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//////////////////////////////////////////////////////////////////////////
// main.cpp
//
// This is the starting point for all new projects. This file's purpose is
// pretty small, but important. In here we create our application, initialize
// it, and begin processing all the game code.
//
// This demo will teach you:
// * Drawing differently if 3D or 2D
// * Using Translate instead of using XYs
// * Keyboard input, setting focus
// * Widgets: Dialog box, sliders, an options dialog box
// * Advanced widget topics: mClip, using Layout_ flags, using images
// * Making an options dialog box and controlling fullscreen, volumes,
// 3D settings.
// * Parallax scrolling
// * Random numbers
// * Catching memory leaks
// * Profiling
//////////////////////////////////////////////////////////////////////////
#include "GameApp.h"
// The SexyAppFramework resides in the "Sexy" namespace. As a convenience,
// you'll see in all the .cpp files "using namespace Sexy" to avoid
// having to prefix everything with Sexy::
using namespace Sexy;
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
// Make sure to set this. Some classes, like the exception handler and custom cursors
// will need to use it.
gHInstance = hInstance;
// Create and initialize our game application.
GameApp* anApp = new GameApp();
anApp->Init();
// Starts the entire application: sets up the resource loading thread and
// custom cursor thread, and enters the game loop where the application
// will remain until it is shut down. You will most likely not need to
// override this function.
anApp->Start();
delete anApp;
return 0;
}