = Cvar_Get( "in_keyboardDebug", "0", CVAR_ARCHIVE );
// mouse variables
in_mouse = Cvar_Get( "in_mouse", "1", CVAR_ARCHIVE );
in_nograb = Cvar_Get( "in_nograb", "0", CVAR_ARCHIVE );
in_joystick = Cvar_Get( "in_joystick", "0", CVAR_ARCHIVE|CVAR_LATCH );
in_joystickDebug = Cvar_Get( "in_joystickDebug", "0", CVAR_TEMP );
in_joystickThreshold = Cvar_Get( "in_joystickThreshold", "0.15", CVAR_ARCHIVE );
#ifdef MACOS_X_ACCELERATION_HACK
in_disablemacosxmouseaccel = Cvar_Get( "in_disablemacosxmouseaccel", "1", CVAR_ARCHIVE );
#endif
SDL_EnableUNICODE( 1 );
SDL_EnableKeyRepeat( SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
keyRepeatEnabled = qtrue;
if( in_mouse->value )
{
mouseAvailable = qtrue;
IN_ActivateMouse( );
}
else
{
IN_DeactivateMouse( );
mouseAvailable = qfalse;
}
appState = SDL_GetAppState( );
Cvar_SetValue( "com_unfocused", !( appState & SDL_APPINPUTFOCUS ) );
Cvar_SetValue( "com_minimized", !( appState & SDL_APPACTIVE ) );
IN_InitJoystick( );
Com_DPrintf( "------------------------------------\n" );
}
示例2: zinfo
void SDLManager::exec()
{
d->loadSettings();
// Initialize defaults, Video and Audio subsystems
zinfo() << "Initializing SDL.";
int ret = SDL_Init( SDL_INIT_VIDEO|
SDL_INIT_AUDIO|
SDL_INIT_TIMER|
SDL_INIT_JOYSTICK );
if(ret==-1) {
zerror() << "Could not initialize SDL:" << SDL_GetError();
return;
}
zinfo() << "Creating display surface.";
d->createPainter();
d->setScreen( 640, 400, false );
if (!d->display) return;
SDL_WM_SetCaption("FreeZZT", "FreeZZT");
SDL_EnableUNICODE(1);
d->setKeyboardRepeatRate();
d->openJoystick();
// Create music stream
AbstractMusicStream *musicStream = d->createMusicStream();
d->pFreezztManager->setMusicStream( musicStream );
// Create factory
NormalFileModelFactory fileModelFactory;
d->pFreezztManager->setFileModelFactory( &fileModelFactory );
// Load speed from settings
d->pFreezztManager->setSpeed( d->dotFile.getInt( "speed", 1, 4 ) );
zinfo() << "Entering event loop";
SDLEventLoop eventLoop;
eventLoop.setFrameLatency( d->frameTime );
eventLoop.setPainter( d->painter );
eventLoop.setSDLManager( this );
eventLoop.setZZTManager( d->pFreezztManager );
eventLoop.exec();
delete musicStream;
d->closeJoystick();
delete d->painter;
}
示例3: init_main
static void init_main(SDL_Surface *screen,
s_sound **sounds,
s_perso **persos,
s_game *game)
{
s_sound *sounds_tmp = NULL;
int i = 0;
SDL_Init(SDL_INIT_VIDEO);
SDL_WM_SetCaption("Bomberman -- Rush Jeu", NULL);
SDL_WM_SetIcon(IMG_Load("/u/all/peccau_s/public/data/perso.png"), NULL);
sounds_tmp = malloc(sizeof (s_sound));
if (Mix_OpenAudio(24000, MIX_DEFAULT_FORMAT, MIX_DEFAULT_CHANNELS, 1024) < 0)
perror(Mix_GetError());
sounds_tmp->vol_music = MIX_MAX_VOLUME / 2;
sounds_tmp->vol_fx = MIX_MAX_VOLUME / 4;
if (game->custom_mus)
sounds_tmp->music = Mix_LoadMUS(game->custom_mus);
else
sounds_tmp->music =
Mix_LoadMUS("/u/all/peccau_s/public/data/blue_star.wav");
if (!sounds_tmp->music)
perror(Mix_GetError());
Mix_VolumeMusic(sounds_tmp->vol_music);
Mix_PlayMusic(sounds_tmp->music, -1);
Mix_AllocateChannels(142);
sounds_tmp->bomb = Mix_LoadWAV("/u/all/peccau_s/public/data/bomb.wav");
sounds_tmp->step = Mix_LoadWAV("/u/all/peccau_s/public/data/step.wav");
Mix_Volume(-1, sounds_tmp->vol_fx);
