Example #1
0
bool gkGameFramework::DestroyGameImmediate()
{
	if (m_pGame)
	{
		m_pGame->OnDestroy();
		m_pGame = NULL;
	}
#ifndef _STATIC_LIB
// 	if (m_pFuncGameEnd)
// 	{
// 		m_pFuncGameEnd();
// 		m_pFuncGameEnd = NULL;
// 	}
    
#else
    //gkFreeStaticModule_gkGame();
    
#endif
	if(m_hHandleGame)
	{
		gkFreeModule(m_hHandleGame);
		m_hHandleGame = 0;	
	}

	return true;
}
Example #2
0
//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int )
{
	// Enable run-time memory check for debug builds.
#if (defined(DEBUG) || defined(_DEBUG)) && defined( OS_WIN32 )
	_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif

#ifdef _STATIC_LIB
	IGameFramework* game = gkLoadStaticModule_gkGameFramework();
#else
	// load gkSystem dll
	HINSTANCE hHandle = 0;
	gkOpenModule(hHandle, _T("gkGameFramework"));//, NULL, LOAD_WITH_ALTERED_SEARCH_PATH);
	GET_SYSTEM pFuncStart = (GET_SYSTEM)DLL_GETSYM(hHandle, "gkModuleInitialize");
	IGameFramework* game = pFuncStart();
#endif

	int width = 1280;
	int height = 720;

	// init
	ISystemInitInfo sii;
	sii.fWidth = width;
	sii.fHeight = height;

	if (!(game->Init(sii)))
	{
		return 0;
	}


	game->PostInit( NULL, sii );

	game->InitGame( NULL );

	// run
	game->Run();

	// destroy
	game->DestroyGame(false);
	game->Destroy();

	// free
#ifdef _STATIC_LIB
	gkFreeStaticModule_gkGameFramework();
#else
	gkFreeModule( hHandle );
#endif
	return 0;
}