GameCode4.cpp 3.1 KB

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  1. //========================================================================
  2. // GameCode4.cpp - the entry point for the GameCode4 engine
  3. //
  4. // Part of the GameCode4 Application
  5. //
  6. // GameCode4 is the sample application that encapsulates much of the source code
  7. // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
  8. // "Rez" Graham, published by Charles River Media.
  9. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
  10. //
  11. // If this source code has found it's way to you, and you think it has helped you
  12. // in any way, do the authors a favor and buy a new copy of the book - there are
  13. // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
  14. // by clicking here:
  15. // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
  16. //
  17. // There's a companion web site at http://www.mcshaffry.com/GameCode/
  18. //
  19. // The source code is managed and maintained through Google Code:
  20. // http://code.google.com/p/gamecode4/
  21. //
  22. // (c) Copyright 2012 Michael L. McShaffry and David Graham
  23. //
  24. // This program is free software; you can redistribute it and/or
  25. // modify it under the terms of the GNU Lesser GPL v3
  26. // as published by the Free Software Foundation.
  27. //
  28. // This program is distributed in the hope that it will be useful,
  29. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  30. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
  31. // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
  32. //
  33. // You should have received a copy of the GNU Lesser GPL v3
  34. // along with this program; if not, write to the Free Software
  35. // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  36. //
  37. //========================================================================
  38. #include "GameCode.h"
  39. #include "../Debugging/Logger.h"
  40. //--------------------------------------------------------------------------------------
  41. // Entry point to the program. Initializes everything and goes into a message processing
  42. // loop. Idle time is used to render the scene.
  43. //
  44. // See Game Coding Complete 4th Edition - Chapter 5, page 134
  45. //--------------------------------------------------------------------------------------
  46. int GameCode4(int argc, char **argv)
  47. {
  48. // [rez] Initialize the logging system as the very first thing you ever do!
  49. // [mrmike] LOL after the memory system flags are set, that is!
  50. Logger::Init("Logging.xml");
  51. g_pApp->m_Options.Init("PlayerOptions.xml");
  52. // Perform application initialization
  53. if (!g_pApp->InitInstance(g_pApp->m_Options.m_ScreenSize.x, g_pApp->m_Options.m_ScreenSize.y))
  54. {
  55. // [rez] Note: Fix memory leaks if we hit this branch. Also, print an error.
  56. return false;
  57. }
  58. // Pass control to the sample framework for handling the message pump and
  59. // dispatching render calls. The sample framework will call your FrameMove
  60. // and FrameRender callback when there is idle time between handling window messages.
  61. g_pApp->RunMainLoop();
  62. g_pApp->Shutdown();
  63. // [rez] Destroy the logging system at the last possible moment
  64. Logger::Destroy();
  65. return g_pApp->GetExitCode();
  66. }