int lua_Platform_enterMessagePump(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Platform* instance = getInstance(state); int result = instance->enterMessagePump(); // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } lua_pushstring(state, "lua_Platform_enterMessagePump - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; }
/** * Main entry point. */ extern "C" int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR cmdLine, int cmdShow) { Game* game = Game::getInstance(); Platform* platform = Platform::create(game); GP_ASSERT(platform); int result = platform->enterMessagePump(); delete platform; return result; }
/** * Main entry point. */ int main(int argc, char** argv) { Game* game = Game::getInstance(); Platform* platform = Platform::create(game); GP_ASSERT(platform); int result = platform->enterMessagePump(); delete platform; return result; }
/** * Main entry point. */ void android_main(struct android_app* state) { // Android specific : Dummy function that needs to be called to // ensure that the native activity works properly behind the scenes. // app_dummy(); __state = state; Game* game = Game::getInstance(); Platform* platform = Platform::create(game); GP_ASSERT(platform); platform->enterMessagePump(); delete platform; // Android specific : the process needs to exit to trigger // cleanup of global and static resources (such as the game). exit(0); }