bool Engine::init() { if (!app) { Log::print("App not informed"); return false; } if (!initSDL()) { return false; } setupOpenGL(); if (!initSDLWindow()) { return false; } if (!initSDLGLContext()) { return false; } if (!initGLEW()) { return false; } printVersions(); if (!app->init()) { return false; } reshape(); return true; }
int main(int argc, char** argv) { SDL_Surface *screen; screen = initSDLWindow(); editEvent(screen); SDL_Quit(); return (EXIT_SUCCESS); }
// ----------------------------------------------------------------------------- Window::Window() : sdlWindow(nullptr), context(nullptr), scene(nullptr), eventTimerId(0), fpsTimerId(0), keyboardManager(this), running(true), frameCounter(0) { initSDLWindow(); }
//MAIN// int main( int argc, char* args[] ) { //Init Rand to clock srand ( time(NULL) ); //Initialize Window initSDLWindow( SCREENWIDTH, SCREENHEIGHT, SCREENBPP ); //Load Files loadFiles(); //Create Text createText(); //Init classes Timer fps; Level *theLevel; //GAME LOOP// while( run ) { //Start the frame timer fps.start(); //Init Events for keyboard initSDLEvents(); //Apply the background applySurface( 0, 0, background, screen, NULL ); //MENU if ( menu ) { applySurface( ( SCREENWIDTH - menuTitle->w ) / 2, (SCREENHEIGHT / 5), menuTitle, screen, NULL ); applySurface( ( SCREENWIDTH - menuScreen->w ) / 2, (SCREENHEIGHT / 6)*4, menuScreen, screen, NULL ); if (initSDLEvents() == 'e') { menu = 0; game = 1; theLevel = new Level(screen, SCREENWIDTH, SCREENHEIGHT); } }//MENU END //GAME if ( game ) { if ((theLevel->play(frame)) == true) { menu = 1; game = 0; delete theLevel; } }//GAME END //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } //Set frame rate setTimer( fps, FRAMESPERSECOND, frame, true ); //check for quit checkQuit(initSDLEvents()); }//GAME LOOP END// //Clean up quitSDL(); return 0; }//END MAIN//