author | sheepluva |
Wed, 16 May 2018 18:22:28 +0200 | |
branch | ui-scaling |
changeset 13390 | 0135e64c6c66 |
parent 4930 | 5d59bb58c365 |
permissions | -rw-r--r-- |
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now engine can be optionally built as library, there's an example wrapper of how to use it
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/* |
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This is an experimental main to use with hwLibary |
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now engine can be optionally built as library, there's an example wrapper of how to use it
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- create the library with `cmake . -DBUILD_ENGINE_LIBRARY=1' and `make hwengine' |
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- compile this file with `gcc libhwLibrary.dylib libSDLmain.a wrapper.c -o wrapper -framework Cocoa -framework SDL' |
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now engine can be optionally built as library, there's an example wrapper of how to use it
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(in Mac OS X, but this command line shouldn't be much different in other OSes; make sure to set the correct files/paths) |
a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
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- this executable expect a save file "Save.hws" and the data folder "Data" to be in the same launching directory |
a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
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*/ |
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4930 | 9 |
#include <stdlib.h> |
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now engine can be optionally built as library, there's an example wrapper of how to use it
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|
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now engine can be optionally built as library, there's an example wrapper of how to use it
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extern void Game (const char **); |
a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
koda
parents:
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4926
f9a13dd16f01
update lib wrapper.c so that it actually supplies all arguments required by current Game(), instead of causing a segfault ;D
sheepluva
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int SDL_main (int argc, const char **argv) |
f9a13dd16f01
update lib wrapper.c so that it actually supplies all arguments required by current Game(), instead of causing a segfault ;D
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{ |
f9a13dd16f01
update lib wrapper.c so that it actually supplies all arguments required by current Game(), instead of causing a segfault ;D
sheepluva
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// Note: if you get a segfault or other unexpected crashes on startup |
f9a13dd16f01
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sheepluva
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// make sure that these arguments are up-to-date with the ones actual needed |
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|
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f9a13dd16f01
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sheepluva
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const char **gameArgs = (const char**) malloc(sizeof(char *) * 11); |
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sheepluva
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gameArgs[ 0] = "0"; //ipcPort |
f9a13dd16f01
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gameArgs[ 1] = "1024"; //cScreenWidth |
f9a13dd16f01
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gameArgs[ 2] = "768"; //cScreenHeight |
f9a13dd16f01
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gameArgs[ 3] = "0"; //cReducedQuality |
f9a13dd16f01
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gameArgs[ 4] = "en.txt"; //cLocaleFName |
f9a13dd16f01
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gameArgs[ 5] = "wrapper"; //UserNick |
f9a13dd16f01
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gameArgs[ 6] = "1"; //isSoundEnabled |
f9a13dd16f01
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gameArgs[ 7] = "1"; //isMusicEnabled |
f9a13dd16f01
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gameArgs[ 8] = "1"; //cAltDamage |
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gameArgs[ 9] = "0.0"; //rotationQt |
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gameArgs[10] = "Save.hws"; //recordFileName |
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now engine can be optionally built as library, there's an example wrapper of how to use it
koda
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diff
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Game(gameArgs); |
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now engine can be optionally built as library, there's an example wrapper of how to use it
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free(gameArgs); |
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now engine can be optionally built as library, there's an example wrapper of how to use it
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return 0; |
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now engine can be optionally built as library, there's an example wrapper of how to use it
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} |