bool gkGameFramework::InitGame(const TCHAR* dllname) { gkLogMessage(_T("load Game...")); // ensure destroyed DestroyGameImmediate(); #ifndef _STATIC_LIB // check the dll name TCHAR name[MAX_PATH]; gkIniParser startupFile( _T("config/startup.cfg") ); startupFile.Parse(); gkStdString ret = startupFile.FetchValue( _T("launcher"), _T("gamedll") ); if(ret != _T("")) { _tcscpy(name, ret.c_str()); } else { _tcscpy(name, _T("TestCases")); } gkLogMessage(_T("load Game: %s"), name); gkStdString dllPath = gEnv->rootPath; dllPath += "\\bin64\\"; // create system.dll first gkOpenModule( m_hHandleGame, name, dllPath.c_str()); if (m_hHandleGame) { m_pFuncGameStart = (GET_GAMEDLL)DLL_GETSYM(m_hHandleGame, "gkModuleInitialize"); m_pFuncGameEnd = (DESTROY_GAMEDLL)DLL_GETSYM(m_hHandleGame, "gkModuleUnload"); m_pGame = m_pFuncGameStart(gEnv); m_pGame->OnInit(); } else { gkLogWarning(_T("gkFramework::Load GameDll %s failed."), name ); } #else m_pGame = gkLoadStaticModule_gkGame(gEnv); m_pGame->OnInit(); #endif return true; }
//-------------------------------------------------------------------------------------- // 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; }
/** * This is the main entry point of a native application that is using * android_native_app_glue. It runs in its own thread, with its own * event loop for receiving input events and doing other things. */ void android_main(struct android_app* app) { // Make sure glue isn't stripped. app_dummy(); // NvEGLUtil* egl = NvEGLUtil::create(); // if (!egl) // { // // if we have a basic EGL failure, we need to exit immediately; nothing else we can do // nv_app_force_quit_no_cleanup(app); // return; // } void* gHandle; LOAD_MODULE_GLOBAL( gHandle, gkGameFramework ); //= dlopen("/data/data/com.kkstudio.gklauncher/lib/libgkGameFrame.so", RTLD_LAZY |RTLD_GLOBAL ); OsDisplayDebugString( "libloaded..." ); if(gHandle) { STARTFUNC moduleInitialize = (STARTFUNC)(DLL_GETSYM(gHandle, "gkModuleInitialize")); if( moduleInitialize ) { gGameFramework = moduleInitialize(); } else { return; } } else { OsDisplayDebugString( "gkFramework not find..." ); } OsDisplayDebugString( "system initialized..." ); //Engine* engine = new Engine(*egl, app); //long lastTime = egl->getSystemTime(); // loop waiting for stuff to do. OsDisplayDebugString( "system initialized..." ); // Setup our android state //state->userData = &init; app->onAppCmd = handle_cmd; app->onInputEvent = handle_input; while (nv_app_status_running(app)) { // Read all pending events. int ident; int events; struct android_poll_source* source; // If not rendering, we will block 250ms waiting for events. // If animating, we loop until all events are read, then continue // to draw the next frame of animation. while ((ident = ALooper_pollAll(((nv_app_status_focused(app)/* && engine->isGameplayMode()*/) ? 1 : 250), NULL, &events, (void**)&source)) >= 0) { // Process this event. if (source != NULL) source->process(app, source); // Check if we are exiting. If so, dump out if (!nv_app_status_running(app)) break; } if (gIntialized) { gGameFramework->Update(); } if (exit_req) { break; } // long currentTime = egl->getSystemTime(); // // // clamp time - it must not go backwards, and we don't // // want it to be more than a half second to avoid huge // // delays causing issues. Note that we do not clamp to above // // zero because some tools will give us zero delta // long deltaTime = currentTime - lastTime; // if (deltaTime < 0) // deltaTime = 0; // else if (deltaTime > 500) // deltaTime = 500; // // lastTime = currentTime; // Update the frame, which optionally updates time and animations // and renders //engine->updateFrame(nv_app_status_interactable(app), deltaTime); } //delete engine; //delete egl; }
/*!*************************************************************************** @function android_main @input state the android app state @description Main function of the program *****************************************************************************/ void android_main(struct android_app* state) { // Make sure glue isn't stripped. app_dummy(); OsDisplayDebugString( "coming..." ); // check the tf card dog. //system( ); // Initialise the demo, process the command line, create the OS initialiser. void* gHandle; LOAD_MODULE_GLOBAL( gHandle, gkGameFramework ); //= dlopen("/data/data/com.kkstudio.gklauncher/lib/libgkGameFrame.so", RTLD_LAZY |RTLD_GLOBAL ); OsDisplayDebugString( "libloaded..." ); if(gHandle) { STARTFUNC moduleInitialize = (STARTFUNC)(DLL_GETSYM(gHandle, "gkModuleInitialize")); if( moduleInitialize ) { gGameFramework = moduleInitialize(); } else { return; } } OsDisplayDebugString( "system initialized..." ); // Setup our android state //state->userData = &init; state->onAppCmd = handle_cmd; state->onInputEvent = handle_input; //init.m_pAndroidState = state; //g_AssetManager = state->activity->assetManager; // Handle our events until we have a valid window or destroy has been requested int ident; int events; struct android_poll_source* source; // Initialise our window/run/shutdown for(;;) { while ((ident = ALooper_pollAll(/*(init.m_eState == ePVRShellRender && init.m_bRendering) ? 0 : -1*/ 0, NULL, &events, (void**)&source)) >= 0) { // Process this event. if (source != NULL) { source->process(state, source); } // Check if we are exiting. if (state->destroyRequested != 0) { return; } } // Render our scene // if(!init.Run()) // { // ANativeActivity_finish(state->activity); // break; // } if (gIntialized) { gGameFramework->Update(); } // if( gGameFramework->Update() ) // { // gGameFramework->PostUpdate(); // } } }