void Game::Init() { int err; // initialize SDL err = SDL_Init(SDL_INIT_EVERYTHING); if( err ) { Logger::Instance().Log("FATAL ERROR: initializing SDL failed"); Logger::Instance().Log(SDL_GetError()); return; } err = SDL_VideoInit(NULL); // initialize the rendering subsystem err = GLESRenderer::Init(CONFIG_PATH); Logger::Instance().Log(err ? "FATAL ERROR: initializing the rendering subsystem failed" : "Rendering subsystem initialized"); if( err ) { return; } GLESRenderer::Instance()->LogBasicInfo(); GLESRenderer::Instance()->QueryErrors(); // create the gamestate objects // this should happen AFTER the rendering context has been created... Logger::Instance().Log("Creating gamestates..."); States.Insert(InGameState::GetID(), new InGameState(this)); Logger::Instance().Log("Gamestates created"); // activate gamestate ChangeGameState(InGameState::GetID()); // initialization completed Initialized = true; }
void GameStateManager::Init() { currentGameState=NULL; sceneMgr=INSTANCE(WorldManager)->GetSceneManager(); ChangeGameState(GameState::MAIN_MENU_STATE,MenuState::TITLE_MENU_STATE); }