int main(int argc, char* argv[])
{
    if(SDL_Init(SDL_INIT_EVERYTHING) == -1) {
        throw_SDLerror();
    }
    if(TTF_Init() == -1) {
        throw_SDLerror();
    }

    window = SDL_CreateWindow(GAME_TITLE, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, GAME_WIDTH, GAME_HEIGHT, SDL_WINDOW_RESIZABLE);
    renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
    SDL_RenderSetLogicalSize(renderer, GAME_WIDTH, GAME_HEIGHT);

    // TODO: black loading screen is boring.
    screen_clear();
    screen_display();

    asset_init();
    Player_create();
    Map_init();

    run();

    asset_quit();

    TTF_Quit();
    SDL_Quit();

    return 0;
}
Beispiel #2
0
void corange_init(const char* core_assets_path) {
  
  /* Attach signal handlers */
  signal(SIGABRT, corange_signal);
  signal(SIGFPE, corange_signal);
  signal(SIGILL, corange_signal);
  signal(SIGINT, corange_signal);
  signal(SIGSEGV, corange_signal);
  signal(SIGTERM, corange_signal);
  
  logout = fopen("output.log", "w");
  
  at_error(corange_error);
  at_warning(corange_warning);
  at_debug(corange_debug);
  
  /* Starting Corange */
  debug("Starting Corange...");
  
  /* Asset Manager */
  debug("Creating Asset Manager...");
  debug("Core Assets At '%s' ...", core_assets_path);

  asset_init();
  asset_add_path_variable(P("$CORANGE"), P(core_assets_path));
  
  asset_handler(renderable, "bmf", bmf_load_file, renderable_delete);
  asset_handler(renderable, "obj", obj_load_file, renderable_delete);
  asset_handler(renderable, "smd", smd_load_file, renderable_delete);
  asset_handler(renderable, "ply", ply_load_file, renderable_delete);
  asset_handler(skeleton, "skl", skl_load_file, skeleton_delete);
  asset_handler(animation, "ani", ani_load_file, animation_delete);
  asset_handler(cmesh, "col", col_load_file, cmesh_delete);
  asset_handler(terrain, "raw", raw_load_file, terrain_delete);
  
  asset_handler(texture, "bmp", bmp_load_file, texture_delete);
  asset_handler(texture, "tga", tga_load_file, texture_delete);
  asset_handler(texture, "dds", dds_load_file, texture_delete);
  asset_handler(texture, "lut", lut_load_file, texture_delete);
  asset_handler(texture, "acv", acv_load_file, texture_delete);
  
  asset_handler(shader, "vs" , vs_load_file, shader_delete);
  asset_handler(shader, "fs" , fs_load_file, shader_delete);
  asset_handler(shader, "gs" , gs_load_file, shader_delete);
  asset_handler(shader, "tcs" , tcs_load_file, shader_delete);
  asset_handler(shader, "tes" , tes_load_file, shader_delete);
  
  asset_handler(config, "cfg", cfg_load_file, config_delete);
  asset_handler(lang, "lang", lang_load_file, lang_delete);
  asset_handler(font, "fnt", font_load_file, font_delete);

  asset_handler(material, "mat", mat_load_file, material_delete);
  asset_handler(effect, "effect" , effect_load_file, effect_delete);
  
  asset_handler(sound, "wav", wav_load_file, sound_delete);
  asset_handler(music, "ogg", ogg_load_file, music_delete);
  asset_handler(music, "mp3", mp3_load_file, music_delete);
  
  /* Entity Manager */
  debug("Creating Entity Manager...");
  
  entity_init();
  
  entity_handler(static_object, static_object_new, static_object_delete);
  entity_handler(animated_object, animated_object_new, animated_object_delete);
  entity_handler(physics_object, physics_object_new, physics_object_delete);
  entity_handler(instance_object, instance_object_new, instance_object_delete);
  
  entity_handler(camera, camera_new, camera_delete);
  entity_handler(light, light_new, light_delete);
  entity_handler(landscape, landscape_new, landscape_delete);
  entity_handler(particles, particles_new, particles_delete);
  
  /* UI Manager */
  debug("Creating UI Manager...");
  
  ui_init();
  
  ui_handler(ui_rectangle, ui_rectangle_new, ui_rectangle_delete, ui_rectangle_event, ui_rectangle_update, ui_rectangle_render);
  ui_handler(ui_text, ui_text_new, ui_text_delete, ui_text_event, ui_text_update, ui_text_render);
  ui_handler(ui_spinner, ui_spinner_new, ui_spinner_delete, ui_spinner_event, ui_spinner_update, ui_spinner_render);
  ui_handler(ui_button, ui_button_new, ui_button_delete, ui_button_event, ui_button_update, ui_button_render);
  ui_handler(ui_textbox, ui_textbox_new, ui_textbox_delete, ui_textbox_event, ui_textbox_update, ui_textbox_render);
  ui_handler(ui_browser, ui_browser_new, ui_browser_delete, ui_browser_event, ui_browser_update, ui_browser_render);
  ui_handler(ui_toast, ui_toast_new, ui_toast_delete, ui_toast_event, ui_toast_update, ui_toast_render);
  ui_handler(ui_dialog, ui_dialog_new, ui_dialog_delete, ui_dialog_event, ui_dialog_update, ui_dialog_render);
  ui_handler(ui_listbox, ui_listbox_new, ui_listbox_delete, ui_listbox_event, ui_listbox_update, ui_listbox_render);
  ui_handler(ui_option, ui_option_new, ui_option_delete, ui_option_event, ui_option_update, ui_option_render);
  ui_handler(ui_slider, ui_slider_new, ui_slider_delete, ui_slider_event, ui_slider_update, ui_slider_render);
  
  /* Graphics Manager */
  debug("Creating Graphics Manager...");
  graphics_init();
  
  /* Audio Manager */
  debug("Creating Audio Manager...");
  audio_init();
  
  /* Joystick Manager */
  debug("Creating Joystick Manager...");
  joystick_init();
  
  /* Network Manager */
  debug("Creating Network Manager...");
  net_init();
  
  debug("Finished!");
}