//======================================================================== // GameCode4.cpp - the entry point for the GameCode4 engine // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include "GameCode.h" #include "../Debugging/Logger.h" //-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. // // See Game Coding Complete 4th Edition - Chapter 5, page 134 //-------------------------------------------------------------------------------------- int GameCode4(int argc, char **argv) { // [rez] Initialize the logging system as the very first thing you ever do! // [mrmike] LOL after the memory system flags are set, that is! Logger::Init("Logging.xml"); g_pApp->m_Options.Init("PlayerOptions.xml"); // Perform application initialization if (!g_pApp->InitInstance(g_pApp->m_Options.m_ScreenSize.x, g_pApp->m_Options.m_ScreenSize.y)) { // [rez] Note: Fix memory leaks if we hit this branch. Also, print an error. return false; } // Pass control to the sample framework for handling the message pump and // dispatching render calls. The sample framework will call your FrameMove // and FrameRender callback when there is idle time between handling window messages. g_pApp->RunMainLoop(); g_pApp->Shutdown(); // [rez] Destroy the logging system at the last possible moment Logger::Destroy(); return g_pApp->GetExitCode(); }