/// CaveGame - A procedural 2D platformer sandbox. /// Created by Josh O'Leary @ Redacted Software, 2020-2024 /// Contact: josh@redacted.cc /// Contributors: william@redacted.cc maxi@redacted.cc /// This work is dedicated to the public domain. /// @file main.cpp /// @desc The Client App's main file. Creates and runs the Client App window. /// @edit 11/1/2024 /// @auth Josh O'Leary #ifdef STEAM_BUILD #include #endif #include #include #include #include #include #include #include #include int main(int argc, char** argv) { mcolor::windowsSaneify(); // Hide logs from engine components so we can focus on CaveGame. JGL::Logger::Warning.EnableConsole(false); JGL::Logger::Debug.EnableConsole(false); ReWindow::Logger::Debug.EnableConsole(false); //ReWindow::Logger::Debug.EnableFile(false); // Reduce verbosity of our base logger. CaveGame::Logs::Info.IncludeLocation(false); // Let 'em know we're coming. CaveGame::Logs::Info("Starting client program."); // If we compiled with steam, poke the system for the steam API, and launch with it, if we have it. #ifdef STEAM_BUILD CaveGame::Logs::Info.Log("Running steam build."); bool steam_success = SteamAPI_Init(); #endif auto* window = new CaveGame::ClientApp::CaveGameWindow("Re-CaveGame", 800, 600); //window->SetResizable(true); window->Run(); delete window; #ifdef STEAM_BUILD SteamAPI_Shutdown(); #endif CaveGame::Logs::Info.Log("Exiting client program."); return 0; }