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- //========================================================================
- // 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();
- }
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