#include "main_code.h" #ifdef TARGET_ANDROID #include "android_api.h" #endif #include #include #include #include #include "include/Engine.h" #include "main_code.h" void TMyApplication::InnerInit() { #ifdef TARGET_ANDROID ResourceManager->PathToResources = ""; #endif #ifdef TARGET_IOS ResourceManager->PathToResources = "assets/"; #endif #ifdef TARGET_WIN32 #ifdef NDEBUG ResourceManager->PathToResources = "resources/"; #else ResourceManager->PathToResources = "../../../assets/"; #endif #endif ResourceManager->ShaderManager.AddShader("DefaultShader", "shader_vertex.txt", "shader_fragment.txt"); Renderer->PushShader("DefaultShader"); ResourceManager->TexList.AddTexture(CONST_CONSOLE_TEX_NAME); ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.bmp32", "droid_sans14_font_charmap.txt"); ResourceManager->FontManager.PushFont("droid_sans14"); //Inited = true; Must be set in android_api.cpp manually } void TMyApplication::InnerDeinit() { Inited = false; } void TMyApplication::InnerDraw() { //Console->Draw(); } void TMyApplication::InnerUpdate(cardinal dt) { }