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