int main( int argc, char* args[] ) { SDLInitializer sdlinit("Zelda",1480,850); //A sleepy rendering loop, wait for 3 seconds and render and present the screen each time bool quit=false; SDL_Event event; const Uint8* keys = SDL_GetKeyboardState(NULL); character_link link(sdlinit); while( !quit){ //The frames per second timer SDL_PollEvent(&event); //First clear the renderer SDL_RenderClear(sdlinit.getRenderer()); link.draw(keys); //Update the screen SDL_RenderPresent(sdlinit.getRenderer()); SDL_Delay(time_left()); next_time += TICK_INTERVAL; if(keys[SDL_SCANCODE_ESCAPE]) return 0; } }
int main(int argc, char **argv) { int r; __sdl_videoinit(); if (sdlinit() != SUCCESS) { return(0); } r = SDL_main(argc, argv); sdlterm(); return(r); }
void GW_PlatformSDL::initialize() { if (!initialized_) { GWDBG_OUTPUT("SDL: Initialize"); // initialize SDL video if ( SDL_Init( sdlinit(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_TIMER) ) < 0 ) throw GW_Exception(string("Unable to init SDL: "+string(SDL_GetError()))); #ifndef GW_NO_SDL_MIXER if ( Mix_OpenAudio(22050, AUDIO_S16SYS, 1, audiobufsize_get()) < 0) throw GW_Exception(string("Unable to init SDL_mixer: "+string(Mix_GetError()))); #endif #ifndef GW_NO_SDL_TTF if ( TTF_Init() < 0 ) throw GW_Exception(string("Unable to init SDL_ttf: "+string(TTF_GetError()))); #endif #ifndef GW_NO_SDL_MIXER Mix_AllocateChannels(6); sound_volume(75); #endif custom_initialize(); // make sure SDL cleans up before exit atexit(SDL_Quit); // set application icon plat_init(); // create a new window window_ = SDL_CreateWindow("Game & Watch simulator - by Hitnrun / ZsoltK & Madrigal", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width_, height_, fullscreen_ ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_SHOWN); if ( !window_ ) throw GW_Exception(string("Unable to allocate game window: " + string(SDL_GetError()))); renderer_ = SDL_CreateRenderer(window_, -1, SDL_RENDERER_ACCELERATED); if ( !renderer_ ) throw GW_Exception(string("Unable to allocate renderer: " + string(SDL_GetError()))); // Let SDL & GPU do the scaling SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); SDL_RenderSetLogicalSize(renderer_, width_, height_); SDL_ShowCursor(SDL_DISABLE); #ifndef GW_NO_SDL_TTF // load font //font_=TTF_OpenFont( bf::path( bf::path(platformdata_get() ) / "andalemo.ttf" ).string().c_str(), fontsize_get() ); string pfont(platformdata_get() + "/" + "andalemo.ttf" ); font_=TTF_OpenFont( pfont.c_str(), fontsize_get() ); if (!font_) throw GW_Exception(string("Unable to load font: "+string(TTF_GetError()))); #endif initialized_=true; } }