// MapShifter.cpp : Defines the class behaviors for the application. // #include "stdafx.h" #include "MapShifter.h" #include "MapShifterDlg.h" #include #include void __stdcall InitializeGameEngine() { Stuff::InitializeClasses(); } ///////////////////////////////////////////////////////////////////////////// // CMapShifterApp BEGIN_MESSAGE_MAP(CMapShifterApp, CWinApp) //{{AFX_MSG_MAP(CMapShifterApp) //}}AFX_MSG ON_COMMAND(ID_HELP, CWinApp::OnHelp) END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CMapShifterApp construction CMapShifterApp::CMapShifterApp() { } ///////////////////////////////////////////////////////////////////////////// // The one and only CMapShifterApp object CMapShifterApp theApp; ///////////////////////////////////////////////////////////////////////////// // CMapShifterApp initialization BOOL CMapShifterApp::InitInstance() { InitGameOS(NULL, NULL, "blabla"); InitializeGameEngine(); AfxEnableControlContainer(); // Standard initialization #ifdef _AFXDLL Enable3dControls(); // Call this when using MFC in a shared DLL #else Enable3dControlsStatic(); // Call this when linking to MFC statically #endif CMapShifterDlg dlg; m_pMainWnd = &dlg; int nResponse = dlg.DoModal(); if (nResponse == IDOK) { } else if (nResponse == IDCANCEL) { } // Since the dialog has been closed, return FALSE so that we exit the // application, rather than start the application's message pump. return FALSE; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void __stdcall TerminateGameEngine() { Stuff::TerminateClasses(); } void __stdcall GetGameOSEnvironment(char* CommandLine) { // Environment.UpdateRenderers = UpdateDisplay; // Environment.DoGameLogic = DoGameLogic; Environment.InitializeGameEngine = InitializeGameEngine; Environment.TerminateGameEngine = TerminateGameEngine; } int CMapShifterApp::ExitInstance() { ExitGameOS(); return CWinApp::ExitInstance(); }