main.c 1.5 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859
  1. #include <furi.h>
  2. #include "engine.h"
  3. #include "game_engine.h"
  4. #include "game_manager_i.h"
  5. #include "level_i.h"
  6. #include "entity_i.h"
  7. static void frame_cb(GameEngine *engine, Canvas *canvas, InputState input, void *context)
  8. {
  9. UNUSED(engine);
  10. GameManager *game_manager = context;
  11. game_manager_input_set(game_manager, input);
  12. game_manager_update(game_manager);
  13. game_manager_render(game_manager, canvas);
  14. }
  15. int32_t game_app(void *p)
  16. {
  17. UNUSED(p);
  18. GameManager *game_manager = game_manager_alloc();
  19. GameEngineSettings settings = game_engine_settings_init();
  20. settings.target_fps = game.target_fps;
  21. settings.show_fps = game.show_fps;
  22. settings.always_backlight = game.always_backlight;
  23. settings.frame_callback = frame_cb;
  24. settings.context = game_manager;
  25. GameEngine *engine = game_engine_alloc(settings);
  26. game_manager_engine_set(game_manager, engine);
  27. void *game_context = NULL;
  28. if (game.context_size > 0)
  29. {
  30. game_context = malloc(game.context_size);
  31. game_manager_game_context_set(game_manager, game_context);
  32. }
  33. game.start(game_manager, game_context);
  34. game_engine_run(engine);
  35. game_engine_free(engine);
  36. game_manager_free(game_manager);
  37. game.stop(game_context);
  38. if (game_context)
  39. {
  40. free(game_context);
  41. }
  42. int32_t entities = entities_get_count();
  43. if (entities != 0)
  44. {
  45. FURI_LOG_E("Game", "Memory leak detected: %ld entities still allocated", entities);
  46. return -1;
  47. }
  48. return 0;
  49. }