83 lines
No EOL
3.5 KiB
C++
83 lines
No EOL
3.5 KiB
C++
#include "stdafx.h"
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#include <wx/wx.h>
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#include <wx/msw/private.h>
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#include "TheApp.h"
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#include "RTCutSceneMakerFrame.h"
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#include "LuaDelegate.h"
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#include "ToolData.h"
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#include "EtResourceMng.h"
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#include "EtUIXML.h"
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//#include "ExceptionDump.h"
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IMPLEMENT_APP( CTheApp )
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// 어플리케이션 메인
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CTheApp::CTheApp( void ) : m_pFrame( NULL )
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{
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LUA_DELEGATE.RunScript( "script/RTCutSceneTool_Setup.lua" );
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CEtResourceMng::CreateInstance(); // EtUIXML 생성자에서 쓰이므로 반드시 EtUIXML 보다 먼저 생성되어야 함.
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const char* pResourcePath = LUA_DELEGATE.GetString( "resource_path" );
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//const char* pCharPath = LUA_DELEGATE.GetString( "chardata_path" );
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const char* pMapPath = LUA_DELEGATE.GetString( "mapdata_path" );
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const char* pShaderPath = LUA_DELEGATE.GetString( "shader_path" );
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//const char* pSoxPath = LUA_DELEGATE.GetString( "sox_path" );
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// EYE-AD 의 리소스 폴더에는 사용하지 않는 effect 파일들을 모아놓은 곳이 있으므로 따로 지정한 쉐이더 패스가
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// 먼저 검색 되도록 한다.
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\SharedEffect" );
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//CEtResourceMng::GetInstance().AddResourcePath( "\\\\192.168.0.11\\ToolData\\SharedEffect" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\MapData" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\MapData\\Resource" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\MapData\\Resource\\Prop", true );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\MapData\\Resource\\Envi" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\MapData\\Resource\\Sound", true );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\Char", true );
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CEtResourceMng::GetInstance().AddResourcePathByCodePage( "R:\\GameRes\\Resource\\Ext" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\Weapon" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\Item", true );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\Sound", true );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\Particle" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\UI", true );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\Effect" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\fonts" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\Script", true );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\Dmv" );
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CEtResourceMng::GetInstance().AddResourcePathByCodePage( "R:\\GameRes\\Resource\\Npc" );
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CEtResourceMng::GetInstance().AddResourcePathByCodePage( "R:\\GameRes\\Resource\\Quest" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\StateEffect" );
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CEtResourceMng::GetInstance().AddResourcePath( "R:\\GameRes\\Resource\\UIString" );
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CEtUIXML::CreateInstance(); // ToolData 생성자에서 쓰이므로 반드시 ToolData 보다 먼저 생성되어야 함.
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CToolData::CreateInstance();
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//ExceptionDump::Enable();
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}
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CTheApp::~CTheApp( void )
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{
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CToolData::DestroyInstance();
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CEtResourceMng::DestroyInstance();
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CEtUIXML::DestroyInstance();
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}
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bool CTheApp::OnInit( void )
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{
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// TODO: 루아 스크립트 초기화
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#if defined(_DEBUG) | defined(DEBUG)
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LUA_DELEGATE.StartDebugConsole( wxGetInstance() );
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#endif
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m_pFrame = new CRTCutSceneMakerFrame( wxT( "RealTime Cut Scene Maker" ), wxDefaultPosition, wxSize(1024, 768) );
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m_pFrame->Show( true );
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SetTopWindow( m_pFrame );
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return true;
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} |