Mercurial > mm7
view OSAPI.cpp @ 2541:a902abdfc7f2
1. Renamed class Game to class Engine.
2. Separated game logic as state of FSM from game logic as engine.
3. Found out that many UI screen initializers were optimized away, intially
they all returned newly created window as separate object like it is done
in CharacterUI_Initialize.
author | a.parshin |
---|---|
date | Sun, 10 May 2015 01:29:11 +0200 |
parents | 68cdef6879a0 |
children | d87bfbd3bb3b |
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#define _CRTDBG_MAP_ALLOC #include <stdlib.h> #include <crtdbg.h> #define _CRT_SECURE_NO_WARNINGS #include "OSAPI.h" #include "OSInfo.h" #include "Engine/Log.h" bool OSInfo::initialized = false; OSVERSIONINFOA OSInfo::info; //----- (00462C94) -------------------------------------------------------- int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hprevinstance, wchar_t *lpCmdLine, int nShowCmd) { Log::Initialize(); //if (HWND hMM7Window = FindWindowW(L"MM7", 0)) if (HWND hMM7Window = FindWindowW(L"M&MTrilogy", 0))//check whether the window is open { if (IsIconic(hMM7Window)) ShowWindow(hMM7Window, SW_RESTORE); SetForegroundWindow(GetLastActivePopup(hMM7Window)); return 0; } HWND hPrevWindow = GetActiveWindow(); if (!hPrevWindow) { Log::Warning(L"OS init: ok"); extern bool MM_Main(const wchar_t *pCmdLine); MM_Main(lpCmdLine); } if (hPrevWindow) SetActiveWindow(hPrevWindow); return GetLastError(); } void MsgBox(const wchar_t *msg, const wchar_t *title) { MessageBoxW(nullptr, msg, title, 0); }