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