#include "main_code.h" #include #include #include #include #include "include/Engine.h" TMyApplication* Application; void TMyApplication::InnerInit() { Application = this; #ifdef TARGET_WIN32 #ifdef NDEBUG ST::PathToResources = "resources/"; #else ST::PathToResources = "../../../assets/"; #endif #endif #ifdef TARGET_IOS ST::PathToResources = "assets/"; #endif if (Console != NULL) { *Console<<"APP INIT\n"; } srand (static_cast(time(NULL))); ResourceManager->ShaderManager.AddShader("DefaultShader", "texture-shader.vertex", "texture-shader.fragment"); Renderer->PushShader("DefaultShader"); ResourceManager->FrameManager.AddFrameRenderBuffer("FrameBuffer", Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()); Renderer->SetOrthoProjection(); } void TMyApplication::InnerDeinit() { } void TMyApplication::InnerOnTapDown(Vector2f p) { } void TMyApplication::InnerOnTapUp(Vector2f p) { } void TMyApplication::InnerOnTapUpAfterMove(Vector2f p) { } void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift) { } void TMyApplication::InnerDraw() { glDisable(GL_DEPTH_TEST); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); } void TMyApplication::InnerUpdate(size_t dt) { }