#include #include SDL_Window *window = NULL; SDL_Surface *renderSurface = NULL; SDL_GLContext mainGLContext = NULL; bool gameRunning = true; UIClass ui; Entities *entit1; Player player; int main(int argc,char **argv){ // Initialize SDL if(!SDL_Init(SDL_INIT_VIDEO)){ atexit(SDL_Quit); }else{ std::cout << "SDL was not able to initialize! Error: " << SDL_GetError() << std::endl; return -1; } // Initialize SDL_image if((IMG_Init(IMG_INIT_PNG|IMG_INIT_JPG)&(IMG_INIT_PNG|IMG_INIT_JPG))){ atexit(IMG_Quit); }else{ std::cout<<"Could not init image libraries!\n"<spawn(0,0); World *w=new World(2); while(gameRunning){ ui.handleEvents(); // Handle events //a matrix is a blank canvas for the computer to draw on, the matrices are stored in a "stack" //GL_PROJECTION has 2 matrices //GL_MODELVIEW has 32 matrices glMatrixMode(GL_PROJECTION); //set the matrix mode as projection so we can set the ortho size and the camera settings later on glPushMatrix(); //push the matrix to the top of the matrix stack glLoadIdentity(); //replace the entire matrix stack with the updated GL_PROJECTION mode glOrtho(-1,1,-1,1,-1,1); //set the the size of the screen glMatrixMode(GL_MODELVIEW); //set the matrix to modelview so we can draw objects glPushMatrix(); //push the matrix to the top of the matrix stack glLoadIdentity(); //replace the entire matrix stack with the updated GL_MODELVIEW mode glPushMatrix(); //basically here we put a blank canvas (new matrix) on the screen to draw on glClear(GL_COLOR_BUFFER_BIT); //clear the matrix on the top of the stack /************************** **** RENDER STUFF HERE **** **************************/ w->draw(); glColor3ub(0,0,0); glRectf(player.loc.x, player.loc.y, player.loc.x + player.width, player.loc.y + player.height); /************************** **** CLOSE THE LOOP **** **************************/ glPopMatrix(); //take the matrix(s) off the stack to pass them to the renderer SDL_GL_SwapWindow(window); //give the stack to SDL to render it } /************************** **** CLOSE PROGRAM **** **************************/ //closes the window and frees resources SDL_GL_DeleteContext(mainGLContext); SDL_DestroyWindow(window); return 0; }