cs sdk v 1.14 released

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  gvSystem(dx9)

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Base Code.

 
 

 

Application base code.

 

//

// cs sdk 1.13 base.

//

// cs sdk include

#include "../../include/CrossSuit.h"

/*

if u want using other header

#include "../../include/xxxxxx.h"

*/

int main(int argc, char* argv[])

{

      // cross suit all initialize.

     GV_SYSTEM::init_linux();

 

    // update object...

 

    // rendering...

}

// end ?

 

 
 

Display and Resolution Setting.

 
 

 

Select Display Render.

defined all gm_grp_driver class.

gm_grp_driver* g_pgrpdriver=0x00;

 

//for using DX9 and win32 based systems. (ex) Common XP pc's and Hit Box 2(XP embeded)

g_pgrpdriver=new gm_grp_driver_dx9;

//for using hitbox3 linux based systems.

g_pgrpdriver=new gm_grp_driver_hb3;

// or using win32 based systems

g_pgrpdriver=new gm_grp_driver_soft

// or the other .. zenith linux board

g_pgrpdriver=new gm_grp_driver_znt;

// and then initialize.

g_pgrpdriver->init();

 

 

 

Resolution Setting.

default.cfg in app_tut/data

// if using dx9 and win32 renderer applied. other platform not applied.

set v_fullscreen "0"

 

// device width

set v_width "1024"

// device height

set v_height "768"

// coordinate width

set v_projection2d_width "1024"

// coordinate height

set v_projection2d_height "768"

// pivot coordinate

// 3.14/2 = "1.570"

set v_projection2d_rotate "0"

 

 

 
 

Timer using

 
 

 

Timer using it is simple.

defined all gvTimer_Win32 or gvTimer_LINUX class.

//

#include "../../CrossSuit.h"

/*

if u want using other header

#include "../../xxxxxx.h"

*/

int main(int argc, char* argv[])

{

      // cross suit all initialize.

     GV_SYSTEM::init_linux();

 

     while(1)

     {

         //timer tick update.

        GV_SYSTEM::TIMERUPDATE();

 

 

         // example timer using code.

         static float fdelayTime=0.0f;

         fdelayTime+=Import.timer->frametime;

         if(fdelayTime>1.0f ) // 1 second..

         {

             fdelayTime=0.0f; // reset value..?

              // u'r code.

         }

 

        // update object...

 

        // rendering...

     }

}

// end ?

 

 
 

Random value

 
 

 

defined all gv_rand class.

gv_rand have own seed value.

gv_rand  myrand;

myrand.srandmmm(  /*  if u want use patch value */);

 

// if u want 0.0 ~ 1.0f value.

float frand=myrand.user_rand2();

 

 

 

 
 

2D Object (Texture load and rendering)

 
 

 

defined all gv_OBJECT_RECT class.

gv_OBJECT_RECT testObject;

 

 

// prototype ..

// int AddRect(const char* szFileName, int x, int y, int w, int h, int iType, bool bcache=false);

testObject.AddRect("test.bmp",0,0,128,128,-1);

 

// if width -1 or height -1, it is setting test.bmp texture width. and also using height.

testObject.AddRect("test.bmp",0,0,-1,-1,-1);

 

// and update

testObject.Update();

 

// and rendering.

testObject.Render();

// Cross Suit SDK is using 24 bit image. internal framebuffer format is r5g6b5 or r5g5b5

 

 

 
 

2D Object handling

 
 

 

//now define class variable.

gv_OBJECT_RECT testObject;

// set position.

testObject.m_pRect->set_xy(x,y);

 

// show and hide.

testObject.SHOW(true /* or false */);

//blinking.

// prototype   int SetBlinking(bool bblink, float fTimeShow, float fTimeHide, int nloop=-1);

 

// if u wanna 1.0f show and then 0.5f hiding. looping 3 times only.

testObject.SetBlinking(true/* or false */, 1.0f, 0.5f, 3 );

 

 

 
 

2D Object Animation frame. using the ATX file.

 
 

 

ATX file is animation frame information

//now define class variable.

gv_OBJECT_RECT testObject;

 

// prototype ..

// int AddRect(const char* szFileName, int x, int y, int w, int h, int iType, bool bcache=false);

testObject.AddRect("test.atx",0,0,-1,-1,-1);

// testObject.Update();   and testObject.Render();

 

// sample atx files are located in app_tut blow directory.

// ATX file format.

// frame speed.

fps 8

// alpha blend on/off

alpha_blend 1

//

texture_filename test.bmp

texture_filename xxx.bmp

// and testure_filename  xxx.bmp more and more.~~~

 

// and now animation object.

// if param -1 infinite looping.

testObject.Loop( 10  /* u wanna looping count */ )

 

 

 
 

2D Object Large Texture handling.

 
     
     
     
 

 

 
     
 

 

 
     
 

 

 
     
 

 

 
     
     
     
     
     

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