sounds_tmp->planted = Mix_LoadWAV("/u/all/peccau_s/public/data/planted.wav");
*sounds = sounds_tmp;
SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 38, 51, 56));
for (i = 0; i < game->max_players; i++)
{
persos[i] = malloc(sizeof (s_perso));
create_perso(persos[i], i + 1);
}
SDL_Flip(screen);
SDL_EnableUNICODE(SDL_ENABLE);
}
示例4: SDL_GetError
SDL::SDL()
{
Uint32 flags = SDL_INIT_VIDEO | SDL_INIT_JOYSTICK;
if (SDL_Init(flags) < 0)
{
std::ostringstream msg;
msg << "Couldn't initialize SDL: " << SDL_GetError();
throw std::runtime_error(msg.str());
}
else
{
atexit(SDL_Quit);
SDL_EnableUNICODE(1);
}
}
示例5: initSDL
static void initSDL()
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
SDL_EnableUNICODE(1);
screenWidth = SDL_GetVideoInfo()->current_w;
screenHeight = SDL_GetVideoInfo()->current_h;
if ( ! SDL_SetVideoMode(screenWidth, screenHeight, 24, SDL_OPENGL|SDL_DOUBLEBUF|SDL_FULLSCREEN) )
{
fprintf(stderr, "Couldn't set GL video mode: %s\n", SDL_GetError());
SDL_Quit();
exit(2);
}
SDL_WM_SetCaption("test", "test");
}
示例6: SDL_FreeSurface
Application::~Application(){
Object::deleteAll();
if(this->displaySurface != NULL) {
SDL_FreeSurface(displaySurface);
}
if(this->displayText != NULL){
//SDL_FreeSurface(displayText);
}
SDL_EnableUNICODE(SDL_DISABLE);
TTF_CloseFont(font);
TTF_Quit();
SDL_Quit();
}
示例7: SDL_EnableUNICODE
/**
* @brief Initializes the input event manager.
*/
void InputEvent::initialize() {
// initialize the keyboard
SDL_EnableUNICODE(SDL_ENABLE);
SDL_EnableKeyRepeat(0, 0);
// initialize the joypad
if (SDL_NumJoysticks() > 0 && Configuration::get_value("enable_joystick", 1) == 1) {
joystick = SDL_JoystickOpen(0);
}
else {
joystick = NULL;
SDL_JoystickEventState(SDL_IGNORE);
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
}
示例8: InputManager
// *** Constructor
InputManagerSDL::InputManagerSDL()
: InputManager(),
m_rawRmb(false),
m_emulatedRmb(false)
#ifdef TARGET_OS_LINUX
,m_xineramaOffsetHack( g_preferences->GetInt("XineramaHack", 1) )
#endif // TARGET_OS_LINUX
{
// Don't let SDL do mouse button emulation for us; we'll do it ourselves if
// we want it.
putenv("SDL_HAS3BUTTONMOUSE=1");
m_shouldEmulateRmb = g_preferences->GetInt("UseOneButtonMouseModifiers", 0);
SDL_EnableUNICODE(true);
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, 90);
}
示例9: unicode_
sdl_handler::sdl_handler(const bool auto_join) :
#if !SDL_VERSION_ATLEAST(2, 0, 0)
unicode_(SDL_EnableUNICODE(1)),
#endif
has_joined_(false)
{
#if !SDL_VERSION_ATLEAST(2, 0, 0)
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY,SDL_DEFAULT_REPEAT_INTERVAL);
#endif
if(auto_join) {
assert(!event_contexts.empty());
event_contexts.back().add_handler(this);
has_joined_ = true;
}
}
示例10: IN_Init
/*
===============
IN_Init
===============
*/
void IN_Init( void *windowData )
{
int appState;
if ( !SDL_WasInit( SDL_INIT_VIDEO ) )
{
Com_Error( ERR_FATAL, "IN_Init called before SDL_Init( SDL_INIT_VIDEO )" );
}
window = (SDL_Window*) windowData;
Com_DPrintf( "\n------- Input Initialization -------\n" );
in_keyboardDebug = Cvar_Get( "in_keyboardDebug", "0", CVAR_TEMP );
// mouse variables
in_mouse = Cvar_Get( "in_mouse", "1", 0 );
in_nograb = Cvar_Get( "in_nograb", "0", 0 );
in_uigrab = Cvar_Get( "in_uigrab", "0", 0 );
