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- #include <furi.h>
- #include "engine.h"
- #include "game_engine.h"
- #include "game_manager_i.h"
- #include "level_i.h"
- #include "entity_i.h"
- // static void frame_cb(GameEngine *engine, Canvas *canvas, InputState input, void *context)
- // {
- // UNUSED(engine);
- // GameManager *game_manager = context;
- // game_manager_input_set(game_manager, input);
- // game_manager_update(game_manager);
- // game_manager_render(game_manager, canvas);
- // }
- // int32_t game_app(void *p)
- // {
- // UNUSED(p);
- // GameManager *game_manager = game_manager_alloc();
- // GameEngineSettings settings = game_engine_settings_init();
- // settings.target_fps = game.target_fps;
- // settings.show_fps = game.show_fps;
- // settings.always_backlight = game.always_backlight;
- // settings.frame_callback = frame_cb;
- // settings.context = game_manager;
- // GameEngine *engine = game_engine_alloc(settings);
- // game_manager_engine_set(game_manager, engine);
- // void *game_context = NULL;
- // if (game.context_size > 0)
- // {
- // game_context = malloc(game.context_size);
- // game_manager_game_context_set(game_manager, game_context);
- // }
- // game.start(game_manager, game_context);
- // game_engine_run(engine);
- // game_engine_free(engine);
- // game_manager_free(game_manager);
- // game.stop(game_context);
- // if (game_context)
- // {
- // free(game_context);
- // }
- // int32_t entities = entities_get_count();
- // if (entities != 0)
- // {
- // FURI_LOG_E("Game", "Memory leak detected: %ld entities still allocated", entities);
- // return -1;
- // }
- // return 0;
- // }
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