#include #include #include #include #include #include #define SCREEN_WIDTH 1280 #define SCREEN_HEIGHT 720 SDL_Window* window; SDL_GLContext mainGLContext = NULL; int main(void){ if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0){ std::cout << "SDL was not able to initialize! Error: " << SDL_GetError() << std::endl; return -1; } // Run SDL_Quit when main returns atexit(SDL_Quit); window = SDL_CreateWindow("Ass", SDL_WINDOWPOS_UNDEFINED, // Spawn the window at random (undefined) x and y coordinates 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! SDL_Error: " << SDL_GetError() << std::endl; return -1; } if((mainGLContext = SDL_GL_CreateContext(window)) == NULL){ std::cout << "The OpenGL context failed to initialize! SDL_Error: " << SDL_GetError() << std::endl; return -1; } GLenum err; glewExperimental = GL_TRUE; if((err=glewInit()) != GLEW_OK){ std::cout << "GLEW was not able to initialize! Error: " << glewGetErrorString(err) << std::endl; return -1; } SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); bool gameRunning = true; while(gameRunning){ } SDL_GL_DeleteContext(mainGLContext); SDL_DestroyWindow(window); return 0; }