#include #include #include #include #define SCREEN_WIDTH 1280 #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; int main(int argc,char **argv){ SDL_Event e; //runs startup procedures if(SDL_Init(SDL_INIT_VIDEO) < 0){ std::cout << "SDL was not able to initialize! Error: " << SDL_GetError() << std::endl; }else{ atexit(SDL_Quit); //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; } } } // main loop glClearColor(1,1,1,0); while(gameRunning){ glClear(GL_COLOR_BUFFER_BIT); SDL_UpdateWindowSurface(window); while(SDL_PollEvent(&e)){ if(e.type==SDL_QUIT) gameRunning=false; } } //closes the window and frees resources SDL_GL_DeleteContext(mainGLContext); SDL_DestroyWindow(window); return 0; }