77 lines
2.1 KiB
C
77 lines
2.1 KiB
C
#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include "data.h"
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#include "draw.h"
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#include "input.h"
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#include "ui.h"
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#include <SDL2/SDL_ttf.h>
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#include <SDL2/SDL_image.h>
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const int SCREEN_WIDTH = 800;
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const int SCREEN_HEIGHT = 600;
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void updateGameState() {
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}
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int main(int argc, char* argv[]) {
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SDL_Init(SDL_INIT_VIDEO);
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TTF_Init();
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SDL_Window* window = SDL_CreateWindow("RTS Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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// Main loop flag
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bool quit = false;
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SDL_Event event;
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// Load textures for tiles, units, and buildings
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SDL_Texture* unitTexture = IMG_LoadTexture(renderer, "path/to/unit_texture.png");
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SDL_Texture* buildingTexture = IMG_LoadTexture(renderer, "path/to/building_texture.png");
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SDL_Texture* tileTexture = IMG_LoadTexture(renderer, "path/to/tile_texture.png");
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// Assuming you have a GameData instance named gameData
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GameData gameData;
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// Initialize gameData here...
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while (!quit) {
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// Event handling
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while (SDL_PollEvent(&event) != 0) {
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if (event.type == SDL_QUIT) {
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quit = true;
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}
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// Handle other events such as key presses, mouse input, etc.
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}
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// Update game state
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updateGameState(); // You need to define this function to update the game state
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// Clear the screen
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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// Render game objects
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drawGameData(renderer, &gameData, tileTexture, unitTexture, buildingTexture);
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// Update the screen
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SDL_RenderPresent(renderer);
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// Cap the frame rate
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SDL_Delay(16); // Cap to approximately 60 frames per second
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}
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// Clean up and exit
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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// Destroy window and renderer
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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// Quit SDL subsystems
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SDL_Quit();
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return 0;
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} |