#include #include "app_consts.hpp" #include "board.hpp" #include "sprites.hpp" int main(int argc, char** argv) { //Sourced from lazyfoo's SDL2 tutorials, not really any special code here, just standard init process for the window //The window we'll be rendering to SDL_Window* window = NULL; //The surface contained by the window SDL_Surface* screenSurface = NULL; //Initialize SDL if(SDL_Init(SDL_INIT_VIDEO) < 0) { printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError()); } else { //Create window window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN); if(window == NULL) { printf("Window could not be created! SDL_Error: %s\n", SDL_GetError()); } else { //Get window surface screenSurface = SDL_GetWindowSurface(window); //Fill the surface white SDL_FillRect(screenSurface, NULL, SDL_MapRGB(screenSurface->format, 0x00, 0x00, 0x00)); Board board; board.draw_board(screenSurface); //Update the surface SDL_UpdateWindowSurface(window); //Wait two seconds SDL_Delay(5000); } } Sprite::close(); //Destroy window SDL_DestroyWindow(window); //Quit SDL subsystems SDL_Quit(); return 0; }