source: trunk/deushax/deushax.cpp @ 221

Last change on this file since 221 was 221, checked in by sam, 10 years ago

Complete Lol Engine / Deus Hax / Monsterz split.

  • Property svn:keywords set to Id
File size: 1.9 KB
Line 
1//
2// Deus Hax (working title)
3// Copyright (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
4//
5
6#if defined HAVE_CONFIG_H
7#   include "config.h"
8#endif
9
10#include <cstdio>
11#include <cmath>
12#if defined _WIN32
13#   include <direct.h>
14#endif
15
16#include <SDL.h>
17
18#include "core.h"
19#include "game.h"
20#include "sdlinput.h"
21#include "debugfps.h"
22#include "debugsprite.h"
23#include "debugsphere.h"
24#include "debugrecord.h"
25#include "debugstats.h"
26
27static float const FPS = 30.0f;
28
29int main(int argc, char **argv)
30{
31    /* Initialise SDL */
32    if (SDL_Init(SDL_INIT_VIDEO) < 0)
33    {
34        fprintf(stderr, "Cannot initialise SDL: %s\n", SDL_GetError());
35        return EXIT_FAILURE;
36    }
37
38    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
39    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
40    SDL_Surface *video = SDL_SetVideoMode(640, 480, 0, SDL_OPENGL);
41    if (!video)
42    {
43        fprintf(stderr, "Cannot create OpenGL screen: %s\n", SDL_GetError());
44        SDL_Quit();
45        return EXIT_FAILURE;
46    }
47
48    SDL_WM_SetCaption("Map Test (SDL)", NULL);
49    SDL_ShowCursor(0);
50    //SDL_WM_GrabInput(SDL_GRAB_ON);
51
52    /* Initialise OpenGL */
53    Video::Setup(video->w, video->h);
54
55    /* Create a game */
56#if defined _WIN32
57    _chdir(".."); /* Temporary Win32 hack */
58#endif
59    Game *game = new Game("maps/testmap.tmx");
60    game->SetMouse(160, 96);
61
62    /* Register an input driver and some debug stuff */
63    new SdlInput();
64    new DebugFps();
65    new DebugSprite(game);
66    new DebugSphere();
67    //new DebugRecord("lolengine.ogg");
68    new DebugStats("stats.txt");
69
70    while (!Ticker::Finished())
71    {
72        /* Tick the game */
73        Ticker::TickGame();
74
75        /* Clear the screen, tick the renderer, show the frame and
76         * clamp to desired framerate. */
77        Video::Clear();
78        Ticker::TickDraw();
79        SDL_GL_SwapBuffers();
80        Ticker::ClampFps(1000.0f / FPS);
81    }
82
83    SDL_Quit();
84
85    return EXIT_SUCCESS;
86}
87
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