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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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