#include #include #include "data.h" #include "draw.h" #include "input.h" #include "ui.h" #include #include const int SCREEN_WIDTH = 800; const int SCREEN_HEIGHT = 600; void updateGameState() { } int main(int argc, char* argv[]) { SDL_Init(SDL_INIT_VIDEO); TTF_Init(); SDL_Window* window = SDL_CreateWindow("RTS Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN); SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); // Main loop flag bool quit = false; SDL_Event event; // Load textures for tiles, units, and buildings SDL_Texture* unitTexture = IMG_LoadTexture(renderer, "path/to/unit_texture.png"); SDL_Texture* buildingTexture = IMG_LoadTexture(renderer, "path/to/building_texture.png"); SDL_Texture* tileTexture = IMG_LoadTexture(renderer, "path/to/tile_texture.png"); // Assuming you have a GameData instance named gameData GameData gameData; // Initialize gameData here... while (!quit) { // Event handling while (SDL_PollEvent(&event) != 0) { if (event.type == SDL_QUIT) { quit = true; } // Handle other events such as key presses, mouse input, etc. } // Update game state updateGameState(); // You need to define this function to update the game state // Clear the screen SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_RenderClear(renderer); // Render game objects drawGameData(renderer, &gameData, tileTexture, unitTexture, buildingTexture); // Update the screen SDL_RenderPresent(renderer); // Cap the frame rate SDL_Delay(16); // Cap to approximately 60 frames per second } // Clean up and exit SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); // Destroy window and renderer SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); // Quit SDL subsystems SDL_Quit(); return 0; }