int main(int argc, char *argv[]) { if(!InitGame()) { printf("%s\n", SDL_GetError()); FreeGame(); //If InitGame failed, kill the program return 0; } while(ProgramIsRunning()) { long int oldTime = SDL_GetTicks(); //We will use this later to see how long it took to update the frame SDL_FillRect(Backbuffer, NULL, 0); //Clear the screen RunGame(); //Update the game DrawGame(); //Draw the screen int frameTime = SDL_GetTicks() - oldTime; if(frameTime < FRAME_DELAY) //Dont delay if we dont need to SDL_Delay(FRAME_DELAY - frameTime); //Delay //In SDL 2, SDL_UpdateWindowSurface replaces SDL_Flip SDL_UpdateWindowSurface(Window); //Flip the screen } FreeGame(); //Gracefully release SDL and its resources. return 0; }
int main(int argc, char** argv) { //initialisation du contexte glut initGlut(argc, argv); Menu* menu = (Menu *) malloc(sizeof(Menu)); Game* game = (Game *) malloc(sizeof(Game)); //si probleme lors de la création du menu -> exit if (!MakeMenu(WINDOW_WIDTH, WINDOW_HEIGHT, menu, debut)) return EXIT_FAILURE; //si porblème lors de la création du game -> exit if (!MakeGame(game)) { printf("Erreur MakeGame !!"); return EXIT_FAILURE; } CallMenuDemarrage(menu, game); //liberation du *game FreeGame(game); free(game); game = NULL; //libéraiton du *menu free(menu); menu = NULL; return EXIT_SUCCESS; }
void CTrackDlg::ReportStats(DWORD time) { char response[33]; NewGame(1); BucketStringOp(NULL, "hostname", bo_set, (char *)(LPCSTR)m_loginDlg.m_nick, bl_server, 0); BucketIntOp(NULL, "event", bo_set, m_event, bl_server, 0); NewPlayer(NULL, 0, (char *)(LPCSTR)m_loginDlg.m_nick); BucketIntOp(NULL, "time", bo_set, time, bl_player, 0); BucketIntOp(NULL, "pid", bo_set, m_loginDlg.m_profile, bl_player, 0); GenerateAuth(GetChallenge(NULL), (char *)(LPCSTR)m_loginDlg.m_password, response); BucketStringOp(NULL, "auth", bo_set, response, bl_player, 0); SendGameSnapShot(NULL, NULL, SNAP_FINAL); FreeGame(NULL); }