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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;
}