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Blamite Game Engine - blam!  00368.02.12.23.1347.blamite
The core library for the Blamite Game Engine.
MainEntryPoints.h
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1 
2 #ifndef _Demo_MainEntryPoints_H_
3 #define _Demo_MainEntryPoints_H_
4 
5 #include "OGRE/OgrePrerequisites.h"
6 
7 #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 || OGRE_PLATFORM == OGRE_PLATFORM_WINRT
8  #define WIN32_LEAN_AND_MEAN
9  #define VC_EXTRALEAN
10  #define NOMINMAX
11  #include <windows.h>
12 #endif
13 
14 namespace Demo
15 {
16  class GameState;
17  class GraphicsSystem;
18  class LogicSystem;
19 }
20 
21 namespace Demo
22 {
85  {
86  public:
100  static void createSystems( GameState **outGraphicsGameState, GraphicsSystem **outGraphicsSystem,
101  GameState **outLogicGameState, LogicSystem **outLogicSystem );
102 
104  static void destroySystems( GameState *graphicsGameState, GraphicsSystem *graphicsSystem,
105  GameState *logicGameState, LogicSystem *logicSystem );
106 
107  static const char* getWindowTitle(void);
108 
111  static double Frametime;
112 
113  #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
114  static INT WINAPI mainAppSingleThreaded( HINSTANCE hInst, HINSTANCE hPrevInstance,
115  LPSTR strCmdLine, INT nCmdShow );
116  #else
117  static int mainAppSingleThreaded( int argc, const char *argv[] );
118  #endif
119  #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
120  static INT WINAPI mainAppMultiThreaded( HINSTANCE hInst, HINSTANCE hPrevInstance,
121  LPSTR strCmdLine, INT nCmdShow );
122  #else
123  static int mainAppMultiThreaded( int argc, const char *argv[] );
124  #endif
125  };
126 }
127 
128 #endif
129 
Demo::MainEntryPoints::getWindowTitle
static const char * getWindowTitle(void)
hInst
HINSTANCE hInst
Application instance handle.
Definition: main.cpp:69
Demo::MainEntryPoints::createSystems
static void createSystems(GameState **outGraphicsGameState, GraphicsSystem **outGraphicsSystem, GameState **outLogicGameState, LogicSystem **outLogicSystem)
Creates the system for the helper functions in Common framework to use in mainAppVarible & co.
Demo::MainEntryPoints
Most of our demos use the same basic setup for game loop.
Definition: MainEntryPoints.h:84
Demo
Definition: BaseSystem.cpp:5
Demo::MainEntryPoints::mainAppSingleThreaded
static INT WINAPI mainAppSingleThreaded(HINSTANCE hInst, HINSTANCE hPrevInstance, LPSTR strCmdLine, INT nCmdShow)
Definition: MainLoopSingleThreaded.cpp:49
Demo::GameState
Definition: GameState.h:9
Demo::LogicSystem
Definition: LogicSystem.h:14
Demo::MainEntryPoints::Frametime
static double Frametime
Time in seconds a frame should last in fixed timestep (e.g.
Definition: MainEntryPoints.h:111
Demo::MainEntryPoints::mainAppMultiThreaded
static INT WINAPI mainAppMultiThreaded(HINSTANCE hInst, HINSTANCE hPrevInstance, LPSTR strCmdLine, INT nCmdShow)
Definition: MainLoopMultiThreaded.cpp:64
Demo::MainEntryPoints::destroySystems
static void destroySystems(GameState *graphicsGameState, GraphicsSystem *graphicsSystem, GameState *logicGameState, LogicSystem *logicSystem)
Destroys the systems created via createSystems. Implementation should check for null pointers.
Demo::GraphicsSystem
Definition: GraphicsSystem.h:26