프로젝트 추가
This commit is contained in:
86
proj.win32/game.rc
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86
proj.win32/game.rc
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// Microsoft Visual C++ generated resource script.
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//
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#include "resource.h"
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#define APSTUDIO_READONLY_SYMBOLS
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/////////////////////////////////////////////////////////////////////////////
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//
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// Generated from the TEXTINCLUDE 2 resource.
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//
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#define APSTUDIO_HIDDEN_SYMBOLS
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#include "windows.h"
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#undef APSTUDIO_HIDDEN_SYMBOLS
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/////////////////////////////////////////////////////////////////////////////
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#undef APSTUDIO_READONLY_SYMBOLS
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/////////////////////////////////////////////////////////////////////////////
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// English (U.S.) resources
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#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
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#ifdef _WIN32
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LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
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#pragma code_page(1252)
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#endif //_WIN32
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#ifdef APSTUDIO_INVOKED
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/////////////////////////////////////////////////////////////////////////////
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//
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// TEXTINCLUDE
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//
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1 TEXTINCLUDE
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BEGIN
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"resource.h\0"
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END
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#endif // APSTUDIO_INVOKED
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/////////////////////////////////////////////////////////////////////////////
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//
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// Icon
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//
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// Icon with lowest ID value placed first to ensure application icon
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// remains consistent on all systems.
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GLFW_ICON ICON "res\\game.ico"
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/////////////////////////////////////////////////////////////////////////////
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//
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// Version
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//
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VS_VERSION_INFO VERSIONINFO
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FILEVERSION 1,0,0,1
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PRODUCTVERSION 1,0,0,1
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FILEFLAGSMASK 0x3fL
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#ifdef _DEBUG
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FILEFLAGS 0x1L
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#else
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FILEFLAGS 0x0L
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#endif
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FILEOS 0x4L
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FILETYPE 0x2L
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FILESUBTYPE 0x0L
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BEGIN
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BLOCK "StringFileInfo"
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BEGIN
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BLOCK "040904B0"
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BEGIN
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VALUE "CompanyName", "\0"
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VALUE "FileDescription", "game Module\0"
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VALUE "FileVersion", "1, 0, 0, 1\0"
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VALUE "InternalName", "game\0"
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VALUE "LegalCopyright", "Copyright \0"
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VALUE "OriginalFilename", "game.exe\0"
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VALUE "ProductName", "game Module\0"
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VALUE "ProductVersion", "1, 0, 0, 1\0"
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END
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END
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BLOCK "VarFileInfo"
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BEGIN
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VALUE "Translation", 0x0409, 0x04B0
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END
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END
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/////////////////////////////////////////////////////////////////////////////
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#endif // !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
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70
proj.win32/main.cpp
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70
proj.win32/main.cpp
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/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "main.h"
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#include "AppDelegate.h"
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#include "platform/Application.h"
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// Uncomment to enable win32 console
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#define USE_WIN32_CONSOLE
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using namespace ax;
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int axmol_main() {
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// create the application instance
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AppDelegate app;
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int ret = Application::getInstance()->run();
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return ret;
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}
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#if !defined(_CONSOLE)
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int WINAPI _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow)
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{
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UNREFERENCED_PARAMETER(hPrevInstance);
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UNREFERENCED_PARAMETER(lpCmdLine);
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#ifdef USE_WIN32_CONSOLE
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# include "platform/win32/EmbedConsole.h"
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#endif
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auto result = axmol_main();
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#if AX_OBJECT_LEAK_DETECTION
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Object::printLeaks();
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#endif
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return result;
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}
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#else
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int main(int, char**) {
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auto result = axmol_main();
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#if AX_OBJECT_LEAK_DETECTION
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Object::printLeaks();
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#endif
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return result;
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}
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#endif
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36
proj.win32/main.h
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36
proj.win32/main.h
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/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
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// Windows Header Files:
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#include <windows.h>
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#include <tchar.h>
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// C RunTime Header Files
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#include "platform/StdC.h"
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BIN
proj.win32/res/game.ico
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BIN
proj.win32/res/game.ico
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Binary file not shown.
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After Width: | Height: | Size: 110 KiB |
46
proj.win32/resource.h
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46
proj.win32/resource.h
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@@ -0,0 +1,46 @@
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/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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//{{NO_DEPENDENCIES}}
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// Microsoft Visual C++ generated include file.
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// Used by game.RC
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//
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#define IDS_PROJNAME 100
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#define IDR_TESTJS 100
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#define ID_FILE_NEW_WINDOW 32771
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// Next default values for new objects
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//
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#ifdef APSTUDIO_INVOKED
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# ifndef APSTUDIO_READONLY_SYMBOLS
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# define _APS_NEXT_RESOURCE_VALUE 201
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# define _APS_NEXT_CONTROL_VALUE 1000
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# define _APS_NEXT_SYMED_VALUE 101
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# define _APS_NEXT_COMMAND_VALUE 32775
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# endif
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#endif
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