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/**
* \file
*
* This example program creates a window and wait for the user to close it.
*
* In order to make this example minimalistic, it will not use most of the
* functionalities of the Bear Engine. Consequently, we will have manage the
* exit of the program ourselves.
*
* The SDL is used for the subsystems of the engine. Thus we can use its event
* system to detect when the user wants to quit the program.
*/
#include "visual/screen.hpp"
#include "SDL2/SDL.h"
/**
* This global variable is observed in the main loop in order to exit the
* program as it becomes true.
*/
bool g_quit(false);
/**
* This function processes an event of the SDL. If the quit signal has been
* sent, then g_quit is set to true. Otherwise the function does nothing.
* \param user_data Ignored.
* \param event The event to process.
*/
int event_filter
( void* user_data, SDL_Event* event )
{
int result(0);
switch ( event->type )
{
case SDL_QUIT:
g_quit = true;
break;
default:
result = 1;
}
return result;
}
/**
* Initializes the visual module of the engine and registers the event filter to
* the SDL.
*/
void init()
{
bear::visual::screen::initialize( bear::visual::screen::screen_gl );
SDL_EventState( SDL_QUIT, SDL_ENABLE );
SDL_SetEventFilter( &event_filter, NULL );
}
/**
* Creates a window and waits for the quit signal to be received.
*/
int main( int argc, char* argv[] )
{
init();
// Here we create the window; it will be immediately visible.
// The engine does not support multiples windows yet, so be careful and be
// sure to create only one of them.
bear::visual::screen s( claw::math::coordinate_2d<unsigned int>(640, 480) );
// And we can wait for the quit signal. The window won't display anything
// since we never call the rendering functions.
while( !g_quit )
SDL_PumpEvents();
// Turn the subsystems off.
bear::visual::screen::release();
return 0;
}