in_joystick = Cvar_Get( "in_joystick", "0", CVAR_LATCH );
in_joystickDebug = Cvar_Get( "in_joystickDebug", "0", CVAR_TEMP );
in_joystickThreshold = Cvar_Get( "in_joystickThreshold", "0.15", 0 );
in_xbox360Controller = Cvar_Get( "in_xbox360Controller", "1", CVAR_TEMP );
in_xbox360ControllerAvailable = Cvar_Get( "in_xbox360ControllerAvailable", "0", CVAR_ROM );
in_xbox360ControllerDebug = Cvar_Get( "in_xbox360ControllerDebug", "0", CVAR_TEMP );
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
SDL_StartTextInput();
#else
SDL_EnableUNICODE( 1 );
SDL_EnableKeyRepeat( SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
keyRepeatEnabled = qtrue;
#endif
mouseAvailable = ( in_mouse->value != 0 );
IN_DeactivateMouse( qtrue );
appState = SDL_GetWindowFlags( window );
Cvar_SetValue( "com_unfocused", !( appState & SDL_WINDOW_INPUT_FOCUS ) );
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
Cvar_SetValue( "com_minimized", ( appState & SDL_WINDOW_MINIMIZED ) );
#else
Cvar_SetValue( "com_minimized", !( appState & SDL_APPACTIVE ) );
#endif
IN_InitJoystick();
Com_DPrintf( "------------------------------------\n" );
}
示例11: SDL_GetError
bool Renderer::Init()
{
if (SDL_Init(SDL_INIT_VIDEO)<0)
{
//fprintf(stderr, "Unable to initialise SDL: %s", SDL_GetError());
//exit(0);
std::cout << "Unable to initialise SDL: " << SDL_GetError() << std::endl;
return false;
}
//Here we initialise SDL with video support. We need this for CEGUI. O.K. now SDL is ready to go. So let's fire up OpenGL:
//SCREEN_WIDTH, SCREEN_HEIGHT
if (SDL_SetVideoMode(800,600,0,SDL_OPENGL)==NULL)
{
std::cout << "Unable to set OpenGL videomode: " << SDL_GetError() << std::endl;
return false;
//fprintf(stderr, "Unable to set OpenGL videomode: %s", SDL_GetError());
SDL_Quit();
//exit(0);
}
SDL_WM_SetCaption("MilesChat v1.0", NULL);
//Now OpenGL is ready. But we still need to set a decent configuration:
glEnable(GL_CULL_FACE);
glDisable(GL_FOG);
glClearColor(0.0f,0.0f,0.0f,1.0f);
glViewport(0,0, 800,600);
//The OpenGL renderer that comes with CEGUI sets the matrices itself, so if you're using CEGUI for all your rendering needs this would be fine. Normally you would want the normal perspective projection setup though:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, 800.0/600.0, 0.1,100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//let sdl unicode symbols be recognised
SDL_EnableUNICODE(1);
//create renderer
CEGUI::OpenGLRenderer* myRenderer = &CEGUI::OpenGLRenderer::bootstrapSystem();
return true;
}
示例12: setFPS
void INKFrame::init(int iFps) {
setFPS(iFps);
//intialize SDL
if(-1 == SDL_Init(SDL_INIT_VIDEO)) {
throw std::runtime_error("Unable to initialize SDL");
}
SDL_WM_SetCaption(_strTitle.c_str(), 0);
//open the window
if(!SDL_SetVideoMode(_iW, _iH, _iBbp, SDL_OPENGL | SDL_GL_DOUBLEBUFFER )) {
throw std::runtime_error("Unable to open a window");
}
SDL_EnableUNICODE(SDL_ENABLE);
}
示例13: initinput
//
// initinput() -- init input system
//
int initinput(void)
{
int i,j;
#ifdef __APPLE__
// force OS X to operate in >1 button mouse mode so that LMB isn't adulterated
if (!getenv("SDL_HAS3BUTTONMOUSE")) putenv("SDL_HAS3BUTTONMOUSE=1");
#endif
if (SDL_EnableKeyRepeat(250, 30)) buildputs("Error enabling keyboard repeat.\n");
