#ifdef _WIN32 #define WIN32_LEAN_AND_MEAN #define WIN32_EXTRA_LEAN #endif #define GLX_GLXEXT_LEGACY // Use our local glxext.h rather than the system one. #ifdef _WIN32 #include #endif #include #include #include #include "Game.h" #include "../IO/Input.h" #include "../Global/Globals.h" #include "../Global/Constants.h" #include "../System/Debug.h" void Destroy(void) { DestroyInput(); SDL_FreeSurface(screen); SDL_Quit(); } static void ResizeWindow(int w, int h) { SDL_SetVideoMode(w, h, 32, SDL_OPENGL | SDL_RESIZABLE); glViewport(0,0,w,h); glLoadIdentity(); glOrtho(0.0, 800.0, 600.0, 0.0, 0.0, 1.0); SDL_GL_SwapBuffers(); } #ifdef _WIN32 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR cmdLine, int cmdShow) { #else int main(int argc, char** argv) { #endif // Start by opening a debug log. Debug::openLog(true); Debug::logger->message("\n ----- Engine Loading -----"); // Our game code. Game game; if(SDL_Init(SDL_INIT_VIDEO) < 0) { Debug::logger->message("Error: Could not load SDL"); Destroy(); return 1; } else { Debug::logger->message("SDL loaded.."); } // Setup OpenGL. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); flags = SDL_OPENGL | SDL_HWSURFACE | SDL_RESIZABLE; screen = SDL_SetVideoMode(WINDOW_WIDTH, WINDOW_HEIGHT, 32, flags); Debug::logger->message("Video mode set.."); info = SDL_GetVideoInfo(); if(!info) { // This should never accur. Debug::logger->message("Video query failed!"); Destroy(); return 1; } SDL_WM_SetCaption("LibD", NULL); srand((unsigned int)time(NULL)); Debug::logger->message("\n ----- Engine Initialization Complete -----"); Debug::logger->message("\n ----- Logic -----"); game.Init(); CreateInput(); bool isRunning = true; while(isRunning) { while(SDL_PollEvent(&event)) { if((event.type == SDL_QUIT) || KeyStillDown(SDLK_ESCAPE)) { isRunning = false; break; } if(event.type == SDL_VIDEORESIZE) { // Resize the window. ResizeWindow(event.resize.w, event.resize.h); break; } } UpdateInput(); game.ProcessEvents(); game.Render(); SDL_GL_SwapBuffers(); } game.Shutdown(); Destroy(); Debug::closeLog(); return 0; }