author | koda |
Sat, 31 Jul 2010 10:42:40 +0200 | |
changeset 3693 | 09892cdb8f95 |
parent 3495 | a6b4f351d400 |
child 3697 | d5b30d6373fc |
permissions | -rw-r--r-- |
3495
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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' |
a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
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- compile this file with `gcc libhwLibrary.dylib libSDLmain.a wrapper.c -o wrapper -framework Cocoa -framework SDL' |
a6b4f351d400
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
koda
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*/ |
a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
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a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
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#import <stdio.h> |
a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
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#import <stdlib.h> |
a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
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|
a6b4f351d400
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
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a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
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int SDL_main (int argc, const char **argv) { |
a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
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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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const char **gameArgs = (const char**) malloc(sizeof(char *) * 9); |
a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
koda
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a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
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gameArgs[0] = "wrapper"; //UserNick |
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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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gameArgs[1] = "0"; //ipcPort |
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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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gameArgs[2] = "0"; //isSoundEnabled |
a6b4f351d400
now engine can be optionally built as library, there's an example wrapper of how to use it
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gameArgs[3] = "0"; //isMusicEnabled |
a6b4f351d400
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gameArgs[4] = "en.txt"; //cLocaleFName |
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gameArgs[5] = "0"; //cAltDamage |
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gameArgs[6] = "768"; //cScreenHeight |
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gameArgs[7] = "1024"; //cScreenHeight |
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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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gameArgs[8] = "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
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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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Game(gameArgs); |
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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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} |