inputdevices = 1|2; // keyboard (1) and mouse (2)
mouseacquired = 0;
SDL_EnableUNICODE(1); // let's hope this doesn't hit us too hard
memset(keynames,0,sizeof(keynames));
for (i=0; i<SDLK_LAST; i++) {
if (!keytranslation[i]) continue;
strncpy(keynames[ keytranslation[i] ], SDL_GetKeyName(i), sizeof(keynames[i])-1);
}
if (!SDL_InitSubSystem(SDL_INIT_JOYSTICK)) {
i = SDL_NumJoysticks();
buildprintf("%d joystick(s) found\n",i);
for (j=0;j<i;j++) buildprintf(" %d. %s\n", j+1, SDL_JoystickName(j));
joydev = SDL_JoystickOpen(0);
if (joydev) {
SDL_JoystickEventState(SDL_ENABLE);
inputdevices |= 4;
joynumaxes = SDL_JoystickNumAxes(joydev);
joynumbuttons = min(32,SDL_JoystickNumButtons(joydev));
joynumhats = SDL_JoystickNumHats(joydev);
buildprintf("Joystick 1 has %d axes, %d buttons, and %d hat(s).\n",
joynumaxes,joynumbuttons,joynumhats);
joyaxis = Bcalloc(joynumaxes, sizeof(int));
if (joynumhats > 0) {
joyhat = malloc(joynumhats * sizeof(int));
memset(joyhat, -1, sizeof(int)*joynumhats);
}
}
}
return 0;
}
示例14: error
void OSystem_SDL::initSDL() {
// Check if SDL has not been initialized
if (!_initedSDL) {
uint32 sdlFlags = 0;
if (ConfMan.hasKey("disable_sdl_parachute"))
sdlFlags |= SDL_INIT_NOPARACHUTE;
// Initialize SDL (SDL Subsystems are initiliazed in the corresponding sdl managers)
if (SDL_Init(sdlFlags) == -1)
error("Could not initialize SDL: %s", SDL_GetError());
// Enable unicode support if possible
SDL_EnableUNICODE(1);
_initedSDL = true;
}
}
示例15: create_window
static void create_window(int w, int h, bool fullscreen) {
if ( fullscreen ) {
find_resolution();
#ifndef NO_OPENGL
if (TCOD_ctx.renderer != TCOD_RENDERER_SDL ) {
TCOD_opengl_init_attributes();
screen=SDL_SetVideoMode(TCOD_ctx.actual_fullscreen_width,TCOD_ctx.actual_fullscreen_height,32,SDL_FULLSCREEN|SDL_OPENGL);
if ( screen && TCOD_opengl_init_state(w, h, charmap) && TCOD_opengl_init_shaders() ) {
TCOD_LOG(("Using %s renderer...\n",TCOD_ctx.renderer == TCOD_RENDERER_GLSL ? "GLSL" : "OPENGL"));
} else {
TCOD_LOG(("Fallback to SDL renderer...\n"));
TCOD_ctx.renderer = TCOD_RENDERER_SDL;
}
}
#endif
if (TCOD_ctx.renderer == TCOD_RENDERER_SDL ) {
screen=SDL_SetVideoMode(TCOD_ctx.actual_fullscreen_width,TCOD_ctx.actual_fullscreen_height,32,SDL_FULLSCREEN);
if ( screen == NULL ) TCOD_fatal_nopar("SDL : cannot set fullscreen video mode");
}
SDL_ShowCursor(0);
TCOD_ctx.actual_fullscreen_width=screen->w;
TCOD_ctx.actual_fullscreen_height=screen->h;
TCOD_sys_init_screen_offset();
SDL_FillRect(screen,0,0);
} else {
#ifndef NO_OPENGL
if (TCOD_ctx.renderer != TCOD_RENDERER_SDL ) {
TCOD_opengl_init_attributes();
screen=SDL_SetVideoMode(w*TCOD_ctx.font_width,h*TCOD_ctx.font_height,32,SDL_OPENGL);
if ( screen && TCOD_opengl_init_state(w, h, charmap) && TCOD_opengl_init_shaders() ) {
TCOD_LOG(("Using %s renderer...\n",TCOD_ctx.renderer == TCOD_RENDERER_GLSL ? "GLSL" : "OPENGL"));
} else {
TCOD_LOG(("Fallback to SDL renderer...\n"));
TCOD_ctx.renderer = TCOD_RENDERER_SDL;
}
}
#endif
if (TCOD_ctx.renderer == TCOD_RENDERER_SDL ) {
screen=SDL_SetVideoMode(w*TCOD_ctx.font_width,h*TCOD_ctx.font_height,32,0);
TCOD_LOG(("Using SDL renderer...\n"));
}
if ( screen == NULL ) TCOD_fatal_nopar("SDL : cannot create window");
}
SDL_EnableUNICODE(1);
TCOD_ctx.fullscreen=fullscreen;
}