int main(int argc, char *argv[]) { Game1* game = new Game1(); game->Run("Test Window", 800, 480); delete game; return 0; }
//Function Definitions int MsgLoop(void) { MSG msg; ZeroMemory(&msg,sizeof(MSG)); while(TRUE) { // Check to see if any messages are waiting in the queue while(PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } if(msg.message == WM_QUIT) break; // Run game code here //update and draw func are called continously g1.UpdateGame(d3ddev1); g1.DrawGame(d3ddev1,800,600); } // return this part of the WM_QUIT message to Windows return msg.wParam; }
int main(int argc, char **argv) { Game1 *pGame = new Game1(640, 480, false, "Game1"); pGame->RunGame(); delete pGame; return 0; };
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ){ Game1 game; SGE::Framework::GameDescription GD; GD.fullscreen = true; GD.height = 1080; GD.width = 1920; HRESULT result = game.Run(NULL,hInstance,nCmdShow); }
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ){ Game1 game; HRESULT result = game.Run(NULL,hInstance,nCmdShow); }