2018-01-21 10:31:38 +01:00
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/*
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Copyright (C) 2018 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "init.h"
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void initSDL(void)
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{
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int rendererFlags, windowFlags;
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/* done in src/plat/ */
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createSaveFolder();
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app.winWidth = SCREEN_WIDTH;
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app.winHeight = SCREEN_HEIGHT;
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rendererFlags = SDL_RENDERER_ACCELERATED|SDL_RENDERER_PRESENTVSYNC;
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windowFlags = 0;
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) < 0)
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{
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printf("Couldn't initialize SDL: %s\n", SDL_GetError());
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exit(1);
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}
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024) == -1)
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{
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printf("Couldn't initialize SDL Mixer\n");
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exit(1);
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}
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Mix_AllocateChannels(CH_MAX);
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app.window = SDL_CreateWindow("Blob Wars : Attrition", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, app.winWidth, app.winHeight, windowFlags);
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
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app.renderer = SDL_CreateRenderer(app.window, -1, rendererFlags);
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IMG_Init(IMG_INIT_PNG | IMG_INIT_JPG);
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if (TTF_Init() < 0)
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{
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printf("Couldn't initialize SDL TTF: %s\n", SDL_GetError());
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exit(1);
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}
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}
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void initGameSystem(void)
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{
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int i, numInitFuns;
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void (*initFuncs[]) (void) = {
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initLookups,
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initGraphics,
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2018-01-28 13:01:39 +01:00
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initFonts,
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2018-01-28 13:31:06 +01:00
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initAtlas,
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2018-01-28 18:23:49 +01:00
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initSounds,
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2018-01-29 23:12:18 +01:00
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initSprites,
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initEntityFactory
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2018-01-21 10:31:38 +01:00
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};
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numInitFuns = sizeof(initFuncs) / sizeof(void*);
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for (i = 0 ; i < numInitFuns ; i++)
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{
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/*showLoadingStep(i + 1, numInitFuns);*/
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initFuncs[i]();
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}
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}
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void cleanup(void)
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{
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Cleaning up ...");
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destroyLookups();
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destroyFonts();
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destroyTextures();
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expireTexts(1);
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destroyGame();
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SDL_DestroyRenderer(app.renderer);
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SDL_DestroyWindow(app.window);
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TTF_Quit();
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Done.");
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SDL_Quit();
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}
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