--- /dev/null
+///THIS FILE IS USED FOR VARIABLES THAT WILL BE ACCESED BY MULTIPLE CLASSES/FILES
+#include <iostream>
+#include <cstdlib>
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_opengl.h>
+
+#include "UIClass.h" //This can access SDL_Event e, if it won't compile for you, move it down to right above the ui object definition I guess :P
+
+//SDL VARIABLES
+SDL_Window *window = NULL;
+SDL_Surface *renderSurface = NULL;
+SDL_GLContext mainGLContext = NULL;
+
+//WINODWS VARIABLES
+const float sh = SCREEN_HEIGHT;
+const float sw = SCREEN_WIDTH;
+bool gameRunning = true;
+SDL_Event e;
+
+//OTHER VARIABLES
+UIClass ui;
+
+//FUNCTIONS
#define SCREEN_HEIGHT 720
//#define FULLSCREEN
-SDL_Window *window = NULL;
-SDL_Surface *renderSurface = NULL;
-SDL_GLContext mainGLContext = NULL;
-const float sh = SCREEN_HEIGHT;
-const float sw = SCREEN_WIDTH;
-bool gameRunning = true;
+#include "gameHeader.h"
+
int main(int argc,char **argv){
- SDL_Event e;
- //runs startup procedures
+ //runs start-up procedures
if(SDL_Init(SDL_INIT_VIDEO) < 0){
std::cout << "SDL was not able to initialize! Error: " << SDL_GetError() << std::endl;
}else{
//Turn on double Buffering
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
//create the window
- window = SDL_CreateWindow("Sword Swinger", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL
+ window = SDL_CreateWindow("Independent Study v. Alpha -1.0", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL
#ifdef FULLSCREEN
| SDL_WINDOW_FULLSCREEN
#endif // FULLSCREEN
if(window == NULL){
std::cout << "The window failed to generate! Error: " << SDL_GetError() << std::endl;
}else{
- //set opengl context
+ //set OpenGL context
mainGLContext = SDL_GL_CreateContext(window);
if(mainGLContext == NULL){
std::cout << "The OpenGL context failed to initialize! Error: " << SDL_GetError() << std::endl;
}
}
}
- // main loop
+
+
+ /**************************
+ **** GAMELOOP ****
+ **************************/
+
glClearColor(1,1,1,0);
while(gameRunning){
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(window);
- while(SDL_PollEvent(&e)){
- switch(e.type){
- case SDL_QUIT:
- gameRunning=false;
- break;
- case SDL_KEYDOWN:
- switch(e.key.keysym.sym){
- case 27:
- gameRunning=false;
- break;
- default:
- break;
- }
- default:
- break;
- }
- }
+
+ ui.handleEvents();
}
+
+ /**************************
+ **** CLOSE PROGRAM ****
+ **************************/
+
+
//closes the window and frees resources
SDL_GL_DeleteContext(mainGLContext);
SDL_DestroyWindow(window);