blobwarsAttrition/src/system/init.c

110 lines
2.4 KiB
C

/*
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,
initAtlas
};
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();
}