本文整理汇总了C++中GImage::load方法的典型用法代码示例。如果您正苦于以下问题:C++ GImage::load方法的具体用法?C++ GImage::load怎么用?C++ GImage::load使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GImage
的用法示例。
在下文中一共展示了GImage::load方法的1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: defined
SDLWindow::SDLWindow(const GWindow::Settings& settings) {
#if defined(G3D_OSX)
NSApplicationWrapper wrapper;
// Hack to get our window/process to the front...
ProcessSerialNumber psn = { 0, kCurrentProcess};
TransformProcessType (&psn, kProcessTransformToForegroundApplication);
SetFrontProcess (&psn);
_pool = new NSAutoreleasePoolWrapper();
#endif
if (SDL_Init(SDL_INIT_NOPARACHUTE | SDL_INIT_VIDEO |
SDL_INIT_JOYSTICK) < 0 ) {
fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
debugPrintf("Unable to initialize SDL: %s\n", SDL_GetError());
Log::common()->printf("Unable to initialize SDL: %s\n", SDL_GetError());
exit(1);
}
// Set default icon if available
if (settings.defaultIconFilename != "nodefault") {
try {
GImage defaultIcon;
defaultIcon.load(settings.defaultIconFilename);
setIcon(defaultIcon);
} catch (const GImage::Error& e) {
// Throw away default icon
fprintf(stderr, "GWindow's default icon failed to load: %s (%s)", e.filename.c_str(), e.reason.c_str());
debugPrintf("GWindow's default icon failed to load: %s (%s)", e.filename.c_str(), e.reason.c_str());
Log::common()->printf("GWindow's default icon failed to load: %s (%s)", e.filename.c_str(), e.reason.c_str());
}
}
if (! settings.fullScreen) {
// This doesn't really work very well due to SDL bugs so we fix up
// the position after the window is created.
if (settings.center) {
System::setEnv("SDL_VIDEO_CENTERED", "");
} else {
System::setEnv("SDL_VIDEO_WINDOW_POS", format("%d,%d", settings.x, settings.y));
}
}
_mouseVisible = true;
_inputCapture = false;
// Request various OpenGL parameters
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings.depthBits);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, settings.stencilBits);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, settings.rgbBits);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, settings.rgbBits);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, settings.rgbBits);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, settings.alphaBits);
SDL_GL_SetAttribute(SDL_GL_STEREO, settings.stereo);
#if SDL_FSAA
if (settings.fsaaSamples > 1) {
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,
settings.fsaaSamples);
}
#endif
// Create a width x height OpenGL screen
int flags =
SDL_HWSURFACE |
SDL_OPENGL |
(settings.fullScreen ? SDL_FULLSCREEN : 0) |
(settings.resizable ? SDL_RESIZABLE : 0) |
(settings.framed ? 0 : SDL_NOFRAME);
if (SDL_SetVideoMode(settings.width, settings.height, 0, flags) == NULL) {
debugAssert(false);
Log::common()->printf("Unable to create OpenGL screen: %s\n",
SDL_GetError());
error("Critical Error",
format("Unable to create OpenGL screen: %s\n",
SDL_GetError()).c_str(), true);
SDL_Quit();
exit(2);
}
// See what video mode we really got
_settings = settings;
int depthBits, stencilBits, redBits, greenBits, blueBits, alphaBits;
glGetIntegerv(GL_DEPTH_BITS, &depthBits);
glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
glGetIntegerv(GL_RED_BITS, &redBits);
glGetIntegerv(GL_GREEN_BITS, &greenBits);
glGetIntegerv(GL_BLUE_BITS, &blueBits);
glGetIntegerv(GL_ALPHA_BITS, &alphaBits);
int actualFSAABuffers = 0, actualFSAASamples = 0;
//.........这里部分代码省略.........