#include #include "SDL.h" #include "SDL_opengl.h" bool gameRunning = true; #define SCREEN_WIDTH 1280 #define SCREEN_HEIGHT 720 //#define FULLSCREEN //window be rendered to SDL_Window* window = NULL; SDL_Surface* renderSurface = NULL; SDL_GLContext mainGLContext = NULL; SDL_Renderer* gRenderer = NULL; const float sh = SCREEN_HEIGHT; const float sw = SCREEN_WIDTH; #include "gameHeader.h" int main(int argc, char** argv){ //runs startup 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 #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 mainGLContext = SDL_GL_CreateContext(window); if(mainGLContext == NULL){ std::cout << "The OpenGL context failed to initialize! Error: " << SDL_GetError() << std::endl; }else{ //get window surface renderSurface = SDL_GetWindowSurface(window); //set renderer gRenderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); if(gRenderer == NULL){ std::cout << "The variable 'gRenderer' was not able to initialize! Error: " << SDL_GetError() << std::endl;\ } //background white SDL_FillRect(renderSurface, NULL, SDL_MapRGB(renderSurface->format, 0xFF, 0xFF, 0xFF)); //update window SDL_UpdateWindowSurface(window); configRender(); gameLoop(); } } } //closes the window and frees resources SDL_GL_DeleteContext(mainGLContext); SDL_DestroyWindow(window); SDL_Quit(); return 0; }