本文整理汇总了C++中MFPtrList::Init方法的典型用法代码示例。如果您正苦于以下问题:C++ MFPtrList::Init方法的具体用法?C++ MFPtrList::Init怎么用?C++ MFPtrList::Init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MFPtrList
的用法示例。
在下文中一共展示了MFPtrList::Init方法的2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: MFCollision_InitModule
MFInitStatus MFCollision_InitModule()
{
gItemList.Init("Collision Items", 256);
DebugMenu_AddItem("Show Collision", "Fuji Options", &gShowCollision, NULL, NULL);
return MFAIC_Succeeded;
}
示例2: MFMaterial_InitModule
MFInitStatus MFMaterial_InitModule()
{
MFCALLSTACK;
gMaterialRegistry.Init("Material Registry", gDefaults.material.maxMaterialTypes);
gMaterialDefList.Init("Material Definitions List", gDefaults.material.maxMaterialDefs);
gMaterialList.Init("Material List", gDefaults.material.maxMaterials);
DebugMenu_AddItem("Material Browser", "Fuji Options", &matBrowser);
MFMat_Standard_Register();
MFMat_Effect_Register();
if(MFFileSystem_Exists("Materials.ini") && MFMaterial_AddDefinitionsFile("Materials", "Materials"))
{
MFDebug_Warn(3, "Failed to load Materials.ini");
}
#if MF_RENDERER == MF_DRIVER_D3D11 || defined(MF_RENDERPLUGIN_D3D11)
// HACK?
MFTexture *pSysLogoLargeTexture = MFTexture_Create("_None");
MFTexture *pSysLogoSmallTexture = MFTexture_Create("_None");
#else
// create the logo textures from raw data
MFTexture *pSysLogoLargeTexture = MFTexture_CreateFromRawData("SysLogoLarge", SysLogo256_data, SysLogo256_width, SysLogo256_height, (MFImageFormat)SysLogo256_format, SysLogo256_flags);
MFTexture *pSysLogoSmallTexture = MFTexture_CreateFromRawData("SysLogoSmall", SysLogo64_data, SysLogo64_width, SysLogo64_height, (MFImageFormat)SysLogo64_format, SysLogo64_flags);
#endif
// create standard materials
pNoneMaterial = MFMaterial_Create("_None");
pWhiteMaterial = MFMaterial_Create("_White");
pSysLogoLarge = MFMaterial_Create("SysLogoLarge");
pSysLogoSmall = MFMaterial_Create("SysLogoSmall");
// disable backface cullign on the default materials
MFMaterial_SetParameterI(pNoneMaterial, MFMatStandard_CullMode, 0, MFMatStandard_Cull_None);
MFMaterial_SetParameterI(pWhiteMaterial, MFMatStandard_CullMode, 0, MFMatStandard_Cull_None);
// release a reference to the logo textures
MFTexture_Destroy(pSysLogoLargeTexture);
MFTexture_Destroy(pSysLogoSmallTexture);
#if defined(_PSP)
// create PSP specific stock materials
MFTexture *pConnectedTexture = MFTexture_CreateFromRawData("connected", connected_data, connected_width, connected_height, (MFImageFormat)connected_format, connected_flags);
MFTexture *pDisconnectedTexture = MFTexture_CreateFromRawData("disconnected", disconnected_data, disconnected_width, disconnected_height, (MFImageFormat)disconnected_format, disconnected_flags);
MFTexture *pPowerTexture = MFTexture_CreateFromRawData("power", power_data, power_width, power_height, (MFImageFormat)power_format, power_flags);
MFTexture *pChargingTexture = MFTexture_CreateFromRawData("charging", charging_data, charging_width, charging_height, (MFImageFormat)charging_format, charging_flags);
MFTexture *pUSBTexture = MFTexture_CreateFromRawData("usb_icon", usb_icon_data, usb_icon_width, usb_icon_height, (MFImageFormat)usb_icon_format, usb_icon_flags);
pConnected = MFMaterial_Create("connected");
pDisconnected = MFMaterial_Create("disconnected");
pPower = MFMaterial_Create("power");
pCharging = MFMaterial_Create("charging");
pUSB = MFMaterial_Create("usb_icon");
MFTexture_Destroy(pConnectedTexture);
MFTexture_Destroy(pDisconnectedTexture);
MFTexture_Destroy(pPowerTexture);
MFTexture_Destroy(pChargingTexture);
MFTexture_Destroy(pUSBTexture);
#endif
return MFAIC_Succeeded;
}