int main() { sf::RenderWindow window(sf::VideoMode(200, 200), "SFML works!"); window.setFramerateLimit(60); System zeldish; zeldish.Initialize(&window); while (window.isOpen()) { sf::Event event; while (window.pollEvent(event)) { if (event.type == sf::Event::Closed) window.close(); } window.clear(); zeldish.HandleInput(); zeldish.Update(1.0f); window.display(); } return 0; }
int main(int argc, char *argv[]) { System system; // Run throught each start function // Splitting them down allows for more information to be displayed to the user in case of error try { // We start SDL first so that we can use the message boxes that SDL provides system.StartSDL(); } catch (char* error) { printf(error); return -1; } try { // Create the SDL windows and bind the OpenGL contexts system.StartWindow(); } catch (char* error) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Window Error", error, NULL); return -1; } // Start the renders for SDL, both for the main OpenGL window and the SDL settings window try { system.StartRenderer(); } catch (char* error) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Renderer Error", error, NULL); return -1; } // Start SDL_TTF plugin try { system.StartTTF(); } catch (char* error) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "SDL TTF Error", error, NULL); return -1; } // Finally load the font try { system.LoadFonts(); } catch (char* error) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Font Error", error, NULL); return -1; } // Create the map and initialise all of the player (entity values) system.StartSubsystems(); // Reset our time to ignore the start system.StartTime(); // General system update and draw // System holds ALL sub-systems such as scene, player, map and algorithm // Every update required for these happens within the system or below while (system.GetRunning()) { system.Update(); system.Draw(); } return 0; }
int main() { System Sys; Sys.Update(); return 0; }