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#include <windows.h>
#include <vector>
#include "GUI/EditorWindows.h"
#include "Runtime/Lua/LuaBind/LuaBind.h"
#include "EditorManager.h"
#include "Runtime/Graphics/OpenGL.h"
#include "Editor/Scripting/EditorScripting.h"
using namespace LuaBind;
static int MainLoop()
{
BOOL returnValue;
MSG msg, lastMsg;
msg.message = WM_NULL;
std::vector<MSG> messages;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
bool isQuitSignaled = msg.message == WM_QUIT;
while (!isQuitSignaled)
{
MSG msg;
while (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE) != 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
isQuitSignaled = true;
}
}
return (INT)msg.wParam;
}
void InitLuaState()
{
LuaBind::VM vm;
vm.Setup();
vm.OpenLibs();
if (!SetupGameLabEditorScripting(vm.GetMainThread()))
{
log_error("Can't setup scripting.");
}
LuaBind::State state = vm.GetMainState();
state.DoFile("./Scripts/EditorApplication.lua");
}
#ifdef GAMELAB_DEBUG
int main()
#else
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
#endif
{
WindowUtil::RegisterClasses();
InitLuaState();
return 0;
}
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