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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.
//
// ***********************************************************************
// NOTE: You should have read and understood demos 1-5 before
// this, as topics that are already covered will be either not commented
// or minimally so. In addition, you REALLY REALLY
// should have read through the documentation included with the 1.2 release.
// ***********************************************************************
//
// This demo will teach you:
// * How to use the new InitHook/ShutdownHook for slightly safer/easier
// init/shutdown procedures
//
// * How to use the new DialogListener class, to listen to button events
// specifically from a dialog (in contrast to using ButtonListener and
// checking if the button ID is dialog ID + 2000 or 3000).
//
// * How to use flags to set the default behavior of a dialog box
//
// * How to use flags to modify widget behavior, such as always marking
// dirty, not allowing mouse events, etc.
//
// * How to take advantage of the new widget heirarchy, which lets you
// very easily add/place widgets within a parent widget with less code
// and less mess and do some neat things without tons of code.
//
// * How to use the new overlay drawing system, which eliminates the need
// for a widget overlay (like the one in the Hun-garr demo for pausing).
//
// * How to easily push/pop/preserve graphics state
//
// * How to use the new and powerful Graphics::DrawImageTransform/F to
// very quickly and easily apply rotation, scaling, translation, or any combo
// to an image, as opposed to the previous messy way of doing things.
//
// * How to use the also new and also cool Graphics::DrawImageMatrix
// function to draw an image in 2D and/or 3D with a matrix. This allows
// some neat and fast tricks like easy flipping, mirroring, scaling, etc
// with a minimal number of lines.
//
// * How to use UpdateApp to help with transitions
//
// * How to be master of the universe. OK maybe not.
//////////////////////////////////////////////////////////////////////////
#include "V12DemoApp.h"
using namespace Sexy;
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
gHInstance = hInstance;
V12DemoApp* anApp = new V12DemoApp();
anApp->Init();
anApp->Start();
delete anApp;
return 0;
}