00001 00006 /* If we're compiling with MSVC++, these #pragma definitions will 00007 automatically link the relevant libraries we need. */ 00008 #ifdef WIN32 00009 #pragma comment(lib, "SDL.lib") 00010 #pragma comment(lib, "SDLmain.lib") 00011 //#pragma comment(lib, "msvcrt-ruby18.lib") 00012 #endif 00013 00014 #include "globals.h" 00015 00016 #include "testing.h" 00017 #include "sdl_driver.h" 00018 #include "cgame.h" 00019 00020 #include <stdlib.h> 00021 00025 extern "C" int main(int argc, char **argv) 00026 { 00027 /* Width of the screen, in pixels. */ 00028 const int SCREEN_WIDTH = 640; 00029 /* Height of the screen, in pixels. */ 00030 const int SCREEN_HEIGHT = 480; 00031 /* Depth of the screen, in bits per pixel. */ 00032 const int SCREEN_DEPTH = 16; 00033 /* Number of bouncy boxes to display. */ 00034 const int NUM_BOXES = 6; 00035 00036 /* Set up our driver for the multimedia abstraction layer. */ 00037 CSystemFactorySet driver; 00038 00039 driver.videoFactory = SDLDriver::make_video_system_factory( 00040 SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_DEPTH, 0); 00041 driver.eventFactory = SDLDriver::make_event_system_factory(); 00042 driver.timerFactory = SDLDriver::make_timer_system_factory(); 00043 00044 /* Initialize the CGame singleton. This also 00045 initializes all the other singleton subsystems 00046 in the game (video, event, timer). */ 00047 CGame::init(&driver); 00048 00049 CGame &g = CGame::get_instance(); 00050 00051 Testing::add_components(g, NUM_BOXES); 00052 00053 /* Run the game. */ 00054 g.run(); 00055 00056 /* Shut down the game. */ 00057 CGame::deinit(); 00058 00059 return 0; 00060 }
1.3.3