LibD/src/Main/main.cpp

94 lines
2.0 KiB
C++

#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 <windows.h>
#endif
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <time.h>
#include "Game.h"
#include "../Global/Globals.h"
#include "../Global/Constants.h"
#include "../System/Debug.h"
void Destroy(void) {
SDL_FreeSurface(screen);
SDL_Quit();
}
#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;
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();
bool isRunning = true;
while(isRunning) {
SDL_Event ev;
while(SDL_PollEvent(&ev)){
if(ev.type == SDL_QUIT) {
isRunning = false;
break;
}
}
game.Render();
SDL_GL_SwapBuffers();
}
game.Shutdown();
Destroy();
Debug::closeLog();
return 0;
}