void HandleEvent() { if(SDL_PollEvent(&event) == 1) { switch (event.type) { case SDL_QUIT: // fermeture de la fenetre Game_Quit(); break; case SDL_KEYDOWN: // Touche pressé switch(event.key.keysym.sym) { case SDLK_ESCAPE: // ESC Game_Quit(); break; case SDLK_SPACE: // Espace Game_Quit(); break; case SDLK_r: Game_ChangeState(Play_Instance()); break; } break; } } }
int main(int argc, char **argv) { unsigned int time_start, time_end; Game_Init(); FPSCount_Init(); while(game_running) { time_start = SDL_GetTicks(); Game_Update(); Game_Draw(); SDL_GL_SwapBuffers(); time_end = SDL_GetTicks(); FPSCount_Tick(); if(1000/FPS > time_end - time_start) SDL_Delay(1000/FPS - (time_end - time_start)); } Game_Quit(); return 0; }