Example #1
0
// Shows how to configure logging with a property file
int main(int argc, char *argv[])
{
    QCoreApplication application(argc, argv);

    LoggerObject * object = new LoggerObject(&application);
    LoggerObjectPrio * object1 = new LoggerObjectPrio(&application);
    Q_UNUSED(object1)

    QObject::connect(object, &LoggerObject::exit, &application, &QCoreApplication::exit);

    initializeRootLogger();
    logStartup();

    int ret;
    {
    QScopedPointer<LoggerStatic> object2(new LoggerStatic());

    ret = application.exec();
    }

    logShutdown();
    shutdownRootLogger();

    return ret;
}
Example #2
0
File: app.c Project: Mojofreem/flub
void appShutdown(void) {
    // console
    // input
    // audio
    // gfx
    // font
    // texture
    videoShutdown();
    flubCfgShutdown();
    flubPhysfsShutdown();
    flubSDLShutdown();
    cmdlineShutdown();
    logShutdown();
}
Example #3
0
// In a windows program, instead of main(), we use WinMain()
// Refer to earlier lessons for comments and more detail.
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLine, int iCmdShow )
{
  // Setup a console
  consoleCreate() ;
  consoleWhite() ;
  consoleMove( 32, 500 ) ;
  consoleRowsAndCols( 10, 120 ) ;

  // Start up the log.
  logStartup() ;
  
  // Put these after log start up, b/c start up inits them with some init values
  logOutputsForConsole = LOG_ERROR | LOG_WARNING | LOG_INFO ;  // See ERROR and WARNING messages at Console.
  logOutputsForFile = LOG_ERROR | LOG_WARNING | LOG_INFO ; // See all types of messages in file
  logOutputsForDebugStream = LOG_ERROR | LOG_WARNING ; // See all ERROR and WARNING messages at debugstream. Suppress 'info()' messages.


  // Start up GDI+, which we use to draw
  // For GDI+, used only for shape render
  GdiplusStartupInput gdiplusStartupInput;
  ULONG_PTR gdiplusToken;
  GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL);

  // Setup the window
  window = new GameWindow( hInstance, TEXT( "eternity engine base" ),
     32, 32, // x pos, y pos
     640, 480 // width, height
  ) ;

  // After the window comes up, we call Init
  // to load the game's content
  Init() ;

  MSG message ;
  while( 1 )
  {
    if( PeekMessage( &message, NULL, 0, 0, PM_REMOVE ) )
    {
      if( message.message == WM_QUIT ) // if we got a WM_QUIT message..
      {
        break ; // ..then end the program by jumping out of the while(1) loop.
      }
      
      // Send the message over to WndProc for
      // further processing.
      TranslateMessage( &message ) ;
      DispatchMessage( &message ) ;
    }
    else
    {
      // Run our game, one frame
      Update() ;
      window->step() ; // ^^ update fmod engine, grab updated keystates, etc.
      
      // Draw the game out, all at once
      if( window->beginDrawing() ) // only continue if beginDrawing() succeeds
      {
        Draw() ;
        window->endDrawing() ;
      }
    }
  }

  info( "Game over!" ) ;
  logShutdown() ;

  GdiplusShutdown(gdiplusToken);

  //system( "pause" ) ; // uncomment to make it pause before exit
  return 0 ;
}