Ejemplo n.º 1
0
int main_loop() {
    for (int i=0;i<256;i++) solid[i] = i != 0;
    //sync = 0;
    while(1) {
        //do {al_poll_duh(current_track);} while (sync<=0);//render music while waiting for next frame
        al_poll_duh(current_track);
        int stat = logic_loop();
        render_loop();
        showbuffer();
        //sync--;
        switch (stat) {
        default:
        case 0:
            break;
        case 1:
            return 1;
        }
    }
}
Ejemplo n.º 2
0
int main( int argc, char* argv[] )
{
       
    
    //get_settings read_settings; //create a settings reading object.    
    int screenDataW = 1920; //put screen data into a temp var
    int screenDataH = 1080;
    

    
    if (SDL_Init( SDL_INIT_EVERYTHING ) < 0 )
    {
        std::cout << "SDL init error: " << SDL_GetError();
     return 0;
    } //start SDL

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); //set GL version of the window
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);    
    SDL_Window* window = SDL_CreateWindow( "RainbowRPG - SDL2.0 - OpenGL2.1", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screenDataW, screenDataH, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_OPENGL); //create OpenGL window

    SDL_GLContext glcontext = SDL_GL_CreateContext(window); //set context as OpenGL
        initGL(screenDataW, screenDataH); //init GL.
    
    GLenum err = glewInit();

    if (GLEW_OK != err)
    {
         std::cout << "initialiseing GLEW failed." << glewGetErrorString(err);
         return 0 ;
    }

    std::cout << "Using GLEW - " << glewGetString(GLEW_VERSION) << "\n";

//     glMatrixMode (GL_MODELVIEW);
//   glLoadIdentity();     
//        glScalef(scale, scale, scale);
//      glBegin(GL_QUADS); //draw quad.
//            glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
//            //glColor3f(SQUARE::colour4f[0],SQUARE::colour4f[1],SQUARE::colour4f[2]);
//            //glColor4f(SQUARE::colour4f[0],SQUARE::colour4f[1],SQUARE::colour4f[2],SQUARE::colour4f[3]);
//            glVertex2f(-1.0f,1.0f);
//            glVertex2f(1.0f,1.0f);
//            glVertex2f(1.0f,-1.0f);
//            glVertex2f(-1.0f,-1.0f);
//            glEnd();
//           
//            GLenum error = glGetError();
//            if( error != GL_NO_ERROR )
//            {
//            std::cout << "Error drawing! 177 " << gluErrorString( error ) << "\n";
//            return false;
//            }
//            SDL_GL_SwapWindow(window); //show content.
//            SDL_Delay(1000);
//     return 0;

    //command_thread.detach();
//    SDL_Delay(1000);
    std::string mapFile ("a.map");
    std::cout << "Initialising map!\n\n";
    
    map* ptrmap; //create a pointer of type map.
    map currentMap (screenDataW, screenDataH, mapFile);
    ptrmap = &currentMap; //make pointer point to instance of map.
    std::cout << "checking for inputted commands....";
    

    command* ptrCommand; //create a pointer of type command.
    command commandline; //create command line object.
    std::cout << "creating command line thread...\n";
    boost::thread command_thread ( boost::bind (&command::start_command, &commandline) ); //create a thread of the command line.
    std::cout << "Command thread started\n\n";
    ptrCommand = & commandline; //make pointer point to command object.
    
    int entities = ptrmap -> return_number_of_entities();
    
    boost::thread logic_loop (boost::bind(&entity_logic_loop, entities, ptrmap)); //create logic loop thread.
    
    std::cout << "Running game loop func\n\n";
    game_loop(ptrCommand, ptrmap, window);
    //game_loop( ptrmap, window);

    currentMap.destroy_map(); //destroy the map!
    SDL_GL_DeleteContext(glcontext); //clean up
    SDL_Quit(); //quit SDL   
    logic_loop.join(); //join logic thread.
    std::cout << "\nQuited nicely, press any letter/number key then tap return to terminate \n(This is a problem with using threads and std::cin together, must find a better way of doing this safely\n\n"; // - Remember killing the thread causes recursive terminate >.<.)\n\n";
    command_thread.join(); //detach both out threads.
    


    return 0;
    